2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_contrastboost = {CVAR_SAVE, "r_glsl_postprocess_contrastboost", "1", "brightening effect (1 is no change, higher values brighten the view)"};
86 cvar_t r_glsl_postprocess_gamma = {CVAR_SAVE, "r_glsl_postprocess_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
87 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
89 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)"};
90 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
91 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"};
92 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
93 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
95 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
96 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
97 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
98 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
100 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
101 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
102 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
103 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
104 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
105 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
106 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
108 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
109 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
110 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
111 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)"};
113 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"};
115 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"};
117 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
119 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
120 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
121 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"};
122 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
123 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
124 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
126 extern qboolean v_flipped_state;
128 static struct r_bloomstate_s
133 int bloomwidth, bloomheight;
135 int screentexturewidth, screentextureheight;
136 rtexture_t *texture_screen;
138 int bloomtexturewidth, bloomtextureheight;
139 rtexture_t *texture_bloom;
141 // arrays for rendering the screen passes
142 float screentexcoord2f[8];
143 float bloomtexcoord2f[8];
144 float offsettexcoord2f[8];
148 typedef struct r_waterstate_waterplane_s
150 rtexture_t *texture_refraction;
151 rtexture_t *texture_reflection;
153 int materialflags; // combined flags of all water surfaces on this plane
154 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
157 r_waterstate_waterplane_t;
159 #define MAX_WATERPLANES 16
161 static struct r_waterstate_s
165 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
167 int waterwidth, waterheight;
168 int texturewidth, textureheight;
170 int maxwaterplanes; // same as MAX_WATERPLANES
172 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
174 float screenscale[2];
175 float screencenter[2];
179 // shadow volume bsp struct with automatically growing nodes buffer
182 rtexture_t *r_texture_blanknormalmap;
183 rtexture_t *r_texture_white;
184 rtexture_t *r_texture_grey128;
185 rtexture_t *r_texture_black;
186 rtexture_t *r_texture_notexture;
187 rtexture_t *r_texture_whitecube;
188 rtexture_t *r_texture_normalizationcube;
189 rtexture_t *r_texture_fogattenuation;
190 //rtexture_t *r_texture_fogintensity;
192 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
193 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
195 // vertex coordinates for a quad that covers the screen exactly
196 const static float r_screenvertex3f[12] =
204 extern void R_DrawModelShadows(void);
206 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 for (i = 0;i < verts;i++)
220 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 for (i = 0;i < verts;i++)
233 // FIXME: move this to client?
236 if (gamemode == GAME_NEHAHRA)
238 Cvar_Set("gl_fogenable", "0");
239 Cvar_Set("gl_fogdensity", "0.2");
240 Cvar_Set("gl_fogred", "0.3");
241 Cvar_Set("gl_foggreen", "0.3");
242 Cvar_Set("gl_fogblue", "0.3");
244 r_refdef.fog_density = 0;
245 r_refdef.fog_red = 0;
246 r_refdef.fog_green = 0;
247 r_refdef.fog_blue = 0;
248 r_refdef.fog_alpha = 1;
249 r_refdef.fog_start = 0;
250 r_refdef.fog_end = 0;
253 float FogForDistance(vec_t dist)
255 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
256 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 float FogPoint_World(const vec3_t p)
261 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 float FogPoint_Model(const vec3_t p)
266 return FogForDistance(VectorDistance((p), rsurface.modelorg));
269 static void R_BuildBlankTextures(void)
271 unsigned char data[4];
272 data[2] = 128; // normal X
273 data[1] = 128; // normal Y
274 data[0] = 255; // normal Z
275 data[3] = 128; // height
276 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
281 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 static void R_BuildNoTexture(void)
297 unsigned char pix[16][16][4];
298 // this makes a light grey/dark grey checkerboard texture
299 for (y = 0;y < 16;y++)
301 for (x = 0;x < 16;x++)
303 if ((y < 8) ^ (x < 8))
319 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 static void R_BuildWhiteCube(void)
324 unsigned char data[6*1*1*4];
325 memset(data, 255, sizeof(data));
326 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 static void R_BuildNormalizationCube(void)
333 vec_t s, t, intensity;
335 unsigned char data[6][NORMSIZE][NORMSIZE][4];
336 for (side = 0;side < 6;side++)
338 for (y = 0;y < NORMSIZE;y++)
340 for (x = 0;x < NORMSIZE;x++)
342 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
343 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
378 intensity = 127.0f / sqrt(DotProduct(v, v));
379 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
380 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
381 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
382 data[side][y][x][3] = 255;
386 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 static void R_BuildFogTexture(void)
393 unsigned char data1[FOGWIDTH][4];
394 //unsigned char data2[FOGWIDTH][4];
397 r_refdef.fogmasktable_start = r_refdef.fog_start;
398 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
399 r_refdef.fogmasktable_range = r_refdef.fogrange;
400 r_refdef.fogmasktable_density = r_refdef.fog_density;
402 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
403 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
405 d = (x * r - r_refdef.fogmasktable_start);
406 if(developer.integer >= 100)
407 Con_Printf("%f ", d);
409 if (r_fog_exp2.integer)
410 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
412 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
413 if(developer.integer >= 100)
414 Con_Printf(" : %f ", alpha);
415 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
416 if(developer.integer >= 100)
417 Con_Printf(" = %f\n", alpha);
418 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421 for (x = 0;x < FOGWIDTH;x++)
423 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
428 //data2[x][0] = 255 - b;
429 //data2[x][1] = 255 - b;
430 //data2[x][2] = 255 - b;
433 if (r_texture_fogattenuation)
435 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
436 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
440 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);
441 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
445 static const char *builtinshaderstring =
446 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
447 "// written by Forest 'LordHavoc' Hale\n"
449 "// common definitions between vertex shader and fragment shader:\n"
451 "//#ifdef __GLSL_CG_DATA_TYPES\n"
452 "//# define myhalf half\n"
453 "//# define myhalf2 half2\n"
454 "//# define myhalf3 half3\n"
455 "//# define myhalf4 half4\n"
457 "# define myhalf float\n"
458 "# define myhalf2 vec2\n"
459 "# define myhalf3 vec3\n"
460 "# define myhalf4 vec4\n"
463 "#ifdef MODE_DEPTH_OR_SHADOW\n"
465 "# ifdef VERTEX_SHADER\n"
468 " gl_Position = ftransform();\n"
474 "#ifdef MODE_POSTPROCESS\n"
475 "# ifdef VERTEX_SHADER\n"
478 " gl_FrontColor = gl_Color;\n"
479 " gl_Position = ftransform();\n"
480 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
482 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
486 "# ifdef FRAGMENT_SHADER\n"
488 "uniform sampler2D Texture_First;\n"
490 "uniform sampler2D Texture_Second;\n"
492 "#ifdef USEVERTEXTEXTUREBLEND\n"
493 "uniform vec4 TintColor;\n"
495 "#ifdef USECOLORMOD\n"
496 "uniform vec3 Gamma;\n"
498 "#ifdef USECONTRASTBOOST\n"
499 "uniform float ContrastBoostCoeff;\n"
502 "uniform float GammaCoeff;\n"
506 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
508 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
510 "#ifdef USECONTRASTBOOST\n"
511 " gl_FragColor.rgb /= (ContrastBoostCoeff * gl_FragColor.rgb + vec3(1.0, 1.0, 1.0));\n"
512 " gl_FragColor.rgb *= (ContrastBoostCoeff + 1.0);\n"
515 " gl_FragColor.rgb = pow(gl_FragColor.rgb, GammaCoeff);\n"
517 "#ifdef USEVERTEXTEXTUREBLEND\n"
518 " gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
526 "#ifdef MODE_GENERIC\n"
527 "# ifdef VERTEX_SHADER\n"
530 " gl_FrontColor = gl_Color;\n"
531 "# ifdef USEDIFFUSE\n"
532 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
534 "# ifdef USESPECULAR\n"
535 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
537 " gl_Position = ftransform();\n"
540 "# ifdef FRAGMENT_SHADER\n"
542 "# ifdef USEDIFFUSE\n"
543 "uniform sampler2D Texture_First;\n"
545 "# ifdef USESPECULAR\n"
546 "uniform sampler2D Texture_Second;\n"
551 " gl_FragColor = gl_Color;\n"
552 "# ifdef USEDIFFUSE\n"
553 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
556 "# ifdef USESPECULAR\n"
557 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
559 "# ifdef USECOLORMAPPING\n"
560 " gl_FragColor *= tex2;\n"
563 " gl_FragColor += tex2;\n"
565 "# ifdef USEVERTEXTEXTUREBLEND\n"
566 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
571 "#else // !MODE_GENERIC\n"
573 "varying vec2 TexCoord;\n"
574 "varying vec2 TexCoordLightmap;\n"
576 "#ifdef MODE_LIGHTSOURCE\n"
577 "varying vec3 CubeVector;\n"
580 "#ifdef MODE_LIGHTSOURCE\n"
581 "varying vec3 LightVector;\n"
583 "#ifdef MODE_LIGHTDIRECTION\n"
584 "varying vec3 LightVector;\n"
587 "varying vec3 EyeVector;\n"
589 "varying vec3 EyeVectorModelSpace;\n"
592 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
593 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
594 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
596 "#ifdef MODE_WATER\n"
597 "varying vec4 ModelViewProjectionPosition;\n"
598 "#ifdef MODE_REFRACTION\n"
599 "varying vec4 ModelViewProjectionPosition;\n"
601 "# ifdef USEREFLECTION\n"
602 "varying vec4 ModelViewProjectionPosition;\n"
611 "// vertex shader specific:\n"
612 "#ifdef VERTEX_SHADER\n"
614 "uniform vec3 LightPosition;\n"
615 "uniform vec3 EyePosition;\n"
616 "uniform vec3 LightDir;\n"
618 "// 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"
622 " gl_FrontColor = gl_Color;\n"
623 " // copy the surface texcoord\n"
624 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
625 "#ifndef MODE_LIGHTSOURCE\n"
626 "# ifndef MODE_LIGHTDIRECTION\n"
627 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
631 "#ifdef MODE_LIGHTSOURCE\n"
632 " // transform vertex position into light attenuation/cubemap space\n"
633 " // (-1 to +1 across the light box)\n"
634 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
636 " // transform unnormalized light direction into tangent space\n"
637 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
638 " // normalize it per pixel)\n"
639 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
640 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
641 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
642 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
645 "#ifdef MODE_LIGHTDIRECTION\n"
646 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
647 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
648 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
651 " // transform unnormalized eye direction into tangent space\n"
653 " vec3 EyeVectorModelSpace;\n"
655 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
656 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
657 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
658 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
660 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
661 " VectorS = gl_MultiTexCoord1.xyz;\n"
662 " VectorT = gl_MultiTexCoord2.xyz;\n"
663 " VectorR = gl_MultiTexCoord3.xyz;\n"
666 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
667 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
668 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
669 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
672 "// transform vertex to camera space, using ftransform to match non-VS\n"
674 " gl_Position = ftransform();\n"
676 "#ifdef MODE_WATER\n"
677 " ModelViewProjectionPosition = gl_Position;\n"
679 "#ifdef MODE_REFRACTION\n"
680 " ModelViewProjectionPosition = gl_Position;\n"
682 "#ifdef USEREFLECTION\n"
683 " ModelViewProjectionPosition = gl_Position;\n"
687 "#endif // VERTEX_SHADER\n"
692 "// fragment shader specific:\n"
693 "#ifdef FRAGMENT_SHADER\n"
695 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
696 "uniform sampler2D Texture_Normal;\n"
697 "uniform sampler2D Texture_Color;\n"
698 "uniform sampler2D Texture_Gloss;\n"
699 "uniform sampler2D Texture_Glow;\n"
700 "uniform sampler2D Texture_SecondaryNormal;\n"
701 "uniform sampler2D Texture_SecondaryColor;\n"
702 "uniform sampler2D Texture_SecondaryGloss;\n"
703 "uniform sampler2D Texture_SecondaryGlow;\n"
704 "uniform sampler2D Texture_Pants;\n"
705 "uniform sampler2D Texture_Shirt;\n"
706 "uniform sampler2D Texture_FogMask;\n"
707 "uniform sampler2D Texture_Lightmap;\n"
708 "uniform sampler2D Texture_Deluxemap;\n"
709 "uniform sampler2D Texture_Refraction;\n"
710 "uniform sampler2D Texture_Reflection;\n"
711 "uniform sampler2D Texture_Attenuation;\n"
712 "uniform samplerCube Texture_Cube;\n"
714 "uniform myhalf3 LightColor;\n"
715 "uniform myhalf3 AmbientColor;\n"
716 "uniform myhalf3 DiffuseColor;\n"
717 "uniform myhalf3 SpecularColor;\n"
718 "uniform myhalf3 Color_Pants;\n"
719 "uniform myhalf3 Color_Shirt;\n"
720 "uniform myhalf3 FogColor;\n"
722 "uniform myhalf4 TintColor;\n"
725 "//#ifdef MODE_WATER\n"
726 "uniform vec4 DistortScaleRefractReflect;\n"
727 "uniform vec4 ScreenScaleRefractReflect;\n"
728 "uniform vec4 ScreenCenterRefractReflect;\n"
729 "uniform myhalf4 RefractColor;\n"
730 "uniform myhalf4 ReflectColor;\n"
731 "uniform myhalf ReflectFactor;\n"
732 "uniform myhalf ReflectOffset;\n"
734 "//# ifdef MODE_REFRACTION\n"
735 "//uniform vec4 DistortScaleRefractReflect;\n"
736 "//uniform vec4 ScreenScaleRefractReflect;\n"
737 "//uniform vec4 ScreenCenterRefractReflect;\n"
738 "//uniform myhalf4 RefractColor;\n"
739 "//# ifdef USEREFLECTION\n"
740 "//uniform myhalf4 ReflectColor;\n"
743 "//# ifdef USEREFLECTION\n"
744 "//uniform vec4 DistortScaleRefractReflect;\n"
745 "//uniform vec4 ScreenScaleRefractReflect;\n"
746 "//uniform vec4 ScreenCenterRefractReflect;\n"
747 "//uniform myhalf4 ReflectColor;\n"
752 "uniform myhalf GlowScale;\n"
753 "uniform myhalf SceneBrightness;\n"
754 "#ifdef USECONTRASTBOOST\n"
755 "uniform myhalf ContrastBoostCoeff;\n"
758 "uniform float OffsetMapping_Scale;\n"
759 "uniform float OffsetMapping_Bias;\n"
760 "uniform float FogRangeRecip;\n"
762 "uniform myhalf AmbientScale;\n"
763 "uniform myhalf DiffuseScale;\n"
764 "uniform myhalf SpecularScale;\n"
765 "uniform myhalf SpecularPower;\n"
767 "#ifdef USEOFFSETMAPPING\n"
768 "vec2 OffsetMapping(vec2 TexCoord)\n"
770 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
771 " // 14 sample relief mapping: linear search and then binary search\n"
772 " // this basically steps forward a small amount repeatedly until it finds\n"
773 " // itself inside solid, then jitters forward and back using decreasing\n"
774 " // amounts to find the impact\n"
775 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
776 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
777 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
778 " vec3 RT = vec3(TexCoord, 1);\n"
779 " OffsetVector *= 0.1;\n"
780 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
781 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
782 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
783 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
784 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
785 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
786 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
787 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
788 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
789 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
790 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
791 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
792 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
793 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
796 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
797 " // this basically moves forward the full distance, and then backs up based\n"
798 " // on height of samples\n"
799 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
800 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
801 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
802 " TexCoord += OffsetVector;\n"
803 " OffsetVector *= 0.333;\n"
804 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
805 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
806 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
807 " return TexCoord;\n"
810 "#endif // USEOFFSETMAPPING\n"
812 "#ifdef MODE_WATER\n"
817 "#ifdef USEOFFSETMAPPING\n"
818 " // apply offsetmapping\n"
819 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
820 "#define TexCoord TexCoordOffset\n"
823 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
824 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
827 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
830 "#else // !MODE_WATER\n"
831 "#ifdef MODE_REFRACTION\n"
833 "// refraction pass\n"
836 "#ifdef USEOFFSETMAPPING\n"
837 " // apply offsetmapping\n"
838 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
839 "#define TexCoord TexCoordOffset\n"
842 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
843 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
844 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
845 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
848 "#else // !MODE_REFRACTION\n"
851 "#ifdef USEOFFSETMAPPING\n"
852 " // apply offsetmapping\n"
853 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
854 "#define TexCoord TexCoordOffset\n"
857 " // combine the diffuse textures (base, pants, shirt)\n"
858 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
859 "#ifdef USECOLORMAPPING\n"
860 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
862 "#ifdef USEVERTEXTEXTUREBLEND\n"
863 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
864 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
865 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
866 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
867 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
870 "#ifdef USEDIFFUSE\n"
871 " // get the surface normal and the gloss color\n"
872 "# ifdef USEVERTEXTEXTUREBLEND\n"
873 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
874 "# ifdef USESPECULAR\n"
875 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
878 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
879 "# ifdef USESPECULAR\n"
880 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
887 "#ifdef MODE_LIGHTSOURCE\n"
890 " // calculate surface normal, light normal, and specular normal\n"
891 " // compute color intensity for the two textures (colormap and glossmap)\n"
892 " // scale by light color and attenuation as efficiently as possible\n"
893 " // (do as much scalar math as possible rather than vector math)\n"
894 "# ifdef USEDIFFUSE\n"
895 " // get the light normal\n"
896 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
898 "# ifdef USESPECULAR\n"
899 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
901 " // calculate directional shading\n"
902 " 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"
904 "# ifdef USEDIFFUSE\n"
905 " // calculate directional shading\n"
906 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
908 " // calculate directionless shading\n"
909 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
913 "# ifdef USECUBEFILTER\n"
914 " // apply light cubemap filter\n"
915 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
916 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
918 "#endif // MODE_LIGHTSOURCE\n"
923 "#ifdef MODE_LIGHTDIRECTION\n"
924 " // directional model lighting\n"
925 "# ifdef USEDIFFUSE\n"
926 " // get the light normal\n"
927 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
929 "# ifdef USESPECULAR\n"
930 " // calculate directional shading\n"
931 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
932 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
933 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
935 "# ifdef USEDIFFUSE\n"
937 " // calculate directional shading\n"
938 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
940 " color.rgb *= AmbientColor;\n"
943 "#endif // MODE_LIGHTDIRECTION\n"
948 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
949 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
951 " // get the light normal\n"
952 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
953 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
954 " // calculate directional shading\n"
955 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
956 "# ifdef USESPECULAR\n"
957 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
958 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
961 " // apply lightmap color\n"
962 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
963 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
968 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
969 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
971 " // get the light normal\n"
972 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
973 " // calculate directional shading\n"
974 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
975 "# ifdef USESPECULAR\n"
976 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
977 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
982 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
987 "#ifdef MODE_LIGHTMAP\n"
988 " // apply lightmap color\n"
989 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
990 "#endif // MODE_LIGHTMAP\n"
995 "#ifdef MODE_VERTEXCOLOR\n"
996 " // apply lightmap color\n"
997 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
998 "#endif // MODE_VERTEXCOLOR\n"
1003 "#ifdef MODE_FLATCOLOR\n"
1004 "#endif // MODE_FLATCOLOR\n"
1012 " color *= TintColor;\n"
1015 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1018 "#ifdef USECONTRASTBOOST\n"
1019 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1022 " color.rgb *= SceneBrightness;\n"
1024 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1026 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1029 " // 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"
1030 "#ifdef USEREFLECTION\n"
1031 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1032 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1033 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1034 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1037 " gl_FragColor = vec4(color);\n"
1039 "#endif // !MODE_REFRACTION\n"
1040 "#endif // !MODE_WATER\n"
1042 "#endif // FRAGMENT_SHADER\n"
1044 "#endif // !MODE_GENERIC\n"
1045 "#endif // !MODE_POSTPROCESS\n"
1046 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1049 typedef struct shaderpermutationinfo_s
1051 const char *pretext;
1054 shaderpermutationinfo_t;
1056 typedef struct shadermodeinfo_s
1058 const char *vertexfilename;
1059 const char *geometryfilename;
1060 const char *fragmentfilename;
1061 const char *pretext;
1066 typedef enum shaderpermutation_e
1068 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1069 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1070 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1071 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1072 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1073 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1074 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1075 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1076 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1077 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1078 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1079 SHADERPERMUTATION_GAMMA = 1<<11, // gamma (postprocessing only)
1080 SHADERPERMUTATION_LIMIT = 1<<12, // size of permutations array
1081 SHADERPERMUTATION_COUNT = 12 // size of shaderpermutationinfo array
1083 shaderpermutation_t;
1085 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1086 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1088 {"#define USEDIFFUSE\n", " diffuse"},
1089 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1090 {"#define USECOLORMAPPING\n", " colormapping"},
1091 {"#define USECONTRASTBOOST\n", " contrastboost"},
1092 {"#define USEFOG\n", " fog"},
1093 {"#define USECUBEFILTER\n", " cubefilter"},
1094 {"#define USEGLOW\n", " glow"},
1095 {"#define USESPECULAR\n", " specular"},
1096 {"#define USEREFLECTION\n", " reflection"},
1097 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1098 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1099 {"#define USEGAMMA\n", " gamma"},
1102 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1103 typedef enum shadermode_e
1105 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1106 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1107 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1108 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1109 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1110 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1111 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1112 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1113 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1114 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1115 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1116 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1121 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1122 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1124 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1125 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1126 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1127 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1128 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1129 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1130 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1131 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1132 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1133 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1134 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1135 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1138 typedef struct r_glsl_permutation_s
1140 // indicates if we have tried compiling this permutation already
1142 // 0 if compilation failed
1144 // locations of detected uniforms in program object, or -1 if not found
1145 int loc_Texture_First;
1146 int loc_Texture_Second;
1147 int loc_Texture_Normal;
1148 int loc_Texture_Color;
1149 int loc_Texture_Gloss;
1150 int loc_Texture_Glow;
1151 int loc_Texture_SecondaryNormal;
1152 int loc_Texture_SecondaryColor;
1153 int loc_Texture_SecondaryGloss;
1154 int loc_Texture_SecondaryGlow;
1155 int loc_Texture_Pants;
1156 int loc_Texture_Shirt;
1157 int loc_Texture_FogMask;
1158 int loc_Texture_Lightmap;
1159 int loc_Texture_Deluxemap;
1160 int loc_Texture_Attenuation;
1161 int loc_Texture_Cube;
1162 int loc_Texture_Refraction;
1163 int loc_Texture_Reflection;
1165 int loc_LightPosition;
1166 int loc_EyePosition;
1167 int loc_Color_Pants;
1168 int loc_Color_Shirt;
1169 int loc_FogRangeRecip;
1170 int loc_AmbientScale;
1171 int loc_DiffuseScale;
1172 int loc_SpecularScale;
1173 int loc_SpecularPower;
1175 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1176 int loc_OffsetMapping_Scale;
1178 int loc_AmbientColor;
1179 int loc_DiffuseColor;
1180 int loc_SpecularColor;
1182 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1183 int loc_GammaCoeff; // 1 / gamma
1184 int loc_DistortScaleRefractReflect;
1185 int loc_ScreenScaleRefractReflect;
1186 int loc_ScreenCenterRefractReflect;
1187 int loc_RefractColor;
1188 int loc_ReflectColor;
1189 int loc_ReflectFactor;
1190 int loc_ReflectOffset;
1192 r_glsl_permutation_t;
1194 // information about each possible shader permutation
1195 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1196 // currently selected permutation
1197 r_glsl_permutation_t *r_glsl_permutation;
1199 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1202 if (!filename || !filename[0])
1204 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1207 if (printfromdisknotice)
1208 Con_DPrint("from disk... ");
1209 return shaderstring;
1211 else if (!strcmp(filename, "glsl/default.glsl"))
1213 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1214 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1216 return shaderstring;
1219 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1222 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1223 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1224 int vertstrings_count = 0;
1225 int geomstrings_count = 0;
1226 int fragstrings_count = 0;
1227 char *vertexstring, *geometrystring, *fragmentstring;
1228 const char *vertstrings_list[32+3];
1229 const char *geomstrings_list[32+3];
1230 const char *fragstrings_list[32+3];
1231 char permutationname[256];
1238 permutationname[0] = 0;
1239 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1240 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1241 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1243 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1245 // the first pretext is which type of shader to compile as
1246 // (later these will all be bound together as a program object)
1247 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1248 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1249 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1251 // the second pretext is the mode (for example a light source)
1252 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1253 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1254 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1255 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1257 // now add all the permutation pretexts
1258 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1260 if (permutation & (1<<i))
1262 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1263 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1264 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1265 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1269 // keep line numbers correct
1270 vertstrings_list[vertstrings_count++] = "\n";
1271 geomstrings_list[geomstrings_count++] = "\n";
1272 fragstrings_list[fragstrings_count++] = "\n";
1276 // now append the shader text itself
1277 vertstrings_list[vertstrings_count++] = vertexstring;
1278 geomstrings_list[geomstrings_count++] = geometrystring;
1279 fragstrings_list[fragstrings_count++] = fragmentstring;
1281 // if any sources were NULL, clear the respective list
1283 vertstrings_count = 0;
1284 if (!geometrystring)
1285 geomstrings_count = 0;
1286 if (!fragmentstring)
1287 fragstrings_count = 0;
1289 // compile the shader program
1290 if (vertstrings_count + geomstrings_count + fragstrings_count)
1291 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1295 qglUseProgramObjectARB(p->program);CHECKGLERROR
1296 // look up all the uniform variable names we care about, so we don't
1297 // have to look them up every time we set them
1298 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1299 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1300 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1301 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1302 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1303 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1304 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1305 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1306 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1307 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1308 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1309 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1310 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1311 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1312 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1313 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1314 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1315 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1316 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1317 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1318 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1319 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1320 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1321 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1322 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1323 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1324 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1325 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1326 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1327 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1328 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1329 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1330 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1331 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1332 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1333 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1334 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1335 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1336 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1337 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1338 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1339 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1340 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1341 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1342 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1343 // initialize the samplers to refer to the texture units we use
1344 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1345 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1346 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1347 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1348 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1349 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1350 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1354 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1355 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1356 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1357 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1358 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1359 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1360 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1361 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1362 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1364 if (developer.integer)
1365 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1372 Mem_Free(vertexstring);
1374 Mem_Free(geometrystring);
1376 Mem_Free(fragmentstring);
1379 void R_GLSL_Restart_f(void)
1382 shaderpermutation_t permutation;
1383 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385 if (r_glsl_permutations[mode][permutation].program)
1386 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 void R_GLSL_DumpShader_f(void)
1394 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397 Con_Printf("failed to write to glsl/default.glsl\n");
1401 FS_Print(file, "// The engine may define the following macros:\n");
1402 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403 for (i = 0;i < SHADERMODE_COUNT;i++)
1404 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407 FS_Print(file, "\n");
1408 FS_Print(file, builtinshaderstring);
1411 Con_Printf("glsl/default.glsl written\n");
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1416 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417 if (r_glsl_permutation != perm)
1419 r_glsl_permutation = perm;
1420 if (!r_glsl_permutation->program)
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(mode, permutation);
1424 if (!r_glsl_permutation->program)
1426 // remove features until we find a valid permutation
1428 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 // reduce i more quickly whenever it would not remove any bits
1431 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432 if (!(permutation & j))
1435 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436 if (!r_glsl_permutation->compiled)
1437 R_GLSL_CompilePermutation(mode, permutation);
1438 if (r_glsl_permutation->program)
1441 if (i >= SHADERPERMUTATION_COUNT)
1443 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1444 Cvar_SetValueQuick(&r_glsl, 0);
1445 R_GLSL_Restart_f(); // unload shaders
1446 return; // no bit left to clear
1451 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1455 void R_SetupGenericShader(qboolean usetexture)
1457 if (gl_support_fragment_shader)
1459 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461 else if (r_glsl_permutation)
1463 r_glsl_permutation = NULL;
1464 qglUseProgramObjectARB(0);CHECKGLERROR
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1471 if (gl_support_fragment_shader)
1473 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1475 else if (r_glsl_permutation)
1477 r_glsl_permutation = NULL;
1478 qglUseProgramObjectARB(0);CHECKGLERROR
1481 if (!r_glsl_permutation)
1483 if (texturemode == GL_DECAL && gl_combine.integer)
1484 texturemode = GL_INTERPOLATE_ARB;
1485 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1489 void R_SetupDepthOrShadowShader(void)
1491 if (gl_support_fragment_shader)
1493 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495 else if (r_glsl_permutation)
1497 r_glsl_permutation = NULL;
1498 qglUseProgramObjectARB(0);CHECKGLERROR
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1508 // select a permutation of the lighting shader appropriate to this
1509 // combination of texture, entity, light source, and fogging, only use the
1510 // minimum features necessary to avoid wasting rendering time in the
1511 // fragment shader on features that are not being used
1512 unsigned int permutation = 0;
1513 shadermode_t mode = 0;
1514 // TODO: implement geometry-shader based shadow volumes someday
1515 if (r_glsl_offsetmapping.integer)
1517 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518 if (r_glsl_offsetmapping_reliefmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1521 if (rsurfacepass == RSURFPASS_BACKGROUND)
1523 // distorted background
1524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525 mode = SHADERMODE_WATER;
1527 mode = SHADERMODE_REFRACTION;
1529 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532 mode = SHADERMODE_LIGHTSOURCE;
1533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536 permutation |= SHADERPERMUTATION_CUBEFILTER;
1537 if (diffusescale > 0)
1538 permutation |= SHADERPERMUTATION_DIFFUSE;
1539 if (specularscale > 0)
1540 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541 if (r_refdef.fogenabled)
1542 permutation |= SHADERPERMUTATION_FOG;
1543 if (rsurface.texture->colormapping)
1544 permutation |= SHADERPERMUTATION_COLORMAPPING;
1545 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1548 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1550 // unshaded geometry (fullbright or ambient model lighting)
1551 mode = SHADERMODE_FLATCOLOR;
1552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555 permutation |= SHADERPERMUTATION_GLOW;
1556 if (r_refdef.fogenabled)
1557 permutation |= SHADERPERMUTATION_FOG;
1558 if (rsurface.texture->colormapping)
1559 permutation |= SHADERPERMUTATION_COLORMAPPING;
1560 if (r_glsl_offsetmapping.integer)
1562 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563 if (r_glsl_offsetmapping_reliefmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1566 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569 permutation |= SHADERPERMUTATION_REFLECTION;
1571 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1573 // directional model lighting
1574 mode = SHADERMODE_LIGHTDIRECTION;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578 permutation |= SHADERPERMUTATION_GLOW;
1579 permutation |= SHADERPERMUTATION_DIFFUSE;
1580 if (specularscale > 0)
1581 permutation |= SHADERPERMUTATION_SPECULAR;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589 permutation |= SHADERPERMUTATION_REFLECTION;
1591 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1593 // ambient model lighting
1594 mode = SHADERMODE_LIGHTDIRECTION;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598 permutation |= SHADERPERMUTATION_GLOW;
1599 if (r_refdef.fogenabled)
1600 permutation |= SHADERPERMUTATION_FOG;
1601 if (rsurface.texture->colormapping)
1602 permutation |= SHADERPERMUTATION_COLORMAPPING;
1603 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606 permutation |= SHADERPERMUTATION_REFLECTION;
1611 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1613 // deluxemapping (light direction texture)
1614 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618 permutation |= SHADERPERMUTATION_DIFFUSE;
1619 if (specularscale > 0)
1620 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1622 else if (r_glsl_deluxemapping.integer >= 2)
1624 // fake deluxemapping (uniform light direction in tangentspace)
1625 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626 permutation |= SHADERPERMUTATION_DIFFUSE;
1627 if (specularscale > 0)
1628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1630 else if (rsurface.uselightmaptexture)
1632 // ordinary lightmapping (q1bsp, q3bsp)
1633 mode = SHADERMODE_LIGHTMAP;
1637 // ordinary vertex coloring (q3bsp)
1638 mode = SHADERMODE_VERTEXCOLOR;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643 permutation |= SHADERPERMUTATION_GLOW;
1644 if (r_refdef.fogenabled)
1645 permutation |= SHADERPERMUTATION_FOG;
1646 if (rsurface.texture->colormapping)
1647 permutation |= SHADERPERMUTATION_COLORMAPPING;
1648 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651 permutation |= SHADERPERMUTATION_REFLECTION;
1653 R_SetupShader_SetPermutation(mode, permutation);
1654 if (mode == SHADERMODE_LIGHTSOURCE)
1656 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657 if (permutation & SHADERPERMUTATION_DIFFUSE)
1659 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1666 // ambient only is simpler
1667 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]);
1668 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1672 // additive passes are only darkened by fog, not tinted
1673 if (r_glsl_permutation->loc_FogColor >= 0)
1674 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1678 if (mode == SHADERMODE_LIGHTDIRECTION)
1680 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);
1681 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);
1682 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);
1683 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]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1691 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]);
1692 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693 // additive passes are only darkened by fog, not tinted
1694 if (r_glsl_permutation->loc_FogColor >= 0)
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1701 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);
1702 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]);
1703 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]);
1704 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1711 // The formula used is actually:
1712 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713 // color.rgb *= SceneBrightness;
1715 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716 // and do [[calculations]] here in the engine
1717 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723 if (r_glsl_permutation->loc_Color_Pants >= 0)
1725 if (rsurface.texture->currentskinframe->pants)
1726 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1730 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1732 if (rsurface.texture->currentskinframe->shirt)
1733 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1737 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1743 #define SKINFRAME_HASH 1024
1747 int loadsequence; // incremented each level change
1748 memexpandablearray_t array;
1749 skinframe_t *hash[SKINFRAME_HASH];
1753 void R_SkinFrame_PrepareForPurge(void)
1755 r_skinframe.loadsequence++;
1756 // wrap it without hitting zero
1757 if (r_skinframe.loadsequence >= 200)
1758 r_skinframe.loadsequence = 1;
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1765 // mark the skinframe as used for the purging code
1766 skinframe->loadsequence = r_skinframe.loadsequence;
1769 void R_SkinFrame_Purge(void)
1773 for (i = 0;i < SKINFRAME_HASH;i++)
1775 for (s = r_skinframe.hash[i];s;s = s->next)
1777 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1779 if (s->merged == s->base)
1781 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782 R_PurgeTexture(s->stain );s->stain = NULL;
1783 R_PurgeTexture(s->merged);s->merged = NULL;
1784 R_PurgeTexture(s->base );s->base = NULL;
1785 R_PurgeTexture(s->pants );s->pants = NULL;
1786 R_PurgeTexture(s->shirt );s->shirt = NULL;
1787 R_PurgeTexture(s->nmap );s->nmap = NULL;
1788 R_PurgeTexture(s->gloss );s->gloss = NULL;
1789 R_PurgeTexture(s->glow );s->glow = NULL;
1790 R_PurgeTexture(s->fog );s->fog = NULL;
1791 s->loadsequence = 0;
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1799 char basename[MAX_QPATH];
1801 Image_StripImageExtension(name, basename, sizeof(basename));
1803 if( last == NULL ) {
1805 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806 item = r_skinframe.hash[hashindex];
1811 // linearly search through the hash bucket
1812 for( ; item ; item = item->next ) {
1813 if( !strcmp( item->basename, basename ) ) {
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1824 char basename[MAX_QPATH];
1826 Image_StripImageExtension(name, basename, sizeof(basename));
1828 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1834 rtexture_t *dyntexture;
1835 // check whether its a dynamic texture
1836 dyntexture = CL_GetDynTexture( basename );
1837 if (!add && !dyntexture)
1839 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840 memset(item, 0, sizeof(*item));
1841 strlcpy(item->basename, basename, sizeof(item->basename));
1842 item->base = dyntexture; // either NULL or dyntexture handle
1843 item->textureflags = textureflags;
1844 item->comparewidth = comparewidth;
1845 item->compareheight = compareheight;
1846 item->comparecrc = comparecrc;
1847 item->next = r_skinframe.hash[hashindex];
1848 r_skinframe.hash[hashindex] = item;
1850 else if( item->base == NULL )
1852 rtexture_t *dyntexture;
1853 // check whether its a dynamic texture
1854 // 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]
1855 dyntexture = CL_GetDynTexture( basename );
1856 item->base = dyntexture; // either NULL or dyntexture handle
1859 R_SkinFrame_MarkUsed(item);
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1865 // FIXME: it should be possible to disable loading various layers using
1866 // cvars, to prevent wasted loading time and memory usage if the user does
1868 qboolean loadnormalmap = true;
1869 qboolean loadgloss = true;
1870 qboolean loadpantsandshirt = true;
1871 qboolean loadglow = true;
1873 unsigned char *pixels;
1874 unsigned char *bumppixels;
1875 unsigned char *basepixels = NULL;
1876 int basepixels_width;
1877 int basepixels_height;
1878 skinframe_t *skinframe;
1880 if (cls.state == ca_dedicated)
1883 // return an existing skinframe if already loaded
1884 // if loading of the first image fails, don't make a new skinframe as it
1885 // would cause all future lookups of this to be missing
1886 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887 if (skinframe && skinframe->base)
1890 basepixels = loadimagepixelsbgra(name, complain, true);
1891 if (basepixels == NULL)
1894 // we've got some pixels to store, so really allocate this new texture now
1896 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1897 skinframe->stain = NULL;
1898 skinframe->merged = NULL;
1899 skinframe->base = r_texture_notexture;
1900 skinframe->pants = NULL;
1901 skinframe->shirt = NULL;
1902 skinframe->nmap = r_texture_blanknormalmap;
1903 skinframe->gloss = NULL;
1904 skinframe->glow = NULL;
1905 skinframe->fog = NULL;
1907 basepixels_width = image_width;
1908 basepixels_height = image_height;
1909 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);
1911 if (textureflags & TEXF_ALPHA)
1913 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1914 if (basepixels[j] < 255)
1916 if (j < basepixels_width * basepixels_height * 4)
1918 // has transparent pixels
1919 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1920 for (j = 0;j < image_width * image_height * 4;j += 4)
1925 pixels[j+3] = basepixels[j+3];
1927 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);
1932 // _norm is the name used by tenebrae and has been adopted as standard
1935 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1937 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1941 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1943 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1944 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1945 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1947 Mem_Free(bumppixels);
1949 else if (r_shadow_bumpscale_basetexture.value > 0)
1951 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1952 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1953 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1957 // _luma is supported for tenebrae compatibility
1958 // (I think it's a very stupid name, but oh well)
1959 // _glow is the preferred name
1960 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1961 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1962 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1963 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 Mem_Free(basepixels);
1971 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1976 for (i = 0;i < width*height;i++)
1977 if (((unsigned char *)&palette[in[i]])[3] > 0)
1979 if (i == width*height)
1982 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1985 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1986 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1989 unsigned char *temp1, *temp2;
1990 skinframe_t *skinframe;
1992 if (cls.state == ca_dedicated)
1995 // if already loaded just return it, otherwise make a new skinframe
1996 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1997 if (skinframe && skinframe->base)
2000 skinframe->stain = NULL;
2001 skinframe->merged = NULL;
2002 skinframe->base = r_texture_notexture;
2003 skinframe->pants = NULL;
2004 skinframe->shirt = NULL;
2005 skinframe->nmap = r_texture_blanknormalmap;
2006 skinframe->gloss = NULL;
2007 skinframe->glow = NULL;
2008 skinframe->fog = NULL;
2010 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2014 if (r_shadow_bumpscale_basetexture.value > 0)
2016 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2017 temp2 = temp1 + width * height * 4;
2018 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2019 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2022 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2023 if (textureflags & TEXF_ALPHA)
2025 for (i = 3;i < width * height * 4;i += 4)
2026 if (skindata[i] < 255)
2028 if (i < width * height * 4)
2030 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2031 memcpy(fogpixels, skindata, width * height * 4);
2032 for (i = 0;i < width * height * 4;i += 4)
2033 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2034 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2035 Mem_Free(fogpixels);
2042 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2045 unsigned char *temp1, *temp2;
2046 skinframe_t *skinframe;
2048 if (cls.state == ca_dedicated)
2051 // if already loaded just return it, otherwise make a new skinframe
2052 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2053 if (skinframe && skinframe->base)
2056 skinframe->stain = NULL;
2057 skinframe->merged = NULL;
2058 skinframe->base = r_texture_notexture;
2059 skinframe->pants = NULL;
2060 skinframe->shirt = NULL;
2061 skinframe->nmap = r_texture_blanknormalmap;
2062 skinframe->gloss = NULL;
2063 skinframe->glow = NULL;
2064 skinframe->fog = NULL;
2066 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2070 if (r_shadow_bumpscale_basetexture.value > 0)
2072 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2073 temp2 = temp1 + width * height * 4;
2074 // use either a custom palette or the quake palette
2075 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2076 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2077 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2080 // use either a custom palette, or the quake palette
2081 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2082 if (loadglowtexture)
2083 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2084 if (loadpantsandshirt)
2086 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2087 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2089 if (skinframe->pants || skinframe->shirt)
2090 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2091 if (textureflags & TEXF_ALPHA)
2093 for (i = 0;i < width * height;i++)
2094 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2096 if (i < width * height)
2097 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2103 skinframe_t *R_SkinFrame_LoadMissing(void)
2105 skinframe_t *skinframe;
2107 if (cls.state == ca_dedicated)
2110 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2111 skinframe->stain = NULL;
2112 skinframe->merged = NULL;
2113 skinframe->base = r_texture_notexture;
2114 skinframe->pants = NULL;
2115 skinframe->shirt = NULL;
2116 skinframe->nmap = r_texture_blanknormalmap;
2117 skinframe->gloss = NULL;
2118 skinframe->glow = NULL;
2119 skinframe->fog = NULL;
2124 void gl_main_start(void)
2126 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2127 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2129 // set up r_skinframe loading system for textures
2130 memset(&r_skinframe, 0, sizeof(r_skinframe));
2131 r_skinframe.loadsequence = 1;
2132 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2134 r_main_texturepool = R_AllocTexturePool();
2135 R_BuildBlankTextures();
2137 if (gl_texturecubemap)
2140 R_BuildNormalizationCube();
2142 r_texture_fogattenuation = NULL;
2143 //r_texture_fogintensity = NULL;
2144 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2145 memset(&r_waterstate, 0, sizeof(r_waterstate));
2146 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2147 memset(&r_svbsp, 0, sizeof (r_svbsp));
2149 r_refdef.fogmasktable_density = 0;
2152 void gl_main_shutdown(void)
2154 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2155 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2157 // clear out the r_skinframe state
2158 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2159 memset(&r_skinframe, 0, sizeof(r_skinframe));
2162 Mem_Free(r_svbsp.nodes);
2163 memset(&r_svbsp, 0, sizeof (r_svbsp));
2164 R_FreeTexturePool(&r_main_texturepool);
2165 r_texture_blanknormalmap = NULL;
2166 r_texture_white = NULL;
2167 r_texture_grey128 = NULL;
2168 r_texture_black = NULL;
2169 r_texture_whitecube = NULL;
2170 r_texture_normalizationcube = NULL;
2171 r_texture_fogattenuation = NULL;
2172 //r_texture_fogintensity = NULL;
2173 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2174 memset(&r_waterstate, 0, sizeof(r_waterstate));
2178 extern void CL_ParseEntityLump(char *entitystring);
2179 void gl_main_newmap(void)
2181 // FIXME: move this code to client
2183 char *entities, entname[MAX_QPATH];
2186 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2187 l = (int)strlen(entname) - 4;
2188 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2190 memcpy(entname + l, ".ent", 5);
2191 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2193 CL_ParseEntityLump(entities);
2198 if (cl.worldmodel->brush.entities)
2199 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2203 void GL_Main_Init(void)
2205 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2207 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2208 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2209 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2210 if (gamemode == GAME_NEHAHRA)
2212 Cvar_RegisterVariable (&gl_fogenable);
2213 Cvar_RegisterVariable (&gl_fogdensity);
2214 Cvar_RegisterVariable (&gl_fogred);
2215 Cvar_RegisterVariable (&gl_foggreen);
2216 Cvar_RegisterVariable (&gl_fogblue);
2217 Cvar_RegisterVariable (&gl_fogstart);
2218 Cvar_RegisterVariable (&gl_fogend);
2219 Cvar_RegisterVariable (&gl_skyclip);
2221 Cvar_RegisterVariable(&r_depthfirst);
2222 Cvar_RegisterVariable(&r_nearclip);
2223 Cvar_RegisterVariable(&r_showbboxes);
2224 Cvar_RegisterVariable(&r_showsurfaces);
2225 Cvar_RegisterVariable(&r_showtris);
2226 Cvar_RegisterVariable(&r_shownormals);
2227 Cvar_RegisterVariable(&r_showlighting);
2228 Cvar_RegisterVariable(&r_showshadowvolumes);
2229 Cvar_RegisterVariable(&r_showcollisionbrushes);
2230 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2231 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2232 Cvar_RegisterVariable(&r_showdisabledepthtest);
2233 Cvar_RegisterVariable(&r_drawportals);
2234 Cvar_RegisterVariable(&r_drawentities);
2235 Cvar_RegisterVariable(&r_cullentities_trace);
2236 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2237 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2238 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2239 Cvar_RegisterVariable(&r_drawviewmodel);
2240 Cvar_RegisterVariable(&r_speeds);
2241 Cvar_RegisterVariable(&r_fullbrights);
2242 Cvar_RegisterVariable(&r_wateralpha);
2243 Cvar_RegisterVariable(&r_dynamic);
2244 Cvar_RegisterVariable(&r_fullbright);
2245 Cvar_RegisterVariable(&r_shadows);
2246 Cvar_RegisterVariable(&r_shadows_throwdistance);
2247 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2248 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2249 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2250 Cvar_RegisterVariable(&r_fog_exp2);
2251 Cvar_RegisterVariable(&r_textureunits);
2252 Cvar_RegisterVariable(&r_glsl);
2253 Cvar_RegisterVariable(&r_glsl_contrastboost);
2254 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2255 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2256 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2257 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2258 Cvar_RegisterVariable(&r_glsl_postprocess);
2259 Cvar_RegisterVariable(&r_glsl_postprocess_contrastboost);
2260 Cvar_RegisterVariable(&r_glsl_postprocess_gamma);
2261 Cvar_RegisterVariable(&r_glsl_usegeneric);
2262 Cvar_RegisterVariable(&r_water);
2263 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2264 Cvar_RegisterVariable(&r_water_clippingplanebias);
2265 Cvar_RegisterVariable(&r_water_refractdistort);
2266 Cvar_RegisterVariable(&r_water_reflectdistort);
2267 Cvar_RegisterVariable(&r_lerpsprites);
2268 Cvar_RegisterVariable(&r_lerpmodels);
2269 Cvar_RegisterVariable(&r_lerplightstyles);
2270 Cvar_RegisterVariable(&r_waterscroll);
2271 Cvar_RegisterVariable(&r_bloom);
2272 Cvar_RegisterVariable(&r_bloom_colorscale);
2273 Cvar_RegisterVariable(&r_bloom_brighten);
2274 Cvar_RegisterVariable(&r_bloom_blur);
2275 Cvar_RegisterVariable(&r_bloom_resolution);
2276 Cvar_RegisterVariable(&r_bloom_colorexponent);
2277 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2278 Cvar_RegisterVariable(&r_hdr);
2279 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2280 Cvar_RegisterVariable(&r_hdr_glowintensity);
2281 Cvar_RegisterVariable(&r_hdr_range);
2282 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2283 Cvar_RegisterVariable(&developer_texturelogging);
2284 Cvar_RegisterVariable(&gl_lightmaps);
2285 Cvar_RegisterVariable(&r_test);
2286 Cvar_RegisterVariable(&r_batchmode);
2287 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2288 Cvar_SetValue("r_fullbrights", 0);
2289 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2291 Cvar_RegisterVariable(&r_track_sprites);
2292 Cvar_RegisterVariable(&r_track_sprites_flags);
2293 Cvar_RegisterVariable(&r_track_sprites_scalew);
2294 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2297 extern void R_Textures_Init(void);
2298 extern void GL_Draw_Init(void);
2299 extern void GL_Main_Init(void);
2300 extern void R_Shadow_Init(void);
2301 extern void R_Sky_Init(void);
2302 extern void GL_Surf_Init(void);
2303 extern void R_Particles_Init(void);
2304 extern void R_Explosion_Init(void);
2305 extern void gl_backend_init(void);
2306 extern void Sbar_Init(void);
2307 extern void R_LightningBeams_Init(void);
2308 extern void Mod_RenderInit(void);
2310 void Render_Init(void)
2322 R_LightningBeams_Init();
2331 extern char *ENGINE_EXTENSIONS;
2334 VID_CheckExtensions();
2336 // LordHavoc: report supported extensions
2337 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2339 // clear to black (loading plaque will be seen over this)
2341 qglClearColor(0,0,0,1);CHECKGLERROR
2342 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2345 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2349 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2351 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2354 p = r_refdef.view.frustum + i;
2359 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2363 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2367 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2371 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2375 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2379 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2383 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2387 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2395 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2399 for (i = 0;i < numplanes;i++)
2406 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2410 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2414 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2418 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2422 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2426 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2430 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2434 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2442 //==================================================================================
2444 static void R_View_UpdateEntityVisible (void)
2447 entity_render_t *ent;
2449 if (!r_drawentities.integer)
2452 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2453 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2455 // worldmodel can check visibility
2456 for (i = 0;i < r_refdef.scene.numentities;i++)
2458 ent = r_refdef.scene.entities[i];
2459 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2462 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2464 for (i = 0;i < r_refdef.scene.numentities;i++)
2466 ent = r_refdef.scene.entities[i];
2467 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2469 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2470 ent->last_trace_visibility = realtime;
2471 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2472 r_refdef.viewcache.entityvisible[i] = 0;
2479 // no worldmodel or it can't check visibility
2480 for (i = 0;i < r_refdef.scene.numentities;i++)
2482 ent = r_refdef.scene.entities[i];
2483 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));
2488 // only used if skyrendermasked, and normally returns false
2489 int R_DrawBrushModelsSky (void)
2492 entity_render_t *ent;
2494 if (!r_drawentities.integer)
2498 for (i = 0;i < r_refdef.scene.numentities;i++)
2500 if (!r_refdef.viewcache.entityvisible[i])
2502 ent = r_refdef.scene.entities[i];
2503 if (!ent->model || !ent->model->DrawSky)
2505 ent->model->DrawSky(ent);
2511 static void R_DrawNoModel(entity_render_t *ent);
2512 static void R_DrawModels(void)
2515 entity_render_t *ent;
2517 if (!r_drawentities.integer)
2520 for (i = 0;i < r_refdef.scene.numentities;i++)
2522 if (!r_refdef.viewcache.entityvisible[i])
2524 ent = r_refdef.scene.entities[i];
2525 r_refdef.stats.entities++;
2526 if (ent->model && ent->model->Draw != NULL)
2527 ent->model->Draw(ent);
2533 static void R_DrawModelsDepth(void)
2536 entity_render_t *ent;
2538 if (!r_drawentities.integer)
2541 for (i = 0;i < r_refdef.scene.numentities;i++)
2543 if (!r_refdef.viewcache.entityvisible[i])
2545 ent = r_refdef.scene.entities[i];
2546 if (ent->model && ent->model->DrawDepth != NULL)
2547 ent->model->DrawDepth(ent);
2551 static void R_DrawModelsDebug(void)
2554 entity_render_t *ent;
2556 if (!r_drawentities.integer)
2559 for (i = 0;i < r_refdef.scene.numentities;i++)
2561 if (!r_refdef.viewcache.entityvisible[i])
2563 ent = r_refdef.scene.entities[i];
2564 if (ent->model && ent->model->DrawDebug != NULL)
2565 ent->model->DrawDebug(ent);
2569 static void R_DrawModelsAddWaterPlanes(void)
2572 entity_render_t *ent;
2574 if (!r_drawentities.integer)
2577 for (i = 0;i < r_refdef.scene.numentities;i++)
2579 if (!r_refdef.viewcache.entityvisible[i])
2581 ent = r_refdef.scene.entities[i];
2582 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2583 ent->model->DrawAddWaterPlanes(ent);
2587 static void R_View_SetFrustum(void)
2590 double slopex, slopey;
2591 vec3_t forward, left, up, origin;
2593 // we can't trust r_refdef.view.forward and friends in reflected scenes
2594 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2597 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2598 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2599 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2600 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2601 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2602 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2603 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2604 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2605 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2606 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2607 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2608 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2612 zNear = r_refdef.nearclip;
2613 nudge = 1.0 - 1.0 / (1<<23);
2614 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2615 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2616 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2617 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2618 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2619 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2620 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2621 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2627 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2628 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2629 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2630 r_refdef.view.frustum[0].dist = m[15] - m[12];
2632 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2633 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2634 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2635 r_refdef.view.frustum[1].dist = m[15] + m[12];
2637 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2638 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2639 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2640 r_refdef.view.frustum[2].dist = m[15] - m[13];
2642 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2643 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2644 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2645 r_refdef.view.frustum[3].dist = m[15] + m[13];
2647 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2648 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2649 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2650 r_refdef.view.frustum[4].dist = m[15] - m[14];
2652 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2653 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2654 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2655 r_refdef.view.frustum[5].dist = m[15] + m[14];
2658 if (r_refdef.view.useperspective)
2660 slopex = 1.0 / r_refdef.view.frustum_x;
2661 slopey = 1.0 / r_refdef.view.frustum_y;
2662 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2663 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2664 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2665 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2666 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2668 // Leaving those out was a mistake, those were in the old code, and they
2669 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2670 // I couldn't reproduce it after adding those normalizations. --blub
2671 VectorNormalize(r_refdef.view.frustum[0].normal);
2672 VectorNormalize(r_refdef.view.frustum[1].normal);
2673 VectorNormalize(r_refdef.view.frustum[2].normal);
2674 VectorNormalize(r_refdef.view.frustum[3].normal);
2676 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2677 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2678 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2679 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2680 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2682 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2683 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2684 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2685 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2686 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2690 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2691 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2692 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2693 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2694 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2695 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2696 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2697 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2698 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2699 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2701 r_refdef.view.numfrustumplanes = 5;
2703 if (r_refdef.view.useclipplane)
2705 r_refdef.view.numfrustumplanes = 6;
2706 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2709 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2710 PlaneClassify(r_refdef.view.frustum + i);
2712 // LordHavoc: note to all quake engine coders, Quake had a special case
2713 // for 90 degrees which assumed a square view (wrong), so I removed it,
2714 // Quake2 has it disabled as well.
2716 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2717 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2718 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2719 //PlaneClassify(&frustum[0]);
2721 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2722 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2723 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2724 //PlaneClassify(&frustum[1]);
2726 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2727 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2728 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2729 //PlaneClassify(&frustum[2]);
2731 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2732 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2733 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2734 //PlaneClassify(&frustum[3]);
2737 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2738 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2739 //PlaneClassify(&frustum[4]);
2742 void R_View_Update(void)
2744 R_View_SetFrustum();
2745 R_View_WorldVisibility(r_refdef.view.useclipplane);
2746 R_View_UpdateEntityVisible();
2749 void R_SetupView(qboolean allowwaterclippingplane)
2751 if (!r_refdef.view.useperspective)
2752 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2753 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2754 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2756 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2758 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2760 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2762 // LordHavoc: couldn't figure out how to make this approach the
2763 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2764 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2765 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2766 dist = r_refdef.view.clipplane.dist;
2767 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2771 void R_ResetViewRendering2D(void)
2775 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2776 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2777 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2778 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2779 GL_Color(1, 1, 1, 1);
2780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2781 GL_BlendFunc(GL_ONE, GL_ZERO);
2782 GL_AlphaTest(false);
2783 GL_ScissorTest(false);
2784 GL_DepthMask(false);
2785 GL_DepthRange(0, 1);
2786 GL_DepthTest(false);
2787 R_Mesh_Matrix(&identitymatrix);
2788 R_Mesh_ResetTextureState();
2789 GL_PolygonOffset(0, 0);
2790 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2791 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2792 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2793 qglStencilMask(~0);CHECKGLERROR
2794 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2795 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2796 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2797 R_SetupGenericShader(true);
2800 void R_ResetViewRendering3D(void)
2804 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2805 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2807 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2808 GL_Color(1, 1, 1, 1);
2809 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2810 GL_BlendFunc(GL_ONE, GL_ZERO);
2811 GL_AlphaTest(false);
2812 GL_ScissorTest(true);
2814 GL_DepthRange(0, 1);
2816 R_Mesh_Matrix(&identitymatrix);
2817 R_Mesh_ResetTextureState();
2818 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2819 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2820 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2821 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2822 qglStencilMask(~0);CHECKGLERROR
2823 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2824 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2825 GL_CullFace(r_refdef.view.cullface_back);
2826 R_SetupGenericShader(true);
2829 void R_RenderScene(qboolean addwaterplanes);
2831 static void R_Water_StartFrame(void)
2834 int waterwidth, waterheight, texturewidth, textureheight;
2835 r_waterstate_waterplane_t *p;
2837 // set waterwidth and waterheight to the water resolution that will be
2838 // used (often less than the screen resolution for faster rendering)
2839 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2840 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2842 // calculate desired texture sizes
2843 // can't use water if the card does not support the texture size
2844 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2845 texturewidth = textureheight = waterwidth = waterheight = 0;
2846 else if (gl_support_arb_texture_non_power_of_two)
2848 texturewidth = waterwidth;
2849 textureheight = waterheight;
2853 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2854 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2857 // allocate textures as needed
2858 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2860 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2861 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2863 if (p->texture_refraction)
2864 R_FreeTexture(p->texture_refraction);
2865 p->texture_refraction = NULL;
2866 if (p->texture_reflection)
2867 R_FreeTexture(p->texture_reflection);
2868 p->texture_reflection = NULL;
2870 memset(&r_waterstate, 0, sizeof(r_waterstate));
2871 r_waterstate.waterwidth = waterwidth;
2872 r_waterstate.waterheight = waterheight;
2873 r_waterstate.texturewidth = texturewidth;
2874 r_waterstate.textureheight = textureheight;
2877 if (r_waterstate.waterwidth)
2879 r_waterstate.enabled = true;
2881 // set up variables that will be used in shader setup
2882 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2883 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2884 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2885 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2888 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2889 r_waterstate.numwaterplanes = 0;
2892 static void R_Water_AddWaterPlane(msurface_t *surface)
2894 int triangleindex, planeindex;
2899 r_waterstate_waterplane_t *p;
2900 // just use the first triangle with a valid normal for any decisions
2901 VectorClear(normal);
2902 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2904 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2905 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2906 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2907 TriangleNormal(vert[0], vert[1], vert[2], normal);
2908 if (VectorLength2(normal) >= 0.001)
2912 // find a matching plane if there is one
2913 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2914 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2916 if (planeindex >= r_waterstate.maxwaterplanes)
2917 return; // nothing we can do, out of planes
2919 // if this triangle does not fit any known plane rendered this frame, add one
2920 if (planeindex >= r_waterstate.numwaterplanes)
2922 // store the new plane
2923 r_waterstate.numwaterplanes++;
2924 VectorCopy(normal, p->plane.normal);
2925 VectorNormalize(p->plane.normal);
2926 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2927 PlaneClassify(&p->plane);
2928 // flip the plane if it does not face the viewer
2929 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2931 VectorNegate(p->plane.normal, p->plane.normal);
2932 p->plane.dist *= -1;
2933 PlaneClassify(&p->plane);
2935 // clear materialflags and pvs
2936 p->materialflags = 0;
2937 p->pvsvalid = false;
2939 // merge this surface's materialflags into the waterplane
2940 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2941 // merge this surface's PVS into the waterplane
2942 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2943 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2944 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2946 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2951 static void R_Water_ProcessPlanes(void)
2953 r_refdef_view_t originalview;
2955 r_waterstate_waterplane_t *p;
2957 originalview = r_refdef.view;
2959 // make sure enough textures are allocated
2960 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2964 if (!p->texture_refraction)
2965 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);
2966 if (!p->texture_refraction)
2970 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2972 if (!p->texture_reflection)
2973 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);
2974 if (!p->texture_reflection)
2980 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2982 r_refdef.view.showdebug = false;
2983 r_refdef.view.width = r_waterstate.waterwidth;
2984 r_refdef.view.height = r_waterstate.waterheight;
2985 r_refdef.view.useclipplane = true;
2986 r_waterstate.renderingscene = true;
2988 // render the normal view scene and copy into texture
2989 // (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)
2990 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2992 r_refdef.view.clipplane = p->plane;
2993 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2994 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2995 PlaneClassify(&r_refdef.view.clipplane);
2997 R_RenderScene(false);
2999 // copy view into the screen texture
3000 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3001 GL_ActiveTexture(0);
3003 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3006 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3008 // render reflected scene and copy into texture
3009 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3010 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3011 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3012 r_refdef.view.clipplane = p->plane;
3013 // reverse the cullface settings for this render
3014 r_refdef.view.cullface_front = GL_FRONT;
3015 r_refdef.view.cullface_back = GL_BACK;
3016 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3018 r_refdef.view.usecustompvs = true;
3020 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3022 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3025 R_ResetViewRendering3D();
3026 R_ClearScreen(r_refdef.fogenabled);
3027 if (r_timereport_active)
3028 R_TimeReport("viewclear");
3030 R_RenderScene(false);
3032 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3033 GL_ActiveTexture(0);
3035 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3037 R_ResetViewRendering3D();
3038 R_ClearScreen(r_refdef.fogenabled);
3039 if (r_timereport_active)
3040 R_TimeReport("viewclear");
3043 r_refdef.view = originalview;
3044 r_refdef.view.clear = true;
3045 r_waterstate.renderingscene = false;
3049 r_refdef.view = originalview;
3050 r_waterstate.renderingscene = false;
3051 Cvar_SetValueQuick(&r_water, 0);
3052 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3056 void R_Bloom_StartFrame(void)
3058 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3060 // set bloomwidth and bloomheight to the bloom resolution that will be
3061 // used (often less than the screen resolution for faster rendering)
3062 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3063 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3064 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3065 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3066 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3068 // calculate desired texture sizes
3069 if (gl_support_arb_texture_non_power_of_two)
3071 screentexturewidth = r_refdef.view.width;
3072 screentextureheight = r_refdef.view.height;
3073 bloomtexturewidth = r_bloomstate.bloomwidth;
3074 bloomtextureheight = r_bloomstate.bloomheight;
3078 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3079 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3080 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3081 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3084 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3086 Cvar_SetValueQuick(&r_hdr, 0);
3087 Cvar_SetValueQuick(&r_bloom, 0);
3090 if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3091 screentexturewidth = screentextureheight = 0;
3092 if (!r_hdr.integer && !r_bloom.integer)
3093 bloomtexturewidth = bloomtextureheight = 0;
3095 // allocate textures as needed
3096 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3098 if (r_bloomstate.texture_screen)
3099 R_FreeTexture(r_bloomstate.texture_screen);
3100 r_bloomstate.texture_screen = NULL;
3101 r_bloomstate.screentexturewidth = screentexturewidth;
3102 r_bloomstate.screentextureheight = screentextureheight;
3103 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3104 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);
3106 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3108 if (r_bloomstate.texture_bloom)
3109 R_FreeTexture(r_bloomstate.texture_bloom);
3110 r_bloomstate.texture_bloom = NULL;
3111 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3112 r_bloomstate.bloomtextureheight = bloomtextureheight;
3113 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3114 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);
3117 // set up a texcoord array for the full resolution screen image
3118 // (we have to keep this around to copy back during final render)
3119 r_bloomstate.screentexcoord2f[0] = 0;
3120 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3121 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3122 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3123 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3124 r_bloomstate.screentexcoord2f[5] = 0;
3125 r_bloomstate.screentexcoord2f[6] = 0;
3126 r_bloomstate.screentexcoord2f[7] = 0;
3128 // set up a texcoord array for the reduced resolution bloom image
3129 // (which will be additive blended over the screen image)
3130 r_bloomstate.bloomtexcoord2f[0] = 0;
3131 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3132 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3133 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3134 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3135 r_bloomstate.bloomtexcoord2f[5] = 0;
3136 r_bloomstate.bloomtexcoord2f[6] = 0;
3137 r_bloomstate.bloomtexcoord2f[7] = 0;
3139 if (r_hdr.integer || r_bloom.integer)
3141 r_bloomstate.enabled = true;
3142 r_bloomstate.hdr = r_hdr.integer != 0;
3146 void R_Bloom_CopyBloomTexture(float colorscale)
3148 r_refdef.stats.bloom++;
3150 // scale down screen texture to the bloom texture size
3152 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3153 GL_BlendFunc(GL_ONE, GL_ZERO);
3154 GL_Color(colorscale, colorscale, colorscale, 1);
3155 // TODO: optimize with multitexture or GLSL
3156 R_SetupGenericShader(true);
3157 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3158 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3159 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3160 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3162 // we now have a bloom image in the framebuffer
3163 // copy it into the bloom image texture for later processing
3164 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3165 GL_ActiveTexture(0);
3167 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3168 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3171 void R_Bloom_CopyHDRTexture(void)
3173 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3174 GL_ActiveTexture(0);
3176 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3177 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3180 void R_Bloom_MakeTexture(void)
3183 float xoffset, yoffset, r, brighten;
3185 r_refdef.stats.bloom++;
3187 R_ResetViewRendering2D();
3188 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3189 R_Mesh_ColorPointer(NULL, 0, 0);
3190 R_SetupGenericShader(true);
3192 // we have a bloom image in the framebuffer
3194 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3196 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3199 r = bound(0, r_bloom_colorexponent.value / x, 1);
3200 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3201 GL_Color(r, r, r, 1);
3202 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3203 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3204 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3205 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3207 // copy the vertically blurred bloom view to a texture
3208 GL_ActiveTexture(0);
3210 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3211 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3214 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3215 brighten = r_bloom_brighten.value;
3217 brighten *= r_hdr_range.value;
3218 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3219 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3221 for (dir = 0;dir < 2;dir++)
3223 // blend on at multiple vertical offsets to achieve a vertical blur
3224 // TODO: do offset blends using GLSL
3225 GL_BlendFunc(GL_ONE, GL_ZERO);
3226 for (x = -range;x <= range;x++)
3228 if (!dir){xoffset = 0;yoffset = x;}
3229 else {xoffset = x;yoffset = 0;}
3230 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3231 yoffset /= (float)r_bloomstate.bloomtextureheight;
3232 // compute a texcoord array with the specified x and y offset
3233 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3234 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3235 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3236 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3237 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3238 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3239 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3240 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3241 // this r value looks like a 'dot' particle, fading sharply to
3242 // black at the edges
3243 // (probably not realistic but looks good enough)
3244 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3245 //r = (dir ? 1.0f : brighten)/(range*2+1);
3246 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3247 GL_Color(r, r, r, 1);
3248 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3249 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3250 GL_BlendFunc(GL_ONE, GL_ONE);
3253 // copy the vertically blurred bloom view to a texture
3254 GL_ActiveTexture(0);
3256 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3257 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3260 // apply subtract last
3261 // (just like it would be in a GLSL shader)
3262 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3264 GL_BlendFunc(GL_ONE, GL_ZERO);
3265 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3266 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3267 GL_Color(1, 1, 1, 1);
3268 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3269 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3271 GL_BlendFunc(GL_ONE, GL_ONE);
3272 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3273 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3274 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3275 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3276 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3277 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3278 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3280 // copy the darkened bloom view to a texture
3281 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3282 GL_ActiveTexture(0);
3284 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3285 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289 void R_HDR_RenderBloomTexture(void)
3291 int oldwidth, oldheight;
3292 float oldcolorscale;
3294 oldcolorscale = r_refdef.view.colorscale;
3295 oldwidth = r_refdef.view.width;
3296 oldheight = r_refdef.view.height;
3297 r_refdef.view.width = r_bloomstate.bloomwidth;
3298 r_refdef.view.height = r_bloomstate.bloomheight;
3300 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3301 // TODO: add exposure compensation features
3302 // TODO: add fp16 framebuffer support
3304 r_refdef.view.showdebug = false;
3305 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3307 R_ClearScreen(r_refdef.fogenabled);
3308 if (r_timereport_active)
3309 R_TimeReport("HDRclear");
3311 r_waterstate.numwaterplanes = 0;
3312 R_RenderScene(r_waterstate.enabled);
3313 r_refdef.view.showdebug = true;
3315 R_ResetViewRendering2D();
3317 R_Bloom_CopyHDRTexture();
3318 R_Bloom_MakeTexture();
3320 // restore the view settings
3321 r_refdef.view.width = oldwidth;
3322 r_refdef.view.height = oldheight;
3323 r_refdef.view.colorscale = oldcolorscale;
3325 R_ResetViewRendering3D();
3327 R_ClearScreen(r_refdef.fogenabled);
3328 if (r_timereport_active)
3329 R_TimeReport("viewclear");
3332 static void R_BlendView(void)
3334 if (r_bloomstate.texture_screen)
3336 // copy view into the screen texture
3337 R_ResetViewRendering2D();
3338 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3339 R_Mesh_ColorPointer(NULL, 0, 0);
3340 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3341 GL_ActiveTexture(0);CHECKGLERROR
3342 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3343 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3346 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3348 unsigned int permutation =
3349 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3350 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0);
3351 if(r_glsl_postprocess.value)
3353 (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0)
3354 | (r_glsl_postprocess_gamma.value != 1 ? SHADERPERMUTATION_GAMMA : 0);
3356 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3358 // render simple bloom effect
3359 // copy the screen and shrink it and darken it for the bloom process
3360 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3361 // make the bloom texture
3362 R_Bloom_MakeTexture();
3365 R_ResetViewRendering2D();
3366 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3367 R_Mesh_ColorPointer(NULL, 0, 0);
3368 GL_Color(1, 1, 1, 1);
3369 GL_BlendFunc(GL_ONE, GL_ZERO);
3370 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3371 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3372 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3373 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3374 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3375 if (r_glsl_permutation->loc_TintColor >= 0)
3376 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3377 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
3378 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_postprocess_contrastboost.value - 1);
3379 if (r_glsl_permutation->loc_GammaCoeff >= 0)
3380 qglUniform1fARB(r_glsl_permutation->loc_GammaCoeff, 1 / r_glsl_postprocess_gamma.value);
3381 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3382 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3388 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3390 // render high dynamic range bloom effect
3391 // the bloom texture was made earlier this render, so we just need to
3392 // blend it onto the screen...
3393 R_ResetViewRendering2D();
3394 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3395 R_Mesh_ColorPointer(NULL, 0, 0);
3396 R_SetupGenericShader(true);
3397 GL_Color(1, 1, 1, 1);
3398 GL_BlendFunc(GL_ONE, GL_ONE);
3399 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3400 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3401 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3402 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3404 else if (r_bloomstate.texture_bloom)
3406 // render simple bloom effect
3407 // copy the screen and shrink it and darken it for the bloom process
3408 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3409 // make the bloom texture
3410 R_Bloom_MakeTexture();
3411 // put the original screen image back in place and blend the bloom
3413 R_ResetViewRendering2D();
3414 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3415 R_Mesh_ColorPointer(NULL, 0, 0);
3416 GL_Color(1, 1, 1, 1);
3417 GL_BlendFunc(GL_ONE, GL_ZERO);
3418 // do both in one pass if possible
3419 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3420 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3421 if (r_textureunits.integer >= 2 && gl_combine.integer)
3423 R_SetupGenericTwoTextureShader(GL_ADD);
3424 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3425 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3429 R_SetupGenericShader(true);
3430 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3431 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3432 // now blend on the bloom texture
3433 GL_BlendFunc(GL_ONE, GL_ONE);
3434 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3435 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3437 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3438 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3440 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3442 // apply a color tint to the whole view
3443 R_ResetViewRendering2D();
3444 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3445 R_Mesh_ColorPointer(NULL, 0, 0);
3446 R_SetupGenericShader(false);
3447 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3448 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3449 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3453 void R_RenderScene(qboolean addwaterplanes);
3455 matrix4x4_t r_waterscrollmatrix;
3457 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3459 if (r_refdef.fog_density)
3461 r_refdef.fogcolor[0] = r_refdef.fog_red;
3462 r_refdef.fogcolor[1] = r_refdef.fog_green;
3463 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3467 VectorCopy(r_refdef.fogcolor, fogvec);
3468 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3470 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3471 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3472 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3473 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3475 // color.rgb *= ContrastBoost * SceneBrightness;
3476 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3477 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3478 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3479 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3484 void R_UpdateVariables(void)
3488 r_refdef.farclip = 4096;
3489 if (r_refdef.scene.worldmodel)
3490 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3491 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3493 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3494 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3495 r_refdef.polygonfactor = 0;
3496 r_refdef.polygonoffset = 0;
3497 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3498 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3500 r_refdef.rtworld = r_shadow_realtime_world.integer;
3501 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3502 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3503 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3504 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3505 if (r_showsurfaces.integer)
3507 r_refdef.rtworld = false;
3508 r_refdef.rtworldshadows = false;
3509 r_refdef.rtdlight = false;
3510 r_refdef.rtdlightshadows = false;
3511 r_refdef.lightmapintensity = 0;
3514 if (gamemode == GAME_NEHAHRA)
3516 if (gl_fogenable.integer)
3518 r_refdef.oldgl_fogenable = true;
3519 r_refdef.fog_density = gl_fogdensity.value;
3520 r_refdef.fog_red = gl_fogred.value;
3521 r_refdef.fog_green = gl_foggreen.value;
3522 r_refdef.fog_blue = gl_fogblue.value;
3523 r_refdef.fog_alpha = 1;
3524 r_refdef.fog_start = 0;
3525 r_refdef.fog_end = gl_skyclip.value;
3527 else if (r_refdef.oldgl_fogenable)
3529 r_refdef.oldgl_fogenable = false;
3530 r_refdef.fog_density = 0;
3531 r_refdef.fog_red = 0;
3532 r_refdef.fog_green = 0;
3533 r_refdef.fog_blue = 0;
3534 r_refdef.fog_alpha = 0;
3535 r_refdef.fog_start = 0;
3536 r_refdef.fog_end = 0;
3540 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3541 r_refdef.fog_start = max(0, r_refdef.fog_start);
3542 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3544 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3546 if (r_refdef.fog_density)
3548 r_refdef.fogenabled = true;
3549 // this is the point where the fog reaches 0.9986 alpha, which we
3550 // consider a good enough cutoff point for the texture
3551 // (0.9986 * 256 == 255.6)
3552 if (r_fog_exp2.integer)
3553 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3555 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3556 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3557 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3558 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3559 // fog color was already set
3560 // update the fog texture
3561 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)
3562 R_BuildFogTexture();
3565 r_refdef.fogenabled = false;
3568 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3569 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3575 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3576 if( scenetype != r_currentscenetype ) {
3577 // store the old scenetype
3578 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3579 r_currentscenetype = scenetype;
3580 // move in the new scene
3581 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3590 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3592 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3593 if( scenetype == r_currentscenetype ) {
3594 return &r_refdef.scene;
3596 return &r_scenes_store[ scenetype ];
3605 void R_RenderView(void)
3607 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3608 return; //Host_Error ("R_RenderView: NULL worldmodel");
3610 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3612 // break apart the view matrix into vectors for various purposes
3613 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3614 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3615 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3616 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3617 // make an inverted copy of the view matrix for tracking sprites
3618 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3620 R_Shadow_UpdateWorldLightSelection();
3622 R_Bloom_StartFrame();
3623 R_Water_StartFrame();
3626 if (r_timereport_active)
3627 R_TimeReport("viewsetup");
3629 R_ResetViewRendering3D();
3631 if (r_refdef.view.clear || r_refdef.fogenabled)
3633 R_ClearScreen(r_refdef.fogenabled);
3634 if (r_timereport_active)
3635 R_TimeReport("viewclear");
3637 r_refdef.view.clear = true;
3639 r_refdef.view.showdebug = true;
3641 // this produces a bloom texture to be used in R_BlendView() later
3643 R_HDR_RenderBloomTexture();
3645 r_waterstate.numwaterplanes = 0;
3646 R_RenderScene(r_waterstate.enabled);
3649 if (r_timereport_active)
3650 R_TimeReport("blendview");
3652 GL_Scissor(0, 0, vid.width, vid.height);
3653 GL_ScissorTest(false);
3657 extern void R_DrawLightningBeams (void);
3658 extern void VM_CL_AddPolygonsToMeshQueue (void);
3659 extern void R_DrawPortals (void);
3660 extern cvar_t cl_locs_show;
3661 static void R_DrawLocs(void);
3662 static void R_DrawEntityBBoxes(void);
3663 void R_RenderScene(qboolean addwaterplanes)
3665 r_refdef.stats.renders++;
3671 R_ResetViewRendering3D();
3674 if (r_timereport_active)
3675 R_TimeReport("watervis");
3677 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3679 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3680 if (r_timereport_active)
3681 R_TimeReport("waterworld");
3684 // don't let sound skip if going slow
3685 if (r_refdef.scene.extraupdate)
3688 R_DrawModelsAddWaterPlanes();
3689 if (r_timereport_active)
3690 R_TimeReport("watermodels");
3692 R_Water_ProcessPlanes();
3693 if (r_timereport_active)
3694 R_TimeReport("waterscenes");
3697 R_ResetViewRendering3D();
3699 // don't let sound skip if going slow
3700 if (r_refdef.scene.extraupdate)
3703 R_MeshQueue_BeginScene();
3708 if (r_timereport_active)
3709 R_TimeReport("visibility");
3711 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);
3713 if (cl.csqc_vidvars.drawworld)
3715 // don't let sound skip if going slow
3716 if (r_refdef.scene.extraupdate)
3719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3721 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3722 if (r_timereport_active)
3723 R_TimeReport("worldsky");
3726 if (R_DrawBrushModelsSky() && r_timereport_active)
3727 R_TimeReport("bmodelsky");
3730 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3732 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3733 if (r_timereport_active)
3734 R_TimeReport("worlddepth");
3736 if (r_depthfirst.integer >= 2)
3738 R_DrawModelsDepth();
3739 if (r_timereport_active)
3740 R_TimeReport("modeldepth");
3743 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3745 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3746 if (r_timereport_active)
3747 R_TimeReport("world");
3750 // don't let sound skip if going slow
3751 if (r_refdef.scene.extraupdate)
3755 if (r_timereport_active)
3756 R_TimeReport("models");
3758 // don't let sound skip if going slow
3759 if (r_refdef.scene.extraupdate)
3762 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3764 R_DrawModelShadows();
3766 R_ResetViewRendering3D();
3768 // don't let sound skip if going slow
3769 if (r_refdef.scene.extraupdate)
3773 R_ShadowVolumeLighting(false);
3774 if (r_timereport_active)
3775 R_TimeReport("rtlights");
3777 // don't let sound skip if going slow
3778 if (r_refdef.scene.extraupdate)
3781 if (cl.csqc_vidvars.drawworld)
3783 R_DrawLightningBeams();
3784 if (r_timereport_active)
3785 R_TimeReport("lightning");
3788 if (r_timereport_active)
3789 R_TimeReport("decals");
3792 if (r_timereport_active)
3793 R_TimeReport("particles");
3796 if (r_timereport_active)
3797 R_TimeReport("explosions");
3800 R_SetupGenericShader(true);
3801 VM_CL_AddPolygonsToMeshQueue();
3803 if (r_refdef.view.showdebug)
3805 if (cl_locs_show.integer)
3808 if (r_timereport_active)
3809 R_TimeReport("showlocs");
3812 if (r_drawportals.integer)
3815 if (r_timereport_active)
3816 R_TimeReport("portals");
3819 if (r_showbboxes.value > 0)
3821 R_DrawEntityBBoxes();
3822 if (r_timereport_active)
3823 R_TimeReport("bboxes");
3827 R_SetupGenericShader(true);
3828 R_MeshQueue_RenderTransparent();
3829 if (r_timereport_active)
3830 R_TimeReport("drawtrans");
3832 R_SetupGenericShader(true);
3834 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))
3836 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3837 if (r_timereport_active)
3838 R_TimeReport("worlddebug");
3839 R_DrawModelsDebug();
3840 if (r_timereport_active)
3841 R_TimeReport("modeldebug");
3844 R_SetupGenericShader(true);
3846 if (cl.csqc_vidvars.drawworld)
3849 if (r_timereport_active)
3850 R_TimeReport("coronas");
3853 // don't let sound skip if going slow
3854 if (r_refdef.scene.extraupdate)
3857 R_ResetViewRendering2D();
3860 static const int bboxelements[36] =
3870 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3873 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3875 GL_DepthMask(false);
3876 GL_DepthRange(0, 1);
3877 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3878 R_Mesh_Matrix(&identitymatrix);
3879 R_Mesh_ResetTextureState();
3881 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3882 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3883 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3884 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3885 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3886 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3887 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3888 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3889 R_FillColors(color4f, 8, cr, cg, cb, ca);
3890 if (r_refdef.fogenabled)
3892 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3894 f1 = FogPoint_World(v);
3896 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3897 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3898 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3901 R_Mesh_VertexPointer(vertex3f, 0, 0);
3902 R_Mesh_ColorPointer(color4f, 0, 0);
3903 R_Mesh_ResetTextureState();
3904 R_SetupGenericShader(false);
3905 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3908 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3912 prvm_edict_t *edict;
3913 // this function draws bounding boxes of server entities
3916 R_SetupGenericShader(false);
3918 for (i = 0;i < numsurfaces;i++)
3920 edict = PRVM_EDICT_NUM(surfacelist[i]);
3921 switch ((int)edict->fields.server->solid)
3923 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3924 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3925 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3926 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3927 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3928 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3930 color[3] *= r_showbboxes.value;
3931 color[3] = bound(0, color[3], 1);
3932 GL_DepthTest(!r_showdisabledepthtest.integer);
3933 GL_CullFace(r_refdef.view.cullface_front);
3934 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3939 static void R_DrawEntityBBoxes(void)
3942 prvm_edict_t *edict;
3944 // this function draws bounding boxes of server entities
3948 for (i = 0;i < prog->num_edicts;i++)
3950 edict = PRVM_EDICT_NUM(i);
3951 if (edict->priv.server->free)
3953 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3954 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3959 int nomodelelements[24] =
3971 float nomodelvertex3f[6*3] =
3981 float nomodelcolor4f[6*4] =
3983 0.0f, 0.0f, 0.5f, 1.0f,
3984 0.0f, 0.0f, 0.5f, 1.0f,
3985 0.0f, 0.5f, 0.0f, 1.0f,
3986 0.0f, 0.5f, 0.0f, 1.0f,
3987 0.5f, 0.0f, 0.0f, 1.0f,
3988 0.5f, 0.0f, 0.0f, 1.0f
3991 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3996 // this is only called once per entity so numsurfaces is always 1, and
3997 // surfacelist is always {0}, so this code does not handle batches
3998 R_Mesh_Matrix(&ent->matrix);
4000 if (ent->flags & EF_ADDITIVE)
4002 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4003 GL_DepthMask(false);
4005 else if (ent->alpha < 1)
4007 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4008 GL_DepthMask(false);
4012 GL_BlendFunc(GL_ONE, GL_ZERO);
4015 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4016 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4017 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4018 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4019 R_SetupGenericShader(false);
4020 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4021 if (r_refdef.fogenabled)
4024 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4025 R_Mesh_ColorPointer(color4f, 0, 0);
4026 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4027 f1 = FogPoint_World(org);
4029 for (i = 0, c = color4f;i < 6;i++, c += 4)
4031 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4032 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4033 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4037 else if (ent->alpha != 1)
4039 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4040 R_Mesh_ColorPointer(color4f, 0, 0);
4041 for (i = 0, c = color4f;i < 6;i++, c += 4)
4045 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4046 R_Mesh_ResetTextureState();
4047 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4050 void R_DrawNoModel(entity_render_t *ent)
4053 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4054 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4055 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4057 // R_DrawNoModelCallback(ent, 0);
4060 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4062 vec3_t right1, right2, diff, normal;
4064 VectorSubtract (org2, org1, normal);
4066 // calculate 'right' vector for start
4067 VectorSubtract (r_refdef.view.origin, org1, diff);
4068 CrossProduct (normal, diff, right1);
4069 VectorNormalize (right1);
4071 // calculate 'right' vector for end
4072 VectorSubtract (r_refdef.view.origin, org2, diff);
4073 CrossProduct (normal, diff, right2);
4074 VectorNormalize (right2);
4076 vert[ 0] = org1[0] + width * right1[0];
4077 vert[ 1] = org1[1] + width * right1[1];
4078 vert[ 2] = org1[2] + width * right1[2];
4079 vert[ 3] = org1[0] - width * right1[0];
4080 vert[ 4] = org1[1] - width * right1[1];
4081 vert[ 5] = org1[2] - width * right1[2];
4082 vert[ 6] = org2[0] - width * right2[0];
4083 vert[ 7] = org2[1] - width * right2[1];
4084 vert[ 8] = org2[2] - width * right2[2];
4085 vert[ 9] = org2[0] + width * right2[0];
4086 vert[10] = org2[1] + width * right2[1];
4087 vert[11] = org2[2] + width * right2[2];
4090 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4092 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4097 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4098 fog = FogPoint_World(origin);
4100 R_Mesh_Matrix(&identitymatrix);
4101 GL_BlendFunc(blendfunc1, blendfunc2);
4107 GL_CullFace(r_refdef.view.cullface_front);
4110 GL_CullFace(r_refdef.view.cullface_back);
4111 GL_CullFace(GL_NONE);
4113 GL_DepthMask(false);
4114 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4115 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4116 GL_DepthTest(!depthdisable);
4118 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4119 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4120 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4121 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4122 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4123 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4124 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4125 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4126 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4127 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4128 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4129 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4131 R_Mesh_VertexPointer(vertex3f, 0, 0);
4132 R_Mesh_ColorPointer(NULL, 0, 0);
4133 R_Mesh_ResetTextureState();
4134 R_SetupGenericShader(true);
4135 R_Mesh_TexBind(0, R_GetTexture(texture));
4136 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4137 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4138 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4139 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4141 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4143 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4144 GL_BlendFunc(blendfunc1, GL_ONE);
4146 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4147 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4151 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4156 VectorSet(v, x, y, z);
4157 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4158 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4160 if (i == mesh->numvertices)
4162 if (mesh->numvertices < mesh->maxvertices)
4164 VectorCopy(v, vertex3f);
4165 mesh->numvertices++;
4167 return mesh->numvertices;
4173 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4177 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4178 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4179 e = mesh->element3i + mesh->numtriangles * 3;
4180 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4182 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4183 if (mesh->numtriangles < mesh->maxtriangles)
4188 mesh->numtriangles++;
4190 element[1] = element[2];
4194 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4198 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4199 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4200 e = mesh->element3i + mesh->numtriangles * 3;
4201 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4203 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4204 if (mesh->numtriangles < mesh->maxtriangles)
4209 mesh->numtriangles++;
4211 element[1] = element[2];
4215 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4216 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4218 int planenum, planenum2;
4221 mplane_t *plane, *plane2;
4223 double temppoints[2][256*3];
4224 // figure out how large a bounding box we need to properly compute this brush
4226 for (w = 0;w < numplanes;w++)
4227 maxdist = max(maxdist, planes[w].dist);
4228 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4229 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4230 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4234 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4235 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4237 if (planenum2 == planenum)
4239 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);
4242 if (tempnumpoints < 3)
4244 // generate elements forming a triangle fan for this polygon
4245 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4249 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)
4251 texturelayer_t *layer;
4252 layer = t->currentlayers + t->currentnumlayers++;
4254 layer->depthmask = depthmask;
4255 layer->blendfunc1 = blendfunc1;
4256 layer->blendfunc2 = blendfunc2;
4257 layer->texture = texture;
4258 layer->texmatrix = *matrix;
4259 layer->color[0] = r * r_refdef.view.colorscale;
4260 layer->color[1] = g * r_refdef.view.colorscale;
4261 layer->color[2] = b * r_refdef.view.colorscale;
4262 layer->color[3] = a;
4265 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4268 index = parms[2] + r_refdef.scene.time * parms[3];
4269 index -= floor(index);
4273 case Q3WAVEFUNC_NONE:
4274 case Q3WAVEFUNC_NOISE:
4275 case Q3WAVEFUNC_COUNT:
4278 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4279 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4280 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4281 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4282 case Q3WAVEFUNC_TRIANGLE:
4284 f = index - floor(index);
4295 return (float)(parms[0] + parms[1] * f);
4298 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4301 model_t *model = ent->model;
4304 q3shaderinfo_layer_tcmod_t *tcmod;
4306 // switch to an alternate material if this is a q1bsp animated material
4308 texture_t *texture = t;
4309 int s = ent->skinnum;
4310 if ((unsigned int)s >= (unsigned int)model->numskins)
4312 if (model->skinscenes)
4314 if (model->skinscenes[s].framecount > 1)
4315 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4317 s = model->skinscenes[s].firstframe;
4320 t = t + s * model->num_surfaces;
4323 // use an alternate animation if the entity's frame is not 0,
4324 // and only if the texture has an alternate animation
4325 if (ent->frame2 != 0 && t->anim_total[1])
4326 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4328 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4330 texture->currentframe = t;
4333 // update currentskinframe to be a qw skin or animation frame
4334 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4336 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4338 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4339 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4340 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4342 t->currentskinframe = r_qwskincache_skinframe[i];
4343 if (t->currentskinframe == NULL)
4344 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4346 else if (t->numskinframes >= 2)
4347 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4348 if (t->backgroundnumskinframes >= 2)
4349 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4351 t->currentmaterialflags = t->basematerialflags;
4352 t->currentalpha = ent->alpha;
4353 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4355 t->currentalpha *= r_wateralpha.value;
4357 * FIXME what is this supposed to do?
4358 // if rendering refraction/reflection, disable transparency
4359 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4360 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4363 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4364 t->currentalpha *= t->r_water_wateralpha;
4365 if(!r_waterstate.enabled)
4366 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4367 if (!(ent->flags & RENDER_LIGHT))
4368 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4369 else if (rsurface.modeltexcoordlightmap2f == NULL)
4371 // pick a model lighting mode
4372 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4373 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4375 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4377 if (ent->effects & EF_ADDITIVE)
4378 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4379 else if (t->currentalpha < 1)
4380 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4381 if (ent->effects & EF_DOUBLESIDED)
4382 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4383 if (ent->effects & EF_NODEPTHTEST)
4384 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4385 if (ent->flags & RENDER_VIEWMODEL)
4386 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4387 if (t->backgroundnumskinframes)
4388 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4389 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4391 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4392 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4395 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4397 // there is no tcmod
4398 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4399 t->currenttexmatrix = r_waterscrollmatrix;
4401 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4404 switch(tcmod->tcmod)
4408 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4409 matrix = r_waterscrollmatrix;
4411 matrix = identitymatrix;
4413 case Q3TCMOD_ENTITYTRANSLATE:
4414 // this is used in Q3 to allow the gamecode to control texcoord
4415 // scrolling on the entity, which is not supported in darkplaces yet.
4416 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4418 case Q3TCMOD_ROTATE:
4419 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4420 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4421 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4424 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4426 case Q3TCMOD_SCROLL:
4427 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4429 case Q3TCMOD_STRETCH:
4430 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4431 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4433 case Q3TCMOD_TRANSFORM:
4434 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4435 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4436 VectorSet(tcmat + 6, 0 , 0 , 1);
4437 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4438 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4440 case Q3TCMOD_TURBULENT:
4441 // this is handled in the RSurf_PrepareVertices function
4442 matrix = identitymatrix;
4445 // either replace or concatenate the transformation
4447 t->currenttexmatrix = matrix;
4450 matrix4x4_t temp = t->currenttexmatrix;
4451 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4455 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4456 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4457 t->glosstexture = r_texture_black;
4458 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4459 t->backgroundglosstexture = r_texture_black;
4460 t->specularpower = r_shadow_glossexponent.value;
4461 // TODO: store reference values for these in the texture?
4462 t->specularscale = 0;
4463 if (r_shadow_gloss.integer > 0)
4465 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4467 if (r_shadow_glossintensity.value > 0)
4469 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4470 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4471 t->specularscale = r_shadow_glossintensity.value;
4474 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4476 t->glosstexture = r_texture_white;
4477 t->backgroundglosstexture = r_texture_white;
4478 t->specularscale = r_shadow_gloss2intensity.value;
4482 // lightmaps mode looks bad with dlights using actual texturing, so turn
4483 // off the colormap and glossmap, but leave the normalmap on as it still
4484 // accurately represents the shading involved
4485 if (gl_lightmaps.integer)
4487 t->basetexture = r_texture_grey128;
4488 t->backgroundbasetexture = NULL;
4489 t->specularscale = 0;
4490 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4491 t->currentmaterialflags |= MATERIALFLAG_WALL;
4494 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4495 VectorClear(t->dlightcolor);
4496 t->currentnumlayers = 0;
4497 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4499 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4501 int blendfunc1, blendfunc2, depthmask;
4502 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4504 blendfunc1 = GL_SRC_ALPHA;
4505 blendfunc2 = GL_ONE;
4507 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4509 blendfunc1 = GL_SRC_ALPHA;
4510 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4512 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4514 blendfunc1 = t->customblendfunc[0];
4515 blendfunc2 = t->customblendfunc[1];
4519 blendfunc1 = GL_ONE;
4520 blendfunc2 = GL_ZERO;
4522 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4523 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4526 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4527 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4528 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4530 // fullbright is not affected by r_refdef.lightmapintensity
4531 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]);
4532 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4533 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4534 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4535 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4539 vec3_t ambientcolor;
4541 // set the color tint used for lights affecting this surface
4542 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4544 // q3bsp has no lightmap updates, so the lightstylevalue that
4545 // would normally be baked into the lightmap must be
4546 // applied to the color
4547 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4548 if (ent->model->type == mod_brushq3)
4549 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4550 colorscale *= r_refdef.lightmapintensity;
4551 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4552 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4553 // basic lit geometry
4554 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]);
4555 // add pants/shirt if needed
4556 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4557 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4558 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4559 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4560 // now add ambient passes if needed
4561 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4563 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]);
4564 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4565 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4566 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4567 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4570 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4571 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]);
4572 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4574 // if this is opaque use alpha blend which will darken the earlier
4577 // if this is an alpha blended material, all the earlier passes
4578 // were darkened by fog already, so we only need to add the fog
4579 // color ontop through the fog mask texture
4581 // if this is an additive blended material, all the earlier passes
4582 // were darkened by fog already, and we should not add fog color
4583 // (because the background was not darkened, there is no fog color
4584 // that was lost behind it).
4585 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]);
4592 void R_UpdateAllTextureInfo(entity_render_t *ent)
4596 for (i = 0;i < ent->model->num_texturesperskin;i++)
4597 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4600 rsurfacestate_t rsurface;
4602 void R_Mesh_ResizeArrays(int newvertices)
4605 if (rsurface.array_size >= newvertices)
4607 if (rsurface.array_modelvertex3f)
4608 Mem_Free(rsurface.array_modelvertex3f);
4609 rsurface.array_size = (newvertices + 1023) & ~1023;
4610 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4611 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4612 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4613 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4614 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4615 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4616 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4617 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4618 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4619 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4620 rsurface.array_color4f = base + rsurface.array_size * 27;
4621 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4624 void RSurf_ActiveWorldEntity(void)
4626 model_t *model = r_refdef.scene.worldmodel;
4627 if (rsurface.array_size < model->surfmesh.num_vertices)
4628 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4629 rsurface.matrix = identitymatrix;
4630 rsurface.inversematrix = identitymatrix;
4631 R_Mesh_Matrix(&identitymatrix);
4632 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4633 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4634 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4635 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4636 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4637 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4638 rsurface.frameblend[0].frame = 0;
4639 rsurface.frameblend[0].lerp = 1;
4640 rsurface.frameblend[1].frame = 0;
4641 rsurface.frameblend[1].lerp = 0;
4642 rsurface.frameblend[2].frame = 0;
4643 rsurface.frameblend[2].lerp = 0;
4644 rsurface.frameblend[3].frame = 0;
4645 rsurface.frameblend[3].lerp = 0;
4646 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4647 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4648 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4649 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4650 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4651 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4652 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4653 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4654 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4655 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4656 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4657 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4658 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4659 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4660 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4661 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4662 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4663 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4664 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4665 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4666 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4667 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4668 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4669 rsurface.modelelement3i = model->surfmesh.data_element3i;
4670 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4671 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4672 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4673 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4674 rsurface.modelsurfaces = model->data_surfaces;
4675 rsurface.generatedvertex = false;
4676 rsurface.vertex3f = rsurface.modelvertex3f;
4677 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4678 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4679 rsurface.svector3f = rsurface.modelsvector3f;
4680 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4681 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4682 rsurface.tvector3f = rsurface.modeltvector3f;
4683 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4684 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4685 rsurface.normal3f = rsurface.modelnormal3f;
4686 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4687 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4688 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4691 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4693 model_t *model = ent->model;
4694 if (rsurface.array_size < model->surfmesh.num_vertices)
4695 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4696 rsurface.matrix = ent->matrix;
4697 rsurface.inversematrix = ent->inversematrix;
4698 R_Mesh_Matrix(&rsurface.matrix);
4699 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4700 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4701 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4702 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4703 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4704 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4705 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4706 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4707 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4708 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4709 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4710 rsurface.frameblend[0] = ent->frameblend[0];
4711 rsurface.frameblend[1] = ent->frameblend[1];
4712 rsurface.frameblend[2] = ent->frameblend[2];
4713 rsurface.frameblend[3] = ent->frameblend[3];
4714 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4715 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4716 if (ent->model->brush.submodel)
4718 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4719 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4721 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4725 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4726 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4727 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4728 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4729 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4731 else if (wantnormals)
4733 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4734 rsurface.modelsvector3f = NULL;
4735 rsurface.modeltvector3f = NULL;
4736 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4737 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4741 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4742 rsurface.modelsvector3f = NULL;
4743 rsurface.modeltvector3f = NULL;
4744 rsurface.modelnormal3f = NULL;
4745 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4747 rsurface.modelvertex3f_bufferobject = 0;
4748 rsurface.modelvertex3f_bufferoffset = 0;
4749 rsurface.modelsvector3f_bufferobject = 0;
4750 rsurface.modelsvector3f_bufferoffset = 0;
4751 rsurface.modeltvector3f_bufferobject = 0;
4752 rsurface.modeltvector3f_bufferoffset = 0;
4753 rsurface.modelnormal3f_bufferobject = 0;
4754 rsurface.modelnormal3f_bufferoffset = 0;
4755 rsurface.generatedvertex = true;
4759 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4760 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4761 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4762 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4763 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4764 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4765 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4766 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4767 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4768 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4769 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4770 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4771 rsurface.generatedvertex = false;
4773 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4774 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4775 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4776 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4777 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4778 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4779 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4780 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4781 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4782 rsurface.modelelement3i = model->surfmesh.data_element3i;
4783 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4784 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4785 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4786 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4787 rsurface.modelsurfaces = model->data_surfaces;
4788 rsurface.vertex3f = rsurface.modelvertex3f;
4789 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4790 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4791 rsurface.svector3f = rsurface.modelsvector3f;
4792 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4793 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4794 rsurface.tvector3f = rsurface.modeltvector3f;
4795 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4796 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4797 rsurface.normal3f = rsurface.modelnormal3f;
4798 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4799 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4800 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4803 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4804 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4807 int texturesurfaceindex;
4812 const float *v1, *in_tc;
4814 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4816 q3shaderinfo_deform_t *deform;
4817 // 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
4818 if (rsurface.generatedvertex)
4820 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4821 generatenormals = true;
4822 for (i = 0;i < Q3MAXDEFORMS;i++)
4824 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4826 generatetangents = true;
4827 generatenormals = true;
4829 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4830 generatenormals = true;
4832 if (generatenormals && !rsurface.modelnormal3f)
4834 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4835 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4836 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4837 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4839 if (generatetangents && !rsurface.modelsvector3f)
4841 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4842 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4843 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4844 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4845 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4846 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4847 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);
4850 rsurface.vertex3f = rsurface.modelvertex3f;
4851 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4852 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4853 rsurface.svector3f = rsurface.modelsvector3f;
4854 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4855 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4856 rsurface.tvector3f = rsurface.modeltvector3f;
4857 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4858 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4859 rsurface.normal3f = rsurface.modelnormal3f;
4860 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4861 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4862 // if vertices are deformed (sprite flares and things in maps, possibly
4863 // water waves, bulges and other deformations), generate them into
4864 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4865 // (may be static model data or generated data for an animated model, or
4866 // the previous deform pass)
4867 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4869 switch (deform->deform)
4872 case Q3DEFORM_PROJECTIONSHADOW:
4873 case Q3DEFORM_TEXT0:
4874 case Q3DEFORM_TEXT1:
4875 case Q3DEFORM_TEXT2:
4876 case Q3DEFORM_TEXT3:
4877 case Q3DEFORM_TEXT4:
4878 case Q3DEFORM_TEXT5:
4879 case Q3DEFORM_TEXT6:
4880 case Q3DEFORM_TEXT7:
4883 case Q3DEFORM_AUTOSPRITE:
4884 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4885 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4886 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4887 VectorNormalize(newforward);
4888 VectorNormalize(newright);
4889 VectorNormalize(newup);
4890 // make deformed versions of only the model vertices used by the specified surfaces
4891 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4893 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4894 // a single autosprite surface can contain multiple sprites...
4895 for (j = 0;j < surface->num_vertices - 3;j += 4)
4897 VectorClear(center);
4898 for (i = 0;i < 4;i++)
4899 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4900 VectorScale(center, 0.25f, center);
4901 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4902 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4903 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4904 for (i = 0;i < 4;i++)
4906 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4907 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4910 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);
4911 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);
4913 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4914 rsurface.vertex3f_bufferobject = 0;
4915 rsurface.vertex3f_bufferoffset = 0;
4916 rsurface.svector3f = rsurface.array_deformedsvector3f;
4917 rsurface.svector3f_bufferobject = 0;
4918 rsurface.svector3f_bufferoffset = 0;
4919 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4920 rsurface.tvector3f_bufferobject = 0;
4921 rsurface.tvector3f_bufferoffset = 0;
4922 rsurface.normal3f = rsurface.array_deformednormal3f;
4923 rsurface.normal3f_bufferobject = 0;
4924 rsurface.normal3f_bufferoffset = 0;
4926 case Q3DEFORM_AUTOSPRITE2:
4927 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4928 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4929 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4930 VectorNormalize(newforward);
4931 VectorNormalize(newright);
4932 VectorNormalize(newup);
4933 // make deformed versions of only the model vertices used by the specified surfaces
4934 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4936 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4937 const float *v1, *v2;
4947 memset(shortest, 0, sizeof(shortest));
4948 // a single autosprite surface can contain multiple sprites...
4949 for (j = 0;j < surface->num_vertices - 3;j += 4)
4951 VectorClear(center);
4952 for (i = 0;i < 4;i++)
4953 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4954 VectorScale(center, 0.25f, center);
4955 // find the two shortest edges, then use them to define the
4956 // axis vectors for rotating around the central axis
4957 for (i = 0;i < 6;i++)
4959 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4960 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4962 Debug_PolygonBegin(NULL, 0);
4963 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4964 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);
4965 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4968 l = VectorDistance2(v1, v2);
4969 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4971 l += (1.0f / 1024.0f);
4972 if (shortest[0].length2 > l || i == 0)
4974 shortest[1] = shortest[0];
4975 shortest[0].length2 = l;
4976 shortest[0].v1 = v1;
4977 shortest[0].v2 = v2;
4979 else if (shortest[1].length2 > l || i == 1)
4981 shortest[1].length2 = l;
4982 shortest[1].v1 = v1;
4983 shortest[1].v2 = v2;
4986 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4987 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4989 Debug_PolygonBegin(NULL, 0);
4990 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4991 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);
4992 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4995 // this calculates the right vector from the shortest edge
4996 // and the up vector from the edge midpoints
4997 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4998 VectorNormalize(right);
4999 VectorSubtract(end, start, up);
5000 VectorNormalize(up);
5001 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5002 //VectorSubtract(rsurface.modelorg, center, forward);
5003 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5004 VectorNegate(forward, forward);
5005 VectorReflect(forward, 0, up, forward);
5006 VectorNormalize(forward);
5007 CrossProduct(up, forward, newright);
5008 VectorNormalize(newright);
5010 Debug_PolygonBegin(NULL, 0);
5011 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);
5012 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5013 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5017 Debug_PolygonBegin(NULL, 0);
5018 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5019 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5020 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5023 // rotate the quad around the up axis vector, this is made
5024 // especially easy by the fact we know the quad is flat,
5025 // so we only have to subtract the center position and
5026 // measure distance along the right vector, and then
5027 // multiply that by the newright vector and add back the
5029 // we also need to subtract the old position to undo the
5030 // displacement from the center, which we do with a
5031 // DotProduct, the subtraction/addition of center is also
5032 // optimized into DotProducts here
5033 l = DotProduct(right, center);
5034 for (i = 0;i < 4;i++)
5036 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5037 f = DotProduct(right, v1) - l;
5038 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5041 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);
5042 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);
5044 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5045 rsurface.vertex3f_bufferobject = 0;
5046 rsurface.vertex3f_bufferoffset = 0;
5047 rsurface.svector3f = rsurface.array_deformedsvector3f;
5048 rsurface.svector3f_bufferobject = 0;
5049 rsurface.svector3f_bufferoffset = 0;
5050 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5051 rsurface.tvector3f_bufferobject = 0;
5052 rsurface.tvector3f_bufferoffset = 0;
5053 rsurface.normal3f = rsurface.array_deformednormal3f;
5054 rsurface.normal3f_bufferobject = 0;
5055 rsurface.normal3f_bufferoffset = 0;
5057 case Q3DEFORM_NORMAL:
5058 // deform the normals to make reflections wavey
5059 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5061 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5062 for (j = 0;j < surface->num_vertices;j++)
5065 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5066 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5067 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5068 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5069 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5070 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5071 VectorNormalize(normal);
5073 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);
5075 rsurface.svector3f = rsurface.array_deformedsvector3f;
5076 rsurface.svector3f_bufferobject = 0;
5077 rsurface.svector3f_bufferoffset = 0;
5078 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5079 rsurface.tvector3f_bufferobject = 0;
5080 rsurface.tvector3f_bufferoffset = 0;
5081 rsurface.normal3f = rsurface.array_deformednormal3f;
5082 rsurface.normal3f_bufferobject = 0;
5083 rsurface.normal3f_bufferoffset = 0;
5086 // deform vertex array to make wavey water and flags and such
5087 waveparms[0] = deform->waveparms[0];
5088 waveparms[1] = deform->waveparms[1];
5089 waveparms[2] = deform->waveparms[2];
5090 waveparms[3] = deform->waveparms[3];
5091 // this is how a divisor of vertex influence on deformation
5092 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5093 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5094 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5096 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5097 for (j = 0;j < surface->num_vertices;j++)
5099 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5100 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5101 // if the wavefunc depends on time, evaluate it per-vertex
5104 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5105 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5107 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5110 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5111 rsurface.vertex3f_bufferobject = 0;
5112 rsurface.vertex3f_bufferoffset = 0;
5114 case Q3DEFORM_BULGE:
5115 // deform vertex array to make the surface have moving bulges
5116 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5118 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5119 for (j = 0;j < surface->num_vertices;j++)
5121 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5122 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5125 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5126 rsurface.vertex3f_bufferobject = 0;
5127 rsurface.vertex3f_bufferoffset = 0;
5130 // deform vertex array
5131 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5132 VectorScale(deform->parms, scale, waveparms);
5133 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5135 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5136 for (j = 0;j < surface->num_vertices;j++)
5137 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5139 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5140 rsurface.vertex3f_bufferobject = 0;
5141 rsurface.vertex3f_bufferoffset = 0;
5145 // generate texcoords based on the chosen texcoord source
5146 switch(rsurface.texture->tcgen.tcgen)
5149 case Q3TCGEN_TEXTURE:
5150 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5151 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5152 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5154 case Q3TCGEN_LIGHTMAP:
5155 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5156 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5157 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5159 case Q3TCGEN_VECTOR:
5160 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5162 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5163 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)
5165 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5166 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5169 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5170 rsurface.texcoordtexture2f_bufferobject = 0;
5171 rsurface.texcoordtexture2f_bufferoffset = 0;
5173 case Q3TCGEN_ENVIRONMENT:
5174 // make environment reflections using a spheremap
5175 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5177 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5178 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5179 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5180 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5181 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5183 float l, d, eyedir[3];
5184 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5185 l = 0.5f / VectorLength(eyedir);
5186 d = DotProduct(normal, eyedir)*2;
5187 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5188 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5191 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5192 rsurface.texcoordtexture2f_bufferobject = 0;
5193 rsurface.texcoordtexture2f_bufferoffset = 0;
5196 // the only tcmod that needs software vertex processing is turbulent, so
5197 // check for it here and apply the changes if needed
5198 // and we only support that as the first one
5199 // (handling a mixture of turbulent and other tcmods would be problematic
5200 // without punting it entirely to a software path)
5201 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5203 amplitude = rsurface.texture->tcmods[0].parms[1];
5204 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5205 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5207 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5208 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)
5210 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5211 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5214 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5215 rsurface.texcoordtexture2f_bufferobject = 0;
5216 rsurface.texcoordtexture2f_bufferoffset = 0;
5218 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5219 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5220 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5221 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5224 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5227 const msurface_t *surface = texturesurfacelist[0];
5228 const msurface_t *surface2;
5233 // TODO: lock all array ranges before render, rather than on each surface
5234 if (texturenumsurfaces == 1)
5236 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5237 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5239 else if (r_batchmode.integer == 2)
5241 #define MAXBATCHTRIANGLES 4096
5242 int batchtriangles = 0;
5243 int batchelements[MAXBATCHTRIANGLES*3];
5244 for (i = 0;i < texturenumsurfaces;i = j)
5246 surface = texturesurfacelist[i];
5248 if (surface->num_triangles > MAXBATCHTRIANGLES)
5250 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5253 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5254 batchtriangles = surface->num_triangles;
5255 firstvertex = surface->num_firstvertex;
5256 endvertex = surface->num_firstvertex + surface->num_vertices;
5257 for (;j < texturenumsurfaces;j++)
5259 surface2 = texturesurfacelist[j];
5260 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5262 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5263 batchtriangles += surface2->num_triangles;
5264 firstvertex = min(firstvertex, surface2->num_firstvertex);
5265 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5267 surface2 = texturesurfacelist[j-1];
5268 numvertices = endvertex - firstvertex;
5269 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5272 else if (r_batchmode.integer == 1)
5274 for (i = 0;i < texturenumsurfaces;i = j)
5276 surface = texturesurfacelist[i];
5277 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5278 if (texturesurfacelist[j] != surface2)
5280 surface2 = texturesurfacelist[j-1];
5281 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5282 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5283 GL_LockArrays(surface->num_firstvertex, numvertices);
5284 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5289 for (i = 0;i < texturenumsurfaces;i++)
5291 surface = texturesurfacelist[i];
5292 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5293 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5298 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5300 int i, planeindex, vertexindex;
5304 r_waterstate_waterplane_t *p, *bestp;
5305 msurface_t *surface;
5306 if (r_waterstate.renderingscene)
5308 for (i = 0;i < texturenumsurfaces;i++)
5310 surface = texturesurfacelist[i];
5311 if (lightmaptexunit >= 0)
5312 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5313 if (deluxemaptexunit >= 0)
5314 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5315 // pick the closest matching water plane
5318 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5321 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5323 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5324 d += fabs(PlaneDiff(vert, &p->plane));
5326 if (bestd > d || !bestp)
5334 if (refractiontexunit >= 0)
5335 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5336 if (reflectiontexunit >= 0)
5337 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5341 if (refractiontexunit >= 0)
5342 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5343 if (reflectiontexunit >= 0)
5344 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5346 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5347 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5351 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5355 const msurface_t *surface = texturesurfacelist[0];
5356 const msurface_t *surface2;
5361 // TODO: lock all array ranges before render, rather than on each surface
5362 if (texturenumsurfaces == 1)
5364 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5365 if (deluxemaptexunit >= 0)
5366 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5367 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5368 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5370 else if (r_batchmode.integer == 2)
5372 #define MAXBATCHTRIANGLES 4096
5373 int batchtriangles = 0;
5374 int batchelements[MAXBATCHTRIANGLES*3];
5375 for (i = 0;i < texturenumsurfaces;i = j)
5377 surface = texturesurfacelist[i];
5378 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5379 if (deluxemaptexunit >= 0)
5380 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5382 if (surface->num_triangles > MAXBATCHTRIANGLES)
5384 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5387 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5388 batchtriangles = surface->num_triangles;
5389 firstvertex = surface->num_firstvertex;
5390 endvertex = surface->num_firstvertex + surface->num_vertices;
5391 for (;j < texturenumsurfaces;j++)
5393 surface2 = texturesurfacelist[j];
5394 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5396 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5397 batchtriangles += surface2->num_triangles;
5398 firstvertex = min(firstvertex, surface2->num_firstvertex);
5399 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5401 surface2 = texturesurfacelist[j-1];
5402 numvertices = endvertex - firstvertex;
5403 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5406 else if (r_batchmode.integer == 1)
5409 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5410 for (i = 0;i < texturenumsurfaces;i = j)
5412 surface = texturesurfacelist[i];
5413 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5414 if (texturesurfacelist[j] != surface2)
5416 Con_Printf(" %i", j - i);
5419 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5421 for (i = 0;i < texturenumsurfaces;i = j)
5423 surface = texturesurfacelist[i];
5424 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5425 if (deluxemaptexunit >= 0)
5426 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5427 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5428 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5431 Con_Printf(" %i", j - i);
5433 surface2 = texturesurfacelist[j-1];
5434 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5435 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5436 GL_LockArrays(surface->num_firstvertex, numvertices);
5437 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5445 for (i = 0;i < texturenumsurfaces;i++)
5447 surface = texturesurfacelist[i];
5448 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5449 if (deluxemaptexunit >= 0)
5450 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5451 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5452 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5457 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5460 int texturesurfaceindex;
5461 if (r_showsurfaces.integer == 2)
5463 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5465 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5466 for (j = 0;j < surface->num_triangles;j++)
5468 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5469 GL_Color(f, f, f, 1);
5470 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5476 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5478 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5479 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5480 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);
5481 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5482 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5487 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5489 int texturesurfaceindex;
5493 if (rsurface.lightmapcolor4f)
5495 // generate color arrays for the surfaces in this list
5496 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5498 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5499 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)
5501 f = FogPoint_Model(v);
5511 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5513 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5514 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)
5516 f = FogPoint_Model(v);
5524 rsurface.lightmapcolor4f = rsurface.array_color4f;
5525 rsurface.lightmapcolor4f_bufferobject = 0;
5526 rsurface.lightmapcolor4f_bufferoffset = 0;
5529 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5531 int texturesurfaceindex;
5534 if (!rsurface.lightmapcolor4f)
5536 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5538 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5539 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)
5547 rsurface.lightmapcolor4f = rsurface.array_color4f;
5548 rsurface.lightmapcolor4f_bufferobject = 0;
5549 rsurface.lightmapcolor4f_bufferoffset = 0;
5552 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5555 rsurface.lightmapcolor4f = NULL;
5556 rsurface.lightmapcolor4f_bufferobject = 0;
5557 rsurface.lightmapcolor4f_bufferoffset = 0;
5558 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5559 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5560 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5561 GL_Color(r, g, b, a);
5562 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5565 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5567 // TODO: optimize applyfog && applycolor case
5568 // just apply fog if necessary, and tint the fog color array if necessary
5569 rsurface.lightmapcolor4f = NULL;
5570 rsurface.lightmapcolor4f_bufferobject = 0;
5571 rsurface.lightmapcolor4f_bufferoffset = 0;
5572 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5573 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5574 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5575 GL_Color(r, g, b, a);
5576 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5579 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5581 int texturesurfaceindex;
5585 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5587 // generate color arrays for the surfaces in this list
5588 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5590 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5591 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5593 if (surface->lightmapinfo->samples)
5595 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5596 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5597 VectorScale(lm, scale, c);
5598 if (surface->lightmapinfo->styles[1] != 255)
5600 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5602 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5603 VectorMA(c, scale, lm, c);
5604 if (surface->lightmapinfo->styles[2] != 255)
5607 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5608 VectorMA(c, scale, lm, c);
5609 if (surface->lightmapinfo->styles[3] != 255)
5612 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5613 VectorMA(c, scale, lm, c);
5623 rsurface.lightmapcolor4f = rsurface.array_color4f;
5624 rsurface.lightmapcolor4f_bufferobject = 0;
5625 rsurface.lightmapcolor4f_bufferoffset = 0;
5629 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5630 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5631 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5633 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5634 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5635 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5636 GL_Color(r, g, b, a);
5637 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5640 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5642 int texturesurfaceindex;
5646 vec3_t ambientcolor;
5647 vec3_t diffusecolor;
5651 VectorCopy(rsurface.modellight_lightdir, lightdir);
5652 f = 0.5f * r_refdef.lightmapintensity;
5653 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5654 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5655 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5656 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5657 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5658 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5659 if (VectorLength2(diffusecolor) > 0)
5661 // generate color arrays for the surfaces in this list
5662 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5664 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5665 int numverts = surface->num_vertices;
5666 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5667 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5668 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5669 // q3-style directional shading
5670 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5672 if ((f = DotProduct(c2, lightdir)) > 0)
5673 VectorMA(ambientcolor, f, diffusecolor, c);
5675 VectorCopy(ambientcolor, c);
5684 rsurface.lightmapcolor4f = rsurface.array_color4f;
5685 rsurface.lightmapcolor4f_bufferobject = 0;
5686 rsurface.lightmapcolor4f_bufferoffset = 0;
5690 r = ambientcolor[0];
5691 g = ambientcolor[1];
5692 b = ambientcolor[2];
5693 rsurface.lightmapcolor4f = NULL;
5694 rsurface.lightmapcolor4f_bufferobject = 0;
5695 rsurface.lightmapcolor4f_bufferoffset = 0;
5697 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5698 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5699 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5700 GL_Color(r, g, b, a);
5701 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5704 void RSurf_SetupDepthAndCulling(void)
5706 // submodels are biased to avoid z-fighting with world surfaces that they
5707 // may be exactly overlapping (avoids z-fighting artifacts on certain
5708 // doors and things in Quake maps)
5709 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5710 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5711 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5712 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5715 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5717 // transparent sky would be ridiculous
5718 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5720 R_SetupGenericShader(false);
5723 skyrendernow = false;
5724 // we have to force off the water clipping plane while rendering sky
5728 // restore entity matrix
5729 R_Mesh_Matrix(&rsurface.matrix);
5731 RSurf_SetupDepthAndCulling();
5733 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5734 // skymasking on them, and Quake3 never did sky masking (unlike
5735 // software Quake and software Quake2), so disable the sky masking
5736 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5737 // and skymasking also looks very bad when noclipping outside the
5738 // level, so don't use it then either.
5739 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5741 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5742 R_Mesh_ColorPointer(NULL, 0, 0);
5743 R_Mesh_ResetTextureState();
5744 if (skyrendermasked)
5746 R_SetupDepthOrShadowShader();
5747 // depth-only (masking)
5748 GL_ColorMask(0,0,0,0);
5749 // just to make sure that braindead drivers don't draw
5750 // anything despite that colormask...
5751 GL_BlendFunc(GL_ZERO, GL_ONE);
5755 R_SetupGenericShader(false);
5757 GL_BlendFunc(GL_ONE, GL_ZERO);
5759 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5760 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5761 if (skyrendermasked)
5762 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5764 R_Mesh_ResetTextureState();
5765 GL_Color(1, 1, 1, 1);
5768 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5770 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5773 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5774 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5775 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5776 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5777 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5778 if (rsurface.texture->backgroundcurrentskinframe)
5780 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5781 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5782 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5783 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5785 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5786 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5787 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5788 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5789 R_Mesh_ColorPointer(NULL, 0, 0);
5791 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5793 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5795 // render background
5796 GL_BlendFunc(GL_ONE, GL_ZERO);
5798 GL_AlphaTest(false);
5800 GL_Color(1, 1, 1, 1);
5801 R_Mesh_ColorPointer(NULL, 0, 0);
5803 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5804 if (r_glsl_permutation)
5806 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5807 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5808 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5809 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5810 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5811 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5812 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);
5814 GL_LockArrays(0, 0);
5816 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5817 GL_DepthMask(false);
5818 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5819 R_Mesh_ColorPointer(NULL, 0, 0);
5821 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5822 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5823 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5826 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5827 if (!r_glsl_permutation)
5830 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5831 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5832 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5833 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5834 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5835 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5837 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5839 GL_BlendFunc(GL_ONE, GL_ZERO);
5841 GL_AlphaTest(false);
5845 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5846 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5847 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5850 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5852 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5853 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);
5855 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5859 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5860 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);
5862 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5864 GL_LockArrays(0, 0);
5867 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5869 // OpenGL 1.3 path - anything not completely ancient
5870 int texturesurfaceindex;
5871 qboolean applycolor;
5875 const texturelayer_t *layer;
5876 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5878 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5881 int layertexrgbscale;
5882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5884 if (layerindex == 0)
5888 GL_AlphaTest(false);
5889 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5892 GL_DepthMask(layer->depthmask && writedepth);
5893 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5894 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5896 layertexrgbscale = 4;
5897 VectorScale(layer->color, 0.25f, layercolor);
5899 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5901 layertexrgbscale = 2;
5902 VectorScale(layer->color, 0.5f, layercolor);
5906 layertexrgbscale = 1;
5907 VectorScale(layer->color, 1.0f, layercolor);
5909 layercolor[3] = layer->color[3];
5910 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5911 R_Mesh_ColorPointer(NULL, 0, 0);
5912 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5913 switch (layer->type)
5915 case TEXTURELAYERTYPE_LITTEXTURE:
5916 memset(&m, 0, sizeof(m));
5917 m.tex[0] = R_GetTexture(r_texture_white);
5918 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5919 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5920 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5921 m.tex[1] = R_GetTexture(layer->texture);
5922 m.texmatrix[1] = layer->texmatrix;
5923 m.texrgbscale[1] = layertexrgbscale;
5924 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5925 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5926 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5927 R_Mesh_TextureState(&m);
5928 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5929 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5930 else if (rsurface.uselightmaptexture)
5931 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5933 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5935 case TEXTURELAYERTYPE_TEXTURE:
5936 memset(&m, 0, sizeof(m));
5937 m.tex[0] = R_GetTexture(layer->texture);
5938 m.texmatrix[0] = layer->texmatrix;
5939 m.texrgbscale[0] = layertexrgbscale;
5940 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5941 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5942 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5943 R_Mesh_TextureState(&m);
5944 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5946 case TEXTURELAYERTYPE_FOG:
5947 memset(&m, 0, sizeof(m));
5948 m.texrgbscale[0] = layertexrgbscale;
5951 m.tex[0] = R_GetTexture(layer->texture);
5952 m.texmatrix[0] = layer->texmatrix;
5953 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5954 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5955 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5957 R_Mesh_TextureState(&m);
5958 // generate a color array for the fog pass
5959 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5960 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5964 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5965 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)
5967 f = 1 - FogPoint_Model(v);
5968 c[0] = layercolor[0];
5969 c[1] = layercolor[1];
5970 c[2] = layercolor[2];
5971 c[3] = f * layercolor[3];
5974 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5977 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5979 GL_LockArrays(0, 0);
5982 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5984 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5985 GL_AlphaTest(false);
5989 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5991 // OpenGL 1.1 - crusty old voodoo path
5992 int texturesurfaceindex;
5996 const texturelayer_t *layer;
5997 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5999 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6001 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6003 if (layerindex == 0)
6007 GL_AlphaTest(false);
6008 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6011 GL_DepthMask(layer->depthmask && writedepth);
6012 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6013 R_Mesh_ColorPointer(NULL, 0, 0);
6014 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6015 switch (layer->type)
6017 case TEXTURELAYERTYPE_LITTEXTURE:
6018 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6020 // two-pass lit texture with 2x rgbscale
6021 // first the lightmap pass
6022 memset(&m, 0, sizeof(m));
6023 m.tex[0] = R_GetTexture(r_texture_white);
6024 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6025 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6026 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6027 R_Mesh_TextureState(&m);
6028 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6029 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6030 else if (rsurface.uselightmaptexture)
6031 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6033 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6034 GL_LockArrays(0, 0);
6035 // then apply the texture to it
6036 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6037 memset(&m, 0, sizeof(m));
6038 m.tex[0] = R_GetTexture(layer->texture);
6039 m.texmatrix[0] = layer->texmatrix;
6040 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6041 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6042 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6043 R_Mesh_TextureState(&m);
6044 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);
6048 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6049 memset(&m, 0, sizeof(m));
6050 m.tex[0] = R_GetTexture(layer->texture);
6051 m.texmatrix[0] = layer->texmatrix;
6052 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6053 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6054 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6055 R_Mesh_TextureState(&m);
6056 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6057 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);
6059 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);
6062 case TEXTURELAYERTYPE_TEXTURE:
6063 // singletexture unlit texture with transparency support
6064 memset(&m, 0, sizeof(m));
6065 m.tex[0] = R_GetTexture(layer->texture);
6066 m.texmatrix[0] = layer->texmatrix;
6067 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6068 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6069 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6070 R_Mesh_TextureState(&m);
6071 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);
6073 case TEXTURELAYERTYPE_FOG:
6074 // singletexture fogging
6075 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6078 memset(&m, 0, sizeof(m));
6079 m.tex[0] = R_GetTexture(layer->texture);
6080 m.texmatrix[0] = layer->texmatrix;
6081 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6082 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6083 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6084 R_Mesh_TextureState(&m);
6087 R_Mesh_ResetTextureState();
6088 // generate a color array for the fog pass
6089 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6093 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6094 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)
6096 f = 1 - FogPoint_Model(v);
6097 c[0] = layer->color[0];
6098 c[1] = layer->color[1];
6099 c[2] = layer->color[2];
6100 c[3] = f * layer->color[3];
6103 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6106 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6108 GL_LockArrays(0, 0);
6111 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6113 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6114 GL_AlphaTest(false);
6118 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6121 RSurf_SetupDepthAndCulling();
6122 if (r_glsl.integer && gl_support_fragment_shader)
6123 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6124 else if (gl_combine.integer && r_textureunits.integer >= 2)
6125 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6127 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6131 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6134 int texturenumsurfaces, endsurface;
6136 msurface_t *surface;
6137 msurface_t *texturesurfacelist[1024];
6139 // if the model is static it doesn't matter what value we give for
6140 // wantnormals and wanttangents, so this logic uses only rules applicable
6141 // to a model, knowing that they are meaningless otherwise
6142 if (ent == r_refdef.scene.worldentity)
6143 RSurf_ActiveWorldEntity();
6144 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6145 RSurf_ActiveModelEntity(ent, false, false);
6147 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6149 for (i = 0;i < numsurfaces;i = j)
6152 surface = rsurface.modelsurfaces + surfacelist[i];
6153 texture = surface->texture;
6154 R_UpdateTextureInfo(ent, texture);
6155 rsurface.texture = texture->currentframe;
6156 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6157 // scan ahead until we find a different texture
6158 endsurface = min(i + 1024, numsurfaces);
6159 texturenumsurfaces = 0;
6160 texturesurfacelist[texturenumsurfaces++] = surface;
6161 for (;j < endsurface;j++)
6163 surface = rsurface.modelsurfaces + surfacelist[j];
6164 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6166 texturesurfacelist[texturenumsurfaces++] = surface;
6168 // render the range of surfaces
6169 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6171 GL_AlphaTest(false);
6174 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6179 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6181 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6183 RSurf_SetupDepthAndCulling();
6184 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6185 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6187 else if (r_showsurfaces.integer)
6189 RSurf_SetupDepthAndCulling();
6191 GL_BlendFunc(GL_ONE, GL_ZERO);
6193 GL_AlphaTest(false);
6194 R_Mesh_ColorPointer(NULL, 0, 0);
6195 R_Mesh_ResetTextureState();
6196 R_SetupGenericShader(false);
6197 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6198 if (!r_refdef.view.showdebug)
6200 GL_Color(0, 0, 0, 1);
6201 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6204 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6206 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6207 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6208 else if (!rsurface.texture->currentnumlayers)
6210 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6212 // transparent surfaces get pushed off into the transparent queue
6213 int surfacelistindex;
6214 const msurface_t *surface;
6215 vec3_t tempcenter, center;
6216 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6218 surface = texturesurfacelist[surfacelistindex];
6219 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6220 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6221 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6222 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6223 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6228 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6229 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6234 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6238 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6241 for (i = 0;i < numsurfaces;i++)
6242 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6243 R_Water_AddWaterPlane(surfacelist[i]);
6246 // break the surface list down into batches by texture and use of lightmapping
6247 for (i = 0;i < numsurfaces;i = j)
6250 // texture is the base texture pointer, rsurface.texture is the
6251 // current frame/skin the texture is directing us to use (for example
6252 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6253 // use skin 1 instead)
6254 texture = surfacelist[i]->texture;
6255 rsurface.texture = texture->currentframe;
6256 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6257 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6259 // if this texture is not the kind we want, skip ahead to the next one
6260 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6264 // simply scan ahead until we find a different texture or lightmap state
6265 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6267 // render the range of surfaces
6268 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6272 float locboxvertex3f[6*4*3] =
6274 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6275 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6276 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6277 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6278 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6279 1,0,0, 0,0,0, 0,1,0, 1,1,0
6282 int locboxelement3i[6*2*3] =
6292 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6295 cl_locnode_t *loc = (cl_locnode_t *)ent;
6297 float vertex3f[6*4*3];
6299 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6300 GL_DepthMask(false);
6301 GL_DepthRange(0, 1);
6302 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6304 GL_CullFace(GL_NONE);
6305 R_Mesh_Matrix(&identitymatrix);
6307 R_Mesh_VertexPointer(vertex3f, 0, 0);
6308 R_Mesh_ColorPointer(NULL, 0, 0);
6309 R_Mesh_ResetTextureState();
6310 R_SetupGenericShader(false);
6313 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6314 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6315 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6316 surfacelist[0] < 0 ? 0.5f : 0.125f);
6318 if (VectorCompare(loc->mins, loc->maxs))
6320 VectorSet(size, 2, 2, 2);
6321 VectorMA(loc->mins, -0.5f, size, mins);
6325 VectorCopy(loc->mins, mins);
6326 VectorSubtract(loc->maxs, loc->mins, size);
6329 for (i = 0;i < 6*4*3;)
6330 for (j = 0;j < 3;j++, i++)
6331 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6333 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6336 void R_DrawLocs(void)
6339 cl_locnode_t *loc, *nearestloc;
6341 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6342 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6344 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6345 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6349 void R_DrawDebugModel(entity_render_t *ent)
6351 int i, j, k, l, flagsmask;
6352 const int *elements;
6354 msurface_t *surface;
6355 model_t *model = ent->model;
6358 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6360 R_Mesh_ColorPointer(NULL, 0, 0);
6361 R_Mesh_ResetTextureState();
6362 R_SetupGenericShader(false);
6363 GL_DepthRange(0, 1);
6364 GL_DepthTest(!r_showdisabledepthtest.integer);
6365 GL_DepthMask(false);
6366 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6368 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6370 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6371 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6373 if (brush->colbrushf && brush->colbrushf->numtriangles)
6375 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6376 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);
6377 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6380 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6382 if (surface->num_collisiontriangles)
6384 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6385 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);
6386 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6391 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6393 if (r_showtris.integer || r_shownormals.integer)
6395 if (r_showdisabledepthtest.integer)
6397 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6398 GL_DepthMask(false);
6402 GL_BlendFunc(GL_ONE, GL_ZERO);
6405 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6407 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6409 rsurface.texture = surface->texture->currentframe;
6410 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6412 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6413 if (r_showtris.value > 0)
6415 if (!rsurface.texture->currentlayers->depthmask)
6416 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6417 else if (ent == r_refdef.scene.worldentity)
6418 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6420 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6421 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6424 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6426 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6427 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6428 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6429 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6434 if (r_shownormals.value > 0)
6437 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6439 VectorCopy(rsurface.vertex3f + l * 3, v);
6440 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6441 qglVertex3f(v[0], v[1], v[2]);
6442 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6443 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6444 qglVertex3f(v[0], v[1], v[2]);
6449 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6451 VectorCopy(rsurface.vertex3f + l * 3, v);
6452 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6453 qglVertex3f(v[0], v[1], v[2]);
6454 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6455 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6456 qglVertex3f(v[0], v[1], v[2]);
6461 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6463 VectorCopy(rsurface.vertex3f + l * 3, v);
6464 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6465 qglVertex3f(v[0], v[1], v[2]);
6466 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6467 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6468 qglVertex3f(v[0], v[1], v[2]);
6475 rsurface.texture = NULL;
6479 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6480 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6482 int i, j, endj, f, flagsmask;
6483 msurface_t *surface;
6485 model_t *model = r_refdef.scene.worldmodel;
6486 const int maxsurfacelist = 1024;
6487 int numsurfacelist = 0;
6488 msurface_t *surfacelist[1024];
6492 RSurf_ActiveWorldEntity();
6494 // update light styles on this submodel
6495 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6497 model_brush_lightstyleinfo_t *style;
6498 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6500 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6502 msurface_t *surfaces = model->data_surfaces;
6503 int *list = style->surfacelist;
6504 style->value = r_refdef.scene.lightstylevalue[style->style];
6505 for (j = 0;j < style->numsurfaces;j++)
6506 surfaces[list[j]].cached_dlight = true;
6511 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6512 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6516 R_DrawDebugModel(r_refdef.scene.worldentity);
6522 rsurface.uselightmaptexture = false;
6523 rsurface.texture = NULL;
6524 rsurface.rtlight = NULL;
6526 j = model->firstmodelsurface;
6527 endj = j + model->nummodelsurfaces;
6530 // quickly skip over non-visible surfaces
6531 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6533 // quickly iterate over visible surfaces
6534 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6536 // process this surface
6537 surface = model->data_surfaces + j;
6538 // if this surface fits the criteria, add it to the list
6539 if (surface->num_triangles)
6541 // if lightmap parameters changed, rebuild lightmap texture
6542 if (surface->cached_dlight)
6543 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6544 // add face to draw list
6545 surfacelist[numsurfacelist++] = surface;
6546 r_refdef.stats.world_triangles += surface->num_triangles;
6547 if (numsurfacelist >= maxsurfacelist)
6549 r_refdef.stats.world_surfaces += numsurfacelist;
6550 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6556 r_refdef.stats.world_surfaces += numsurfacelist;
6558 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6559 GL_AlphaTest(false);
6562 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6564 int i, j, f, flagsmask;
6565 msurface_t *surface, *endsurface;
6567 model_t *model = ent->model;
6568 const int maxsurfacelist = 1024;
6569 int numsurfacelist = 0;
6570 msurface_t *surfacelist[1024];
6574 // if the model is static it doesn't matter what value we give for
6575 // wantnormals and wanttangents, so this logic uses only rules applicable
6576 // to a model, knowing that they are meaningless otherwise
6577 if (ent == r_refdef.scene.worldentity)
6578 RSurf_ActiveWorldEntity();
6579 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6580 RSurf_ActiveModelEntity(ent, false, false);
6582 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6584 // update light styles
6585 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6587 model_brush_lightstyleinfo_t *style;
6588 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6590 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6592 msurface_t *surfaces = model->data_surfaces;
6593 int *list = style->surfacelist;
6594 style->value = r_refdef.scene.lightstylevalue[style->style];
6595 for (j = 0;j < style->numsurfaces;j++)
6596 surfaces[list[j]].cached_dlight = true;
6601 R_UpdateAllTextureInfo(ent);
6602 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6606 R_DrawDebugModel(ent);
6612 rsurface.uselightmaptexture = false;
6613 rsurface.texture = NULL;
6614 rsurface.rtlight = NULL;
6616 surface = model->data_surfaces + model->firstmodelsurface;
6617 endsurface = surface + model->nummodelsurfaces;
6618 for (;surface < endsurface;surface++)
6620 // if this surface fits the criteria, add it to the list
6621 if (surface->num_triangles)
6623 // if lightmap parameters changed, rebuild lightmap texture
6624 if (surface->cached_dlight)
6625 R_BuildLightMap(ent, surface);
6626 // add face to draw list
6627 surfacelist[numsurfacelist++] = surface;
6628 r_refdef.stats.entities_triangles += surface->num_triangles;
6629 if (numsurfacelist >= maxsurfacelist)
6631 r_refdef.stats.entities_surfaces += numsurfacelist;
6632 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6637 r_refdef.stats.entities_surfaces += numsurfacelist;
6639 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6640 GL_AlphaTest(false);