2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlightning = {CVAR_SAVE, "r_shadows_drawafterrtlightning", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 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)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 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)"};
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
133 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"};
135 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"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
171 r_waterstate_t r_waterstate;
173 /// shadow volume bsp struct with automatically growing nodes buffer
176 rtexture_t *r_texture_blanknormalmap;
177 rtexture_t *r_texture_white;
178 rtexture_t *r_texture_grey128;
179 rtexture_t *r_texture_black;
180 rtexture_t *r_texture_notexture;
181 rtexture_t *r_texture_whitecube;
182 rtexture_t *r_texture_normalizationcube;
183 rtexture_t *r_texture_fogattenuation;
184 rtexture_t *r_texture_gammaramps;
185 unsigned int r_texture_gammaramps_serial;
186 //rtexture_t *r_texture_fogintensity;
188 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
189 unsigned int r_numqueries;
190 unsigned int r_maxqueries;
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) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
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"
448 "#ifdef USESHADOWMAPRECT\n"
449 "#extension GL_ARB_texture_rectangle : enable\n"
451 "#ifdef USESHADOWMAPCUBE\n"
452 "#extension GL_EXT_gpu_shader4 : enable\n"
455 "// common definitions between vertex shader and fragment shader:\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
471 "# ifdef VERTEX_SHADER\n"
474 " gl_Position = ftransform();\n"
479 "#ifdef MODE_SHOWDEPTH\n"
480 "# ifdef VERTEX_SHADER\n"
483 " gl_Position = ftransform();\n"
484 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
487 "# ifdef FRAGMENT_SHADER\n"
490 " gl_FragColor = gl_Color;\n"
494 "#else // !MODE_SHOWDEPTH\n"
496 "#ifdef MODE_POSTPROCESS\n"
497 "# ifdef VERTEX_SHADER\n"
500 " gl_FrontColor = gl_Color;\n"
501 " gl_Position = ftransform();\n"
502 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
504 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
508 "# ifdef FRAGMENT_SHADER\n"
510 "uniform sampler2D Texture_First;\n"
512 "uniform sampler2D Texture_Second;\n"
514 "#ifdef USEGAMMARAMPS\n"
515 "uniform sampler2D Texture_GammaRamps;\n"
517 "#ifdef USESATURATION\n"
518 "uniform float Saturation;\n"
520 "#ifdef USEVIEWTINT\n"
521 "uniform vec4 TintColor;\n"
523 "//uncomment these if you want to use them:\n"
524 "uniform vec4 UserVec1;\n"
525 "// uniform vec4 UserVec2;\n"
526 "// uniform vec4 UserVec3;\n"
527 "// uniform vec4 UserVec4;\n"
528 "// uniform float ClientTime;\n"
529 "uniform vec2 PixelSize;\n"
532 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
534 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
536 "#ifdef USEVIEWTINT\n"
537 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
540 "#ifdef USEPOSTPROCESSING\n"
541 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
542 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
543 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
544 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
545 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
546 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
547 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
548 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
551 "#ifdef USESATURATION\n"
552 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
553 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
554 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
555 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
558 "#ifdef USEGAMMARAMPS\n"
559 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
560 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
561 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
568 "#ifdef MODE_GENERIC\n"
569 "# ifdef VERTEX_SHADER\n"
572 " gl_FrontColor = gl_Color;\n"
573 "# ifdef USEDIFFUSE\n"
574 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
576 "# ifdef USESPECULAR\n"
577 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
579 " gl_Position = ftransform();\n"
582 "# ifdef FRAGMENT_SHADER\n"
584 "# ifdef USEDIFFUSE\n"
585 "uniform sampler2D Texture_First;\n"
587 "# ifdef USESPECULAR\n"
588 "uniform sampler2D Texture_Second;\n"
593 " gl_FragColor = gl_Color;\n"
594 "# ifdef USEDIFFUSE\n"
595 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
598 "# ifdef USESPECULAR\n"
599 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
601 "# ifdef USECOLORMAPPING\n"
602 " gl_FragColor *= tex2;\n"
605 " gl_FragColor += tex2;\n"
607 "# ifdef USEVERTEXTEXTUREBLEND\n"
608 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
613 "#else // !MODE_GENERIC\n"
615 "varying vec2 TexCoord;\n"
616 "#ifdef USEVERTEXTEXTUREBLEND\n"
617 "varying vec2 TexCoord2;\n"
619 "varying vec2 TexCoordLightmap;\n"
621 "#ifdef MODE_LIGHTSOURCE\n"
622 "varying vec3 CubeVector;\n"
625 "#ifdef MODE_LIGHTSOURCE\n"
626 "varying vec3 LightVector;\n"
628 "#ifdef MODE_LIGHTDIRECTION\n"
629 "varying vec3 LightVector;\n"
632 "varying vec3 EyeVector;\n"
634 "varying vec3 EyeVectorModelSpace;\n"
637 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
638 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
639 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
641 "#ifdef MODE_WATER\n"
642 "varying vec4 ModelViewProjectionPosition;\n"
644 "#ifdef MODE_REFRACTION\n"
645 "varying vec4 ModelViewProjectionPosition;\n"
647 "#ifdef USEREFLECTION\n"
648 "varying vec4 ModelViewProjectionPosition;\n"
655 "// vertex shader specific:\n"
656 "#ifdef VERTEX_SHADER\n"
658 "uniform vec3 LightPosition;\n"
659 "uniform vec3 EyePosition;\n"
660 "uniform vec3 LightDir;\n"
662 "// 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"
666 " gl_FrontColor = gl_Color;\n"
667 " // copy the surface texcoord\n"
668 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
669 "#ifdef USEVERTEXTEXTUREBLEND\n"
670 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
672 "#ifndef MODE_LIGHTSOURCE\n"
673 "# ifndef MODE_LIGHTDIRECTION\n"
674 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
678 "#ifdef MODE_LIGHTSOURCE\n"
679 " // transform vertex position into light attenuation/cubemap space\n"
680 " // (-1 to +1 across the light box)\n"
681 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
683 " // transform unnormalized light direction into tangent space\n"
684 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
685 " // normalize it per pixel)\n"
686 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
687 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
688 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
689 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
692 "#ifdef MODE_LIGHTDIRECTION\n"
693 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
694 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
695 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
698 " // transform unnormalized eye direction into tangent space\n"
700 " vec3 EyeVectorModelSpace;\n"
702 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
703 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
704 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
705 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
707 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
708 " VectorS = gl_MultiTexCoord1.xyz;\n"
709 " VectorT = gl_MultiTexCoord2.xyz;\n"
710 " VectorR = gl_MultiTexCoord3.xyz;\n"
713 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
714 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
715 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
716 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
719 "// transform vertex to camera space, using ftransform to match non-VS\n"
721 " gl_Position = ftransform();\n"
723 "#ifdef MODE_WATER\n"
724 " ModelViewProjectionPosition = gl_Position;\n"
726 "#ifdef MODE_REFRACTION\n"
727 " ModelViewProjectionPosition = gl_Position;\n"
729 "#ifdef USEREFLECTION\n"
730 " ModelViewProjectionPosition = gl_Position;\n"
734 "#endif // VERTEX_SHADER\n"
739 "// fragment shader specific:\n"
740 "#ifdef FRAGMENT_SHADER\n"
742 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
743 "uniform sampler2D Texture_Normal;\n"
744 "uniform sampler2D Texture_Color;\n"
745 "uniform sampler2D Texture_Gloss;\n"
746 "uniform sampler2D Texture_Glow;\n"
747 "uniform sampler2D Texture_SecondaryNormal;\n"
748 "uniform sampler2D Texture_SecondaryColor;\n"
749 "uniform sampler2D Texture_SecondaryGloss;\n"
750 "uniform sampler2D Texture_SecondaryGlow;\n"
751 "uniform sampler2D Texture_Pants;\n"
752 "uniform sampler2D Texture_Shirt;\n"
753 "uniform sampler2D Texture_FogMask;\n"
754 "uniform sampler2D Texture_Lightmap;\n"
755 "uniform sampler2D Texture_Deluxemap;\n"
756 "uniform sampler2D Texture_Refraction;\n"
757 "uniform sampler2D Texture_Reflection;\n"
758 "uniform sampler2D Texture_Attenuation;\n"
759 "uniform samplerCube Texture_Cube;\n"
761 "#define showshadowmap 0\n"
762 "#define useshadowsamplerrect 0\n"
763 "#define useshadowsampler2d 0\n"
764 "#define useshadowsamplercube 1\n"
766 "#ifdef USESHADOWMAPRECT\n"
767 "# if useshadowsamplerrect\n"
768 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
770 "uniform sampler2DRect Texture_ShadowMapRect;\n"
774 "#ifdef USESHADOWMAP2D\n"
775 "# if useshadowsampler2d\n"
776 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
778 "uniform sampler2D Texture_ShadowMap2D;\n"
782 "#ifdef USESHADOWMAPCUBE\n"
783 "# if useshadowsamplercube\n"
784 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
786 "uniform samplerCube Texture_ShadowMapCube;\n"
790 "uniform myhalf3 LightColor;\n"
791 "uniform myhalf3 AmbientColor;\n"
792 "uniform myhalf3 DiffuseColor;\n"
793 "uniform myhalf3 SpecularColor;\n"
794 "uniform myhalf3 Color_Pants;\n"
795 "uniform myhalf3 Color_Shirt;\n"
796 "uniform myhalf3 FogColor;\n"
798 "uniform myhalf4 TintColor;\n"
801 "//#ifdef MODE_WATER\n"
802 "uniform vec4 DistortScaleRefractReflect;\n"
803 "uniform vec4 ScreenScaleRefractReflect;\n"
804 "uniform vec4 ScreenCenterRefractReflect;\n"
805 "uniform myhalf4 RefractColor;\n"
806 "uniform myhalf4 ReflectColor;\n"
807 "uniform myhalf ReflectFactor;\n"
808 "uniform myhalf ReflectOffset;\n"
810 "//# ifdef MODE_REFRACTION\n"
811 "//uniform vec4 DistortScaleRefractReflect;\n"
812 "//uniform vec4 ScreenScaleRefractReflect;\n"
813 "//uniform vec4 ScreenCenterRefractReflect;\n"
814 "//uniform myhalf4 RefractColor;\n"
815 "//# ifdef USEREFLECTION\n"
816 "//uniform myhalf4 ReflectColor;\n"
819 "//# ifdef USEREFLECTION\n"
820 "//uniform vec4 DistortScaleRefractReflect;\n"
821 "//uniform vec4 ScreenScaleRefractReflect;\n"
822 "//uniform vec4 ScreenCenterRefractReflect;\n"
823 "//uniform myhalf4 ReflectColor;\n"
828 "uniform myhalf GlowScale;\n"
829 "uniform myhalf SceneBrightness;\n"
831 "uniform float OffsetMapping_Scale;\n"
832 "uniform float OffsetMapping_Bias;\n"
833 "uniform float FogRangeRecip;\n"
835 "uniform myhalf AmbientScale;\n"
836 "uniform myhalf DiffuseScale;\n"
837 "uniform myhalf SpecularScale;\n"
838 "uniform myhalf SpecularPower;\n"
840 "#ifdef USEOFFSETMAPPING\n"
841 "vec2 OffsetMapping(vec2 TexCoord)\n"
843 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
844 " // 14 sample relief mapping: linear search and then binary search\n"
845 " // this basically steps forward a small amount repeatedly until it finds\n"
846 " // itself inside solid, then jitters forward and back using decreasing\n"
847 " // amounts to find the impact\n"
848 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
849 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
850 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
851 " vec3 RT = vec3(TexCoord, 1);\n"
852 " OffsetVector *= 0.1;\n"
853 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
854 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
855 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
856 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
857 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
858 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
859 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
860 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
861 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
862 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
863 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
864 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
865 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
866 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
869 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
870 " // this basically moves forward the full distance, and then backs up based\n"
871 " // on height of samples\n"
872 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
873 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
874 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
875 " TexCoord += OffsetVector;\n"
876 " OffsetVector *= 0.333;\n"
877 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
878 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
879 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
880 " return TexCoord;\n"
883 "#endif // USEOFFSETMAPPING\n"
885 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
886 "//float ShadowMap_TextureSize = 1024.0;\n"
887 "//float ShadowMap_BorderSize = 6.0;\n"
888 "//float ShadowMap_NearClip = 0.0001;\n"
889 "//float ShadowMap_FarClip = 1.0;\n"
890 "//float ShadowMap_Bias = ShadowMap_NearClip * 64.0 / ShadowMap_TextureSize;\n"
891 "//vec2 ShadowMap_TextureScale = vec2(0.5, 0.25);\n"
892 "//vec4 ShadowMap_Parameters = vec3(1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, 1.0 - ShadowMap_BorderSize / ShadowMap_TextureSize, -(ShadowMap_FarClip + ShadowMap_NearClip) / (ShadowMap_FarClip - ShadowMap_NearClip), -2.0 * ShadowMap_NearClip * ShadowMap_FarClip / (ShadowMap_FarClip - ShadowMap_NearClip));\n"
893 "uniform float ShadowMap_Bias;\n"
894 "uniform vec2 ShadowMap_TextureScale;\n"
895 "uniform vec4 ShadowMap_Parameters;\n"
898 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
899 "vec3 GetShadowMapTC2D(vec3 dir)\n"
901 " vec3 adir = abs(dir);\n"
906 " if (adir.x > adir.y)\n"
908 " if (adir.x > adir.z)\n"
910 " d = 0.5 / adir.x;\n"
911 " if (dir.x >= 0.0)\n"
914 " tc = vec3(-dir.z, -dir.y, -dir.x);\n"
915 " offset = vec3(0.5, 0.5, 0.5);\n"
920 " tc = vec3( dir.z, -dir.y, dir.x);\n"
921 " offset = vec3(1.5, 0.5, 0.5);\n"
926 " d = 0.5 / adir.z;\n"
927 " if (dir.z >= 0.0)\n"
930 " tc = vec3( dir.x, -dir.y, -dir.z);\n"
931 " offset = vec3(0.5, 2.5, 0.5);\n"
936 " tc = vec3(-dir.x, -dir.y, dir.z);\n"
937 " offset = vec3(1.5, 2.5, 0.5);\n"
943 " if (adir.y > adir.z)\n"
945 " d = 0.5 / adir.y;\n"
946 " if (dir.y >= 0.0)\n"
949 " tc = vec3( dir.x, dir.z, -dir.y);\n"
950 " offset = vec3(0.5, 1.5, 0.5);\n"
955 " tc = vec3( dir.x, -dir.z, dir.y);\n"
956 " offset = vec3(1.5, 1.5, 0.5);\n"
961 " d = 0.5 / adir.z;\n"
962 " if (dir.z >= 0.0)\n"
965 " tc = vec3(dir.x, -dir.y, -dir.z);\n"
966 " offset = vec3(0.5, 2.5, 0.5);\n"
971 " tc = vec3(-dir.x, -dir.y, dir.z);\n"
972 " offset = vec3(1.5, 2.5, 0.5);\n"
976 " tc = tc * ShadowMap_Parameters.xyz * d + offset;\n"
977 " tc.xy *= ShadowMap_TextureScale;\n"
978 " tc.z += ShadowMap_Parameters.w * d - ShadowMap_Bias * d;\n"
980 " // experimental method by eihrul, needs overhaul\n"
981 " vec3 ma = vec3(0.0, 0.0, 1.0);\n"
982 " if (adir.x > adir.y)\n"
984 " if (adir.x > adir.z)\n"
985 " ma = vec3(1.0, 0.0, 0.0);\n"
987 " else if (adir.y > adir.z)\n"
988 " ma = vec3(0.0, 1.0, 0.0);\n"
990 " tc.xy = dir.xy - ma.xy*(dir.xy - dir.z);\n"
991 " tc.xy = (tc.xy/dot(ma, dir))*0.5 + 0.5;\n"
992 " tc.z = dot(ma, adir);\n"
993 " tc.xy = (tc.xy * tcscale + offset) * vec2(0.5, 0.25);\n"
998 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1000 "#ifdef USESHADOWMAPCUBE\n"
1001 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1003 " vec3 adir = abs(dir);\n"
1004 " float sidedist = max(adir.x, max(adir.y, adir.z));\n"
1005 " return vec4(dir, 0.5 - 0.5 * (ShadowMap_Parameters.z - (-ShadowMap_Bias + ShadowMap_Parameters.w) / sidedist));\n"
1009 "#if !showshadowmap\n"
1010 "# ifdef USESHADOWMAPRECT\n"
1011 "float ShadowMapCompare(vec3 dir)\n"
1013 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1015 "# if useshadowsamplerrect\n"
1016 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).a;\n"
1018 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1024 "# ifdef USESHADOWMAP2D\n"
1025 "float ShadowMapCompare(vec3 dir)\n"
1027 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1029 "# if useshadowsampler2d\n"
1030 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).a;\n"
1032 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1038 "# ifdef USESHADOWMAPCUBE\n"
1039 "float ShadowMapCompare(vec3 dir)\n"
1041 " // apply depth texture cubemap as light filter\n"
1042 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1044 "# if useshadowsamplercube\n"
1045 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).a;\n"
1047 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1055 "#ifdef MODE_WATER\n"
1060 "#ifdef USEOFFSETMAPPING\n"
1061 " // apply offsetmapping\n"
1062 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1063 "#define TexCoord TexCoordOffset\n"
1066 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1067 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1068 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1069 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1070 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1073 "#else // !MODE_WATER\n"
1074 "#ifdef MODE_REFRACTION\n"
1076 "// refraction pass\n"
1079 "#ifdef USEOFFSETMAPPING\n"
1080 " // apply offsetmapping\n"
1081 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1082 "#define TexCoord TexCoordOffset\n"
1085 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1086 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1087 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1088 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1091 "#else // !MODE_REFRACTION\n"
1094 "#ifdef USEOFFSETMAPPING\n"
1095 " // apply offsetmapping\n"
1096 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1097 "#define TexCoord TexCoordOffset\n"
1100 " // combine the diffuse textures (base, pants, shirt)\n"
1101 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1102 "#ifdef USECOLORMAPPING\n"
1103 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1105 "#ifdef USEVERTEXTEXTUREBLEND\n"
1106 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1107 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1108 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1109 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1111 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1114 "#ifdef USEDIFFUSE\n"
1115 " // get the surface normal and the gloss color\n"
1116 "# ifdef USEVERTEXTEXTUREBLEND\n"
1117 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1118 "# ifdef USESPECULAR\n"
1119 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1122 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1123 "# ifdef USESPECULAR\n"
1124 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1131 "#ifdef MODE_LIGHTSOURCE\n"
1132 " // light source\n"
1134 " // calculate surface normal, light normal, and specular normal\n"
1135 " // compute color intensity for the two textures (colormap and glossmap)\n"
1136 " // scale by light color and attenuation as efficiently as possible\n"
1137 " // (do as much scalar math as possible rather than vector math)\n"
1138 "# ifdef USEDIFFUSE\n"
1139 " // get the light normal\n"
1140 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1142 "# ifdef USESPECULAR\n"
1143 "# ifndef USEEXACTSPECULARMATH\n"
1144 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1147 " // calculate directional shading\n"
1148 "# ifdef USEEXACTSPECULARMATH\n"
1149 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1151 " 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"
1154 "# ifdef USEDIFFUSE\n"
1155 " // calculate directional shading\n"
1156 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1158 " // calculate directionless shading\n"
1159 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1163 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1164 "#if !showshadowmap\n"
1165 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1169 "# ifdef USECUBEFILTER\n"
1170 " // apply light cubemap filter\n"
1171 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1172 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1174 "#endif // MODE_LIGHTSOURCE\n"
1179 "#ifdef MODE_LIGHTDIRECTION\n"
1180 " // directional model lighting\n"
1181 "# ifdef USEDIFFUSE\n"
1182 " // get the light normal\n"
1183 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1185 "# ifdef USESPECULAR\n"
1186 " // calculate directional shading\n"
1187 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1188 "# ifdef USEEXACTSPECULARMATH\n"
1189 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1191 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1192 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1195 "# ifdef USEDIFFUSE\n"
1197 " // calculate directional shading\n"
1198 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1200 " color.rgb *= AmbientColor;\n"
1203 "#endif // MODE_LIGHTDIRECTION\n"
1208 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1209 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1211 " // get the light normal\n"
1212 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1213 " myhalf3 diffusenormal;\n"
1214 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1215 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1216 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1217 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1218 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1219 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1220 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1221 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1222 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1223 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1224 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1225 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1226 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1227 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1228 "# ifdef USESPECULAR\n"
1229 "# ifdef USEEXACTSPECULARMATH\n"
1230 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1232 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1233 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1237 " // apply lightmap color\n"
1238 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1239 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1244 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1245 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1247 " // get the light normal\n"
1248 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1249 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1250 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1251 "# ifdef USESPECULAR\n"
1252 "# ifdef USEEXACTSPECULARMATH\n"
1253 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1255 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1256 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1260 " // apply lightmap color\n"
1261 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1262 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1267 "#ifdef MODE_LIGHTMAP\n"
1268 " // apply lightmap color\n"
1269 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1270 "#endif // MODE_LIGHTMAP\n"
1275 "#ifdef MODE_VERTEXCOLOR\n"
1276 " // apply lightmap color\n"
1277 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1278 "#endif // MODE_VERTEXCOLOR\n"
1283 "#ifdef MODE_FLATCOLOR\n"
1284 "#endif // MODE_FLATCOLOR\n"
1292 " color *= TintColor;\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1298 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1302 " color.rgb *= SceneBrightness;\n"
1304 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1306 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1309 " // 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"
1310 "#ifdef USEREFLECTION\n"
1311 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1312 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1313 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1314 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1317 " gl_FragColor = vec4(color);\n"
1319 "#if showshadowmap\n"
1320 "# ifdef USESHADOWMAPRECT\n"
1321 "# if useshadowsamplerrect\n"
1322 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1324 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1328 "# ifdef USESHADOWMAP2D\n"
1329 "# if useshadowsampler2d\n"
1330 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1332 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1336 "# ifdef USESHADOWMAPCUBE\n"
1337 "# if useshadowsamplercube\n"
1338 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1340 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1345 "#endif // !MODE_REFRACTION\n"
1346 "#endif // !MODE_WATER\n"
1348 "#endif // FRAGMENT_SHADER\n"
1350 "#endif // !MODE_GENERIC\n"
1351 "#endif // !MODE_POSTPROCESS\n"
1352 "#endif // !MODE_SHOWDEPTH\n"
1353 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1356 typedef struct shaderpermutationinfo_s
1358 const char *pretext;
1361 shaderpermutationinfo_t;
1363 typedef struct shadermodeinfo_s
1365 const char *vertexfilename;
1366 const char *geometryfilename;
1367 const char *fragmentfilename;
1368 const char *pretext;
1373 typedef enum shaderpermutation_e
1375 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1376 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1377 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1378 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1379 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1380 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1381 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1382 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1383 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1384 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1385 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1386 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1387 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1388 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1389 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1390 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1391 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1392 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1393 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1394 SHADERPERMUTATION_LIMIT = 1<<14, ///< size of permutations array
1395 SHADERPERMUTATION_COUNT = 14 ///< size of shaderpermutationinfo array
1397 shaderpermutation_t;
1399 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1400 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1402 {"#define USEDIFFUSE\n", " diffuse"},
1403 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1404 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1405 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1406 {"#define USECUBEFILTER\n", " cubefilter"},
1407 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1408 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1409 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1410 {"#define USEREFLECTION\n", " reflection"},
1411 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1412 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1413 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1414 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1415 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1418 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1419 typedef enum shadermode_e
1421 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1422 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1423 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1424 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1425 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1426 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1427 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1428 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1429 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1430 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1431 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1432 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1433 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1438 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1439 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1441 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1442 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1443 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1444 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1445 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1446 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1447 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1448 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1449 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1450 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1451 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1452 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1453 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1456 typedef struct r_glsl_permutation_s
1458 /// indicates if we have tried compiling this permutation already
1460 /// 0 if compilation failed
1462 /// locations of detected uniforms in program object, or -1 if not found
1463 int loc_Texture_First;
1464 int loc_Texture_Second;
1465 int loc_Texture_GammaRamps;
1466 int loc_Texture_Normal;
1467 int loc_Texture_Color;
1468 int loc_Texture_Gloss;
1469 int loc_Texture_Glow;
1470 int loc_Texture_SecondaryNormal;
1471 int loc_Texture_SecondaryColor;
1472 int loc_Texture_SecondaryGloss;
1473 int loc_Texture_SecondaryGlow;
1474 int loc_Texture_Pants;
1475 int loc_Texture_Shirt;
1476 int loc_Texture_FogMask;
1477 int loc_Texture_Lightmap;
1478 int loc_Texture_Deluxemap;
1479 int loc_Texture_Attenuation;
1480 int loc_Texture_Cube;
1481 int loc_Texture_Refraction;
1482 int loc_Texture_Reflection;
1483 int loc_Texture_ShadowMapRect;
1484 int loc_Texture_ShadowMapCube;
1485 int loc_Texture_ShadowMap2D;
1487 int loc_LightPosition;
1488 int loc_EyePosition;
1489 int loc_Color_Pants;
1490 int loc_Color_Shirt;
1491 int loc_FogRangeRecip;
1492 int loc_AmbientScale;
1493 int loc_DiffuseScale;
1494 int loc_SpecularScale;
1495 int loc_SpecularPower;
1497 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1498 int loc_OffsetMapping_Scale;
1500 int loc_AmbientColor;
1501 int loc_DiffuseColor;
1502 int loc_SpecularColor;
1504 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1505 int loc_GammaCoeff; ///< 1 / gamma
1506 int loc_DistortScaleRefractReflect;
1507 int loc_ScreenScaleRefractReflect;
1508 int loc_ScreenCenterRefractReflect;
1509 int loc_RefractColor;
1510 int loc_ReflectColor;
1511 int loc_ReflectFactor;
1512 int loc_ReflectOffset;
1520 int loc_ShadowMap_Bias;
1521 int loc_ShadowMap_TextureScale;
1522 int loc_ShadowMap_Parameters;
1524 r_glsl_permutation_t;
1526 /// information about each possible shader permutation
1527 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1528 /// currently selected permutation
1529 r_glsl_permutation_t *r_glsl_permutation;
1531 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1534 if (!filename || !filename[0])
1536 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1539 if (printfromdisknotice)
1540 Con_DPrint("from disk... ");
1541 return shaderstring;
1543 else if (!strcmp(filename, "glsl/default.glsl"))
1545 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1546 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1548 return shaderstring;
1551 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1554 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1555 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1556 int vertstrings_count = 0;
1557 int geomstrings_count = 0;
1558 int fragstrings_count = 0;
1559 char *vertexstring, *geometrystring, *fragmentstring;
1560 const char *vertstrings_list[32+3];
1561 const char *geomstrings_list[32+3];
1562 const char *fragstrings_list[32+3];
1563 char permutationname[256];
1570 permutationname[0] = 0;
1571 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1572 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1573 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1575 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1577 // the first pretext is which type of shader to compile as
1578 // (later these will all be bound together as a program object)
1579 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1580 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1581 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1583 // the second pretext is the mode (for example a light source)
1584 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1585 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1586 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1587 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1589 // now add all the permutation pretexts
1590 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1592 if (permutation & (1<<i))
1594 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1595 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1596 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1597 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1601 // keep line numbers correct
1602 vertstrings_list[vertstrings_count++] = "\n";
1603 geomstrings_list[geomstrings_count++] = "\n";
1604 fragstrings_list[fragstrings_count++] = "\n";
1608 // now append the shader text itself
1609 vertstrings_list[vertstrings_count++] = vertexstring;
1610 geomstrings_list[geomstrings_count++] = geometrystring;
1611 fragstrings_list[fragstrings_count++] = fragmentstring;
1613 // if any sources were NULL, clear the respective list
1615 vertstrings_count = 0;
1616 if (!geometrystring)
1617 geomstrings_count = 0;
1618 if (!fragmentstring)
1619 fragstrings_count = 0;
1621 // compile the shader program
1622 if (vertstrings_count + geomstrings_count + fragstrings_count)
1623 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1627 qglUseProgramObjectARB(p->program);CHECKGLERROR
1628 // look up all the uniform variable names we care about, so we don't
1629 // have to look them up every time we set them
1630 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1631 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1632 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1633 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1634 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1635 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1636 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1637 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1638 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1639 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1640 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1641 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1642 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1643 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1644 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1645 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1646 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1647 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1648 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1649 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1650 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1651 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1652 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1653 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1654 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1655 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1656 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1657 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1658 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1659 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1660 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1661 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1662 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1663 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1664 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1665 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1666 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1667 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1668 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1669 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1670 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1671 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1672 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1673 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1674 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1675 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1676 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1677 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1678 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1679 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1680 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1681 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1682 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1683 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1684 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1685 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1686 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1687 p->loc_ShadowMap_Bias = qglGetUniformLocationARB(p->program, "ShadowMap_Bias");
1688 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1689 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1690 // initialize the samplers to refer to the texture units we use
1691 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1692 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1693 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1694 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1695 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1696 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1697 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1698 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1699 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1700 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1701 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1702 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1703 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1704 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1705 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1706 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1707 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1708 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1709 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1710 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1711 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1712 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1713 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1715 if (developer.integer)
1716 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1719 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1723 Mem_Free(vertexstring);
1725 Mem_Free(geometrystring);
1727 Mem_Free(fragmentstring);
1730 void R_GLSL_Restart_f(void)
1733 unsigned int permutation;
1734 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1735 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1736 if (r_glsl_permutations[mode][permutation].program)
1737 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1738 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1741 void R_GLSL_DumpShader_f(void)
1745 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1748 Con_Printf("failed to write to glsl/default.glsl\n");
1752 FS_Print(file, "/* The engine may define the following macros:\n");
1753 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1754 for (i = 0;i < SHADERMODE_COUNT;i++)
1755 FS_Print(file, shadermodeinfo[i].pretext);
1756 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1757 FS_Print(file, shaderpermutationinfo[i].pretext);
1758 FS_Print(file, "*/\n");
1759 FS_Print(file, builtinshaderstring);
1762 Con_Printf("glsl/default.glsl written\n");
1765 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1767 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1768 if (r_glsl_permutation != perm)
1770 r_glsl_permutation = perm;
1771 if (!r_glsl_permutation->program)
1773 if (!r_glsl_permutation->compiled)
1774 R_GLSL_CompilePermutation(mode, permutation);
1775 if (!r_glsl_permutation->program)
1777 // remove features until we find a valid permutation
1779 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1781 // reduce i more quickly whenever it would not remove any bits
1782 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1783 if (!(permutation & j))
1786 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1787 if (!r_glsl_permutation->compiled)
1788 R_GLSL_CompilePermutation(mode, permutation);
1789 if (r_glsl_permutation->program)
1792 if (i >= SHADERPERMUTATION_COUNT)
1794 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");
1795 Cvar_SetValueQuick(&r_glsl, 0);
1796 R_GLSL_Restart_f(); // unload shaders
1797 return; // no bit left to clear
1802 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1806 void R_SetupGenericShader(qboolean usetexture)
1808 if (gl_support_fragment_shader)
1810 if (r_glsl.integer && r_glsl_usegeneric.integer)
1811 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1812 else if (r_glsl_permutation)
1814 r_glsl_permutation = NULL;
1815 qglUseProgramObjectARB(0);CHECKGLERROR
1820 void R_SetupGenericTwoTextureShader(int texturemode)
1822 if (gl_support_fragment_shader)
1824 if (r_glsl.integer && r_glsl_usegeneric.integer)
1825 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1826 else if (r_glsl_permutation)
1828 r_glsl_permutation = NULL;
1829 qglUseProgramObjectARB(0);CHECKGLERROR
1832 if (!r_glsl_permutation)
1834 if (texturemode == GL_DECAL && gl_combine.integer)
1835 texturemode = GL_INTERPOLATE_ARB;
1836 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1840 void R_SetupDepthOrShadowShader(void)
1842 if (gl_support_fragment_shader)
1844 if (r_glsl.integer && r_glsl_usegeneric.integer)
1845 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1846 else if (r_glsl_permutation)
1848 r_glsl_permutation = NULL;
1849 qglUseProgramObjectARB(0);CHECKGLERROR
1854 void R_SetupShowDepthShader(void)
1856 if (gl_support_fragment_shader)
1858 if (r_glsl.integer && r_glsl_usegeneric.integer)
1859 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1860 else if (r_glsl_permutation)
1862 r_glsl_permutation = NULL;
1863 qglUseProgramObjectARB(0);CHECKGLERROR
1868 extern rtexture_t *r_shadow_attenuationgradienttexture;
1869 extern rtexture_t *r_shadow_attenuation2dtexture;
1870 extern rtexture_t *r_shadow_attenuation3dtexture;
1871 extern qboolean r_shadow_usingshadowmaprect;
1872 extern qboolean r_shadow_usingshadowmapcube;
1873 extern qboolean r_shadow_usingshadowmap2d;
1874 extern float r_shadow_shadowmap_bias;
1875 extern float r_shadow_shadowmap_texturescale[2];
1876 extern float r_shadow_shadowmap_parameters[4];
1877 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1879 // select a permutation of the lighting shader appropriate to this
1880 // combination of texture, entity, light source, and fogging, only use the
1881 // minimum features necessary to avoid wasting rendering time in the
1882 // fragment shader on features that are not being used
1883 unsigned int permutation = 0;
1884 unsigned int mode = 0;
1885 // TODO: implement geometry-shader based shadow volumes someday
1886 if (r_glsl_offsetmapping.integer)
1888 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1889 if (r_glsl_offsetmapping_reliefmapping.integer)
1890 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1892 if (rsurfacepass == RSURFPASS_BACKGROUND)
1894 // distorted background
1895 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1896 mode = SHADERMODE_WATER;
1898 mode = SHADERMODE_REFRACTION;
1900 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1903 mode = SHADERMODE_LIGHTSOURCE;
1904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1905 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1906 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1907 permutation |= SHADERPERMUTATION_CUBEFILTER;
1908 if (diffusescale > 0)
1909 permutation |= SHADERPERMUTATION_DIFFUSE;
1910 if (specularscale > 0)
1911 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1912 if (r_refdef.fogenabled)
1913 permutation |= SHADERPERMUTATION_FOG;
1914 if (rsurface.texture->colormapping)
1915 permutation |= SHADERPERMUTATION_COLORMAPPING;
1916 if (r_shadow_usingshadowmaprect)
1917 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
1918 if (r_shadow_usingshadowmapcube)
1919 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
1920 if (r_shadow_usingshadowmap2d)
1921 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1923 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1925 // unshaded geometry (fullbright or ambient model lighting)
1926 mode = SHADERMODE_FLATCOLOR;
1927 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1928 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1929 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1930 permutation |= SHADERPERMUTATION_GLOW;
1931 if (r_refdef.fogenabled)
1932 permutation |= SHADERPERMUTATION_FOG;
1933 if (rsurface.texture->colormapping)
1934 permutation |= SHADERPERMUTATION_COLORMAPPING;
1935 if (r_glsl_offsetmapping.integer)
1937 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1938 if (r_glsl_offsetmapping_reliefmapping.integer)
1939 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1941 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1942 permutation |= SHADERPERMUTATION_REFLECTION;
1944 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1946 // directional model lighting
1947 mode = SHADERMODE_LIGHTDIRECTION;
1948 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1949 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1950 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1951 permutation |= SHADERPERMUTATION_GLOW;
1952 permutation |= SHADERPERMUTATION_DIFFUSE;
1953 if (specularscale > 0)
1954 permutation |= SHADERPERMUTATION_SPECULAR;
1955 if (r_refdef.fogenabled)
1956 permutation |= SHADERPERMUTATION_FOG;
1957 if (rsurface.texture->colormapping)
1958 permutation |= SHADERPERMUTATION_COLORMAPPING;
1959 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1960 permutation |= SHADERPERMUTATION_REFLECTION;
1962 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1964 // ambient model lighting
1965 mode = SHADERMODE_LIGHTDIRECTION;
1966 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1967 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1968 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1969 permutation |= SHADERPERMUTATION_GLOW;
1970 if (r_refdef.fogenabled)
1971 permutation |= SHADERPERMUTATION_FOG;
1972 if (rsurface.texture->colormapping)
1973 permutation |= SHADERPERMUTATION_COLORMAPPING;
1974 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1975 permutation |= SHADERPERMUTATION_REFLECTION;
1980 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1982 // deluxemapping (light direction texture)
1983 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1984 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1986 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1987 permutation |= SHADERPERMUTATION_DIFFUSE;
1988 if (specularscale > 0)
1989 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1991 else if (r_glsl_deluxemapping.integer >= 2)
1993 // fake deluxemapping (uniform light direction in tangentspace)
1994 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1995 permutation |= SHADERPERMUTATION_DIFFUSE;
1996 if (specularscale > 0)
1997 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1999 else if (rsurface.uselightmaptexture)
2001 // ordinary lightmapping (q1bsp, q3bsp)
2002 mode = SHADERMODE_LIGHTMAP;
2006 // ordinary vertex coloring (q3bsp)
2007 mode = SHADERMODE_VERTEXCOLOR;
2009 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2010 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2011 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2012 permutation |= SHADERPERMUTATION_GLOW;
2013 if (r_refdef.fogenabled)
2014 permutation |= SHADERPERMUTATION_FOG;
2015 if (rsurface.texture->colormapping)
2016 permutation |= SHADERPERMUTATION_COLORMAPPING;
2017 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2018 permutation |= SHADERPERMUTATION_REFLECTION;
2020 if(permutation & SHADERPERMUTATION_SPECULAR)
2021 if(r_shadow_glossexact.integer)
2022 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2023 R_SetupShader_SetPermutation(mode, permutation);
2024 if (mode == SHADERMODE_LIGHTSOURCE)
2026 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2027 if (permutation & SHADERPERMUTATION_DIFFUSE)
2029 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2030 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2031 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2032 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2036 // ambient only is simpler
2037 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]);
2038 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2039 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2040 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2042 // additive passes are only darkened by fog, not tinted
2043 if (r_glsl_permutation->loc_FogColor >= 0)
2044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2045 if (r_glsl_permutation->loc_ShadowMap_Bias >= 0) qglUniform1fARB(r_glsl_permutation->loc_ShadowMap_Bias, r_shadow_shadowmap_bias);
2046 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2047 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2051 if (mode == SHADERMODE_LIGHTDIRECTION)
2053 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);
2054 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);
2055 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);
2056 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]);
2060 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2061 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2062 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2064 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]);
2065 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2066 // additive passes are only darkened by fog, not tinted
2067 if (r_glsl_permutation->loc_FogColor >= 0)
2069 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2070 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2072 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2074 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);
2075 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]);
2076 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]);
2077 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2078 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2079 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2080 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2082 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2083 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2084 if (r_glsl_permutation->loc_Color_Pants >= 0)
2086 if (rsurface.texture->currentskinframe->pants)
2087 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2089 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2091 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2093 if (rsurface.texture->currentskinframe->shirt)
2094 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2096 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2098 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2099 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2101 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2105 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2107 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2111 #define SKINFRAME_HASH 1024
2115 int loadsequence; // incremented each level change
2116 memexpandablearray_t array;
2117 skinframe_t *hash[SKINFRAME_HASH];
2120 r_skinframe_t r_skinframe;
2122 void R_SkinFrame_PrepareForPurge(void)
2124 r_skinframe.loadsequence++;
2125 // wrap it without hitting zero
2126 if (r_skinframe.loadsequence >= 200)
2127 r_skinframe.loadsequence = 1;
2130 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2134 // mark the skinframe as used for the purging code
2135 skinframe->loadsequence = r_skinframe.loadsequence;
2138 void R_SkinFrame_Purge(void)
2142 for (i = 0;i < SKINFRAME_HASH;i++)
2144 for (s = r_skinframe.hash[i];s;s = s->next)
2146 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2148 if (s->merged == s->base)
2150 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2151 R_PurgeTexture(s->stain );s->stain = NULL;
2152 R_PurgeTexture(s->merged);s->merged = NULL;
2153 R_PurgeTexture(s->base );s->base = NULL;
2154 R_PurgeTexture(s->pants );s->pants = NULL;
2155 R_PurgeTexture(s->shirt );s->shirt = NULL;
2156 R_PurgeTexture(s->nmap );s->nmap = NULL;
2157 R_PurgeTexture(s->gloss );s->gloss = NULL;
2158 R_PurgeTexture(s->glow );s->glow = NULL;
2159 R_PurgeTexture(s->fog );s->fog = NULL;
2160 s->loadsequence = 0;
2166 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2168 char basename[MAX_QPATH];
2170 Image_StripImageExtension(name, basename, sizeof(basename));
2172 if( last == NULL ) {
2174 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2175 item = r_skinframe.hash[hashindex];
2180 // linearly search through the hash bucket
2181 for( ; item ; item = item->next ) {
2182 if( !strcmp( item->basename, basename ) ) {
2189 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2193 char basename[MAX_QPATH];
2195 Image_StripImageExtension(name, basename, sizeof(basename));
2197 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2198 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2199 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2203 rtexture_t *dyntexture;
2204 // check whether its a dynamic texture
2205 dyntexture = CL_GetDynTexture( basename );
2206 if (!add && !dyntexture)
2208 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2209 memset(item, 0, sizeof(*item));
2210 strlcpy(item->basename, basename, sizeof(item->basename));
2211 item->base = dyntexture; // either NULL or dyntexture handle
2212 item->textureflags = textureflags;
2213 item->comparewidth = comparewidth;
2214 item->compareheight = compareheight;
2215 item->comparecrc = comparecrc;
2216 item->next = r_skinframe.hash[hashindex];
2217 r_skinframe.hash[hashindex] = item;
2219 else if( item->base == NULL )
2221 rtexture_t *dyntexture;
2222 // check whether its a dynamic texture
2223 // 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]
2224 dyntexture = CL_GetDynTexture( basename );
2225 item->base = dyntexture; // either NULL or dyntexture handle
2228 R_SkinFrame_MarkUsed(item);
2232 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2234 unsigned long long avgcolor[5], wsum; \
2242 for(pix = 0; pix < cnt; ++pix) \
2245 for(comp = 0; comp < 3; ++comp) \
2247 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2250 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2252 for(comp = 0; comp < 3; ++comp) \
2253 avgcolor[comp] += getpixel * w; \
2256 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2257 avgcolor[4] += getpixel; \
2259 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2261 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2262 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2263 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2264 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2267 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2269 // FIXME: it should be possible to disable loading various layers using
2270 // cvars, to prevent wasted loading time and memory usage if the user does
2272 qboolean loadnormalmap = true;
2273 qboolean loadgloss = true;
2274 qboolean loadpantsandshirt = true;
2275 qboolean loadglow = true;
2277 unsigned char *pixels;
2278 unsigned char *bumppixels;
2279 unsigned char *basepixels = NULL;
2280 int basepixels_width;
2281 int basepixels_height;
2282 skinframe_t *skinframe;
2286 if (cls.state == ca_dedicated)
2289 // return an existing skinframe if already loaded
2290 // if loading of the first image fails, don't make a new skinframe as it
2291 // would cause all future lookups of this to be missing
2292 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2293 if (skinframe && skinframe->base)
2296 basepixels = loadimagepixelsbgra(name, complain, true);
2297 if (basepixels == NULL)
2300 if (developer_loading.integer)
2301 Con_Printf("loading skin \"%s\"\n", name);
2303 // we've got some pixels to store, so really allocate this new texture now
2305 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2306 skinframe->stain = NULL;
2307 skinframe->merged = NULL;
2308 skinframe->base = r_texture_notexture;
2309 skinframe->pants = NULL;
2310 skinframe->shirt = NULL;
2311 skinframe->nmap = r_texture_blanknormalmap;
2312 skinframe->gloss = NULL;
2313 skinframe->glow = NULL;
2314 skinframe->fog = NULL;
2316 basepixels_width = image_width;
2317 basepixels_height = image_height;
2318 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);
2320 if (textureflags & TEXF_ALPHA)
2322 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2323 if (basepixels[j] < 255)
2325 if (j < basepixels_width * basepixels_height * 4)
2327 // has transparent pixels
2329 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2330 for (j = 0;j < image_width * image_height * 4;j += 4)
2335 pixels[j+3] = basepixels[j+3];
2337 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);
2342 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2343 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2345 // _norm is the name used by tenebrae and has been adopted as standard
2348 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2350 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2354 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2356 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2357 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2358 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2360 Mem_Free(bumppixels);
2362 else if (r_shadow_bumpscale_basetexture.value > 0)
2364 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2365 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2366 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2370 // _luma is supported for tenebrae compatibility
2371 // (I think it's a very stupid name, but oh well)
2372 // _glow is the preferred name
2373 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;}
2374 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;}
2375 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;}
2376 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;}
2379 Mem_Free(basepixels);
2384 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2387 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2390 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)
2395 for (i = 0;i < width*height;i++)
2396 if (((unsigned char *)&palette[in[i]])[3] > 0)
2398 if (i == width*height)
2401 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2404 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2405 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2408 unsigned char *temp1, *temp2;
2409 skinframe_t *skinframe;
2411 if (cls.state == ca_dedicated)
2414 // if already loaded just return it, otherwise make a new skinframe
2415 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2416 if (skinframe && skinframe->base)
2419 skinframe->stain = NULL;
2420 skinframe->merged = NULL;
2421 skinframe->base = r_texture_notexture;
2422 skinframe->pants = NULL;
2423 skinframe->shirt = NULL;
2424 skinframe->nmap = r_texture_blanknormalmap;
2425 skinframe->gloss = NULL;
2426 skinframe->glow = NULL;
2427 skinframe->fog = NULL;
2429 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2433 if (developer_loading.integer)
2434 Con_Printf("loading 32bit skin \"%s\"\n", name);
2436 if (r_shadow_bumpscale_basetexture.value > 0)
2438 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2439 temp2 = temp1 + width * height * 4;
2440 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2441 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2444 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2445 if (textureflags & TEXF_ALPHA)
2447 for (i = 3;i < width * height * 4;i += 4)
2448 if (skindata[i] < 255)
2450 if (i < width * height * 4)
2452 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2453 memcpy(fogpixels, skindata, width * height * 4);
2454 for (i = 0;i < width * height * 4;i += 4)
2455 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2456 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2457 Mem_Free(fogpixels);
2461 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2462 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2467 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2470 unsigned char *temp1, *temp2;
2471 unsigned int *palette;
2472 skinframe_t *skinframe;
2474 if (cls.state == ca_dedicated)
2477 // if already loaded just return it, otherwise make a new skinframe
2478 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2479 if (skinframe && skinframe->base)
2482 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2484 skinframe->stain = NULL;
2485 skinframe->merged = NULL;
2486 skinframe->base = r_texture_notexture;
2487 skinframe->pants = NULL;
2488 skinframe->shirt = NULL;
2489 skinframe->nmap = r_texture_blanknormalmap;
2490 skinframe->gloss = NULL;
2491 skinframe->glow = NULL;
2492 skinframe->fog = NULL;
2494 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2498 if (developer_loading.integer)
2499 Con_Printf("loading quake skin \"%s\"\n", name);
2501 if (r_shadow_bumpscale_basetexture.value > 0)
2503 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2504 temp2 = temp1 + width * height * 4;
2505 // use either a custom palette or the quake palette
2506 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2507 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2508 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2511 // use either a custom palette, or the quake palette
2512 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2513 if (loadglowtexture)
2514 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2515 if (loadpantsandshirt)
2517 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2518 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2520 if (skinframe->pants || skinframe->shirt)
2521 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
2522 if (textureflags & TEXF_ALPHA)
2524 for (i = 0;i < width * height;i++)
2525 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2527 if (i < width * height)
2528 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2531 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2532 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2537 skinframe_t *R_SkinFrame_LoadMissing(void)
2539 skinframe_t *skinframe;
2541 if (cls.state == ca_dedicated)
2544 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2545 skinframe->stain = NULL;
2546 skinframe->merged = NULL;
2547 skinframe->base = r_texture_notexture;
2548 skinframe->pants = NULL;
2549 skinframe->shirt = NULL;
2550 skinframe->nmap = r_texture_blanknormalmap;
2551 skinframe->gloss = NULL;
2552 skinframe->glow = NULL;
2553 skinframe->fog = NULL;
2555 skinframe->avgcolor[0] = rand() / RAND_MAX;
2556 skinframe->avgcolor[1] = rand() / RAND_MAX;
2557 skinframe->avgcolor[2] = rand() / RAND_MAX;
2558 skinframe->avgcolor[3] = 1;
2563 void gl_main_start(void)
2567 memset(r_queries, 0, sizeof(r_queries));
2569 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2570 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2572 // set up r_skinframe loading system for textures
2573 memset(&r_skinframe, 0, sizeof(r_skinframe));
2574 r_skinframe.loadsequence = 1;
2575 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2577 r_main_texturepool = R_AllocTexturePool();
2578 R_BuildBlankTextures();
2580 if (gl_texturecubemap)
2583 R_BuildNormalizationCube();
2585 r_texture_fogattenuation = NULL;
2586 r_texture_gammaramps = NULL;
2587 //r_texture_fogintensity = NULL;
2588 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2589 memset(&r_waterstate, 0, sizeof(r_waterstate));
2590 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2591 memset(&r_svbsp, 0, sizeof (r_svbsp));
2593 r_refdef.fogmasktable_density = 0;
2596 extern rtexture_t *loadingscreentexture;
2597 void gl_main_shutdown(void)
2600 qglDeleteQueriesARB(r_maxqueries, r_queries);
2604 memset(r_queries, 0, sizeof(r_queries));
2606 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2607 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2609 // clear out the r_skinframe state
2610 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2611 memset(&r_skinframe, 0, sizeof(r_skinframe));
2614 Mem_Free(r_svbsp.nodes);
2615 memset(&r_svbsp, 0, sizeof (r_svbsp));
2616 R_FreeTexturePool(&r_main_texturepool);
2617 loadingscreentexture = NULL;
2618 r_texture_blanknormalmap = NULL;
2619 r_texture_white = NULL;
2620 r_texture_grey128 = NULL;
2621 r_texture_black = NULL;
2622 r_texture_whitecube = NULL;
2623 r_texture_normalizationcube = NULL;
2624 r_texture_fogattenuation = NULL;
2625 r_texture_gammaramps = NULL;
2626 //r_texture_fogintensity = NULL;
2627 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2628 memset(&r_waterstate, 0, sizeof(r_waterstate));
2632 extern void CL_ParseEntityLump(char *entitystring);
2633 void gl_main_newmap(void)
2635 // FIXME: move this code to client
2637 char *entities, entname[MAX_QPATH];
2640 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2641 l = (int)strlen(entname) - 4;
2642 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2644 memcpy(entname + l, ".ent", 5);
2645 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2647 CL_ParseEntityLump(entities);
2652 if (cl.worldmodel->brush.entities)
2653 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2657 void GL_Main_Init(void)
2659 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2661 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2662 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2663 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2664 if (gamemode == GAME_NEHAHRA)
2666 Cvar_RegisterVariable (&gl_fogenable);
2667 Cvar_RegisterVariable (&gl_fogdensity);
2668 Cvar_RegisterVariable (&gl_fogred);
2669 Cvar_RegisterVariable (&gl_foggreen);
2670 Cvar_RegisterVariable (&gl_fogblue);
2671 Cvar_RegisterVariable (&gl_fogstart);
2672 Cvar_RegisterVariable (&gl_fogend);
2673 Cvar_RegisterVariable (&gl_skyclip);
2675 Cvar_RegisterVariable(&r_motionblur);
2676 Cvar_RegisterVariable(&r_motionblur_maxblur);
2677 Cvar_RegisterVariable(&r_motionblur_bmin);
2678 Cvar_RegisterVariable(&r_motionblur_vmin);
2679 Cvar_RegisterVariable(&r_motionblur_vmax);
2680 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2681 Cvar_RegisterVariable(&r_motionblur_randomize);
2682 Cvar_RegisterVariable(&r_damageblur);
2683 Cvar_RegisterVariable(&r_animcache);
2684 Cvar_RegisterVariable(&r_depthfirst);
2685 Cvar_RegisterVariable(&r_useinfinitefarclip);
2686 Cvar_RegisterVariable(&r_nearclip);
2687 Cvar_RegisterVariable(&r_showbboxes);
2688 Cvar_RegisterVariable(&r_showsurfaces);
2689 Cvar_RegisterVariable(&r_showtris);
2690 Cvar_RegisterVariable(&r_shownormals);
2691 Cvar_RegisterVariable(&r_showlighting);
2692 Cvar_RegisterVariable(&r_showshadowvolumes);
2693 Cvar_RegisterVariable(&r_showcollisionbrushes);
2694 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2695 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2696 Cvar_RegisterVariable(&r_showdisabledepthtest);
2697 Cvar_RegisterVariable(&r_drawportals);
2698 Cvar_RegisterVariable(&r_drawentities);
2699 Cvar_RegisterVariable(&r_cullentities_trace);
2700 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2701 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2702 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2703 Cvar_RegisterVariable(&r_drawviewmodel);
2704 Cvar_RegisterVariable(&r_speeds);
2705 Cvar_RegisterVariable(&r_fullbrights);
2706 Cvar_RegisterVariable(&r_wateralpha);
2707 Cvar_RegisterVariable(&r_dynamic);
2708 Cvar_RegisterVariable(&r_fullbright);
2709 Cvar_RegisterVariable(&r_shadows);
2710 Cvar_RegisterVariable(&r_shadows_darken);
2711 Cvar_RegisterVariable(&r_shadows_drawafterrtlightning);
2712 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2713 Cvar_RegisterVariable(&r_shadows_throwdistance);
2714 Cvar_RegisterVariable(&r_shadows_throwdirection);
2715 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2716 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2717 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2718 Cvar_RegisterVariable(&r_fog_exp2);
2719 Cvar_RegisterVariable(&r_drawfog);
2720 Cvar_RegisterVariable(&r_textureunits);
2721 Cvar_RegisterVariable(&r_glsl);
2722 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2723 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2724 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2725 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2726 Cvar_RegisterVariable(&r_glsl_postprocess);
2727 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2728 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2729 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2730 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2731 Cvar_RegisterVariable(&r_glsl_usegeneric);
2732 Cvar_RegisterVariable(&r_water);
2733 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2734 Cvar_RegisterVariable(&r_water_clippingplanebias);
2735 Cvar_RegisterVariable(&r_water_refractdistort);
2736 Cvar_RegisterVariable(&r_water_reflectdistort);
2737 Cvar_RegisterVariable(&r_lerpsprites);
2738 Cvar_RegisterVariable(&r_lerpmodels);
2739 Cvar_RegisterVariable(&r_lerplightstyles);
2740 Cvar_RegisterVariable(&r_waterscroll);
2741 Cvar_RegisterVariable(&r_bloom);
2742 Cvar_RegisterVariable(&r_bloom_colorscale);
2743 Cvar_RegisterVariable(&r_bloom_brighten);
2744 Cvar_RegisterVariable(&r_bloom_blur);
2745 Cvar_RegisterVariable(&r_bloom_resolution);
2746 Cvar_RegisterVariable(&r_bloom_colorexponent);
2747 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2748 Cvar_RegisterVariable(&r_hdr);
2749 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2750 Cvar_RegisterVariable(&r_hdr_glowintensity);
2751 Cvar_RegisterVariable(&r_hdr_range);
2752 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2753 Cvar_RegisterVariable(&developer_texturelogging);
2754 Cvar_RegisterVariable(&gl_lightmaps);
2755 Cvar_RegisterVariable(&r_test);
2756 Cvar_RegisterVariable(&r_batchmode);
2757 Cvar_RegisterVariable(&r_glsl_saturation);
2758 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2759 Cvar_SetValue("r_fullbrights", 0);
2760 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2762 Cvar_RegisterVariable(&r_track_sprites);
2763 Cvar_RegisterVariable(&r_track_sprites_flags);
2764 Cvar_RegisterVariable(&r_track_sprites_scalew);
2765 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2768 extern void R_Textures_Init(void);
2769 extern void GL_Draw_Init(void);
2770 extern void GL_Main_Init(void);
2771 extern void R_Shadow_Init(void);
2772 extern void R_Sky_Init(void);
2773 extern void GL_Surf_Init(void);
2774 extern void R_Particles_Init(void);
2775 extern void R_Explosion_Init(void);
2776 extern void gl_backend_init(void);
2777 extern void Sbar_Init(void);
2778 extern void R_LightningBeams_Init(void);
2779 extern void Mod_RenderInit(void);
2781 void Render_Init(void)
2793 R_LightningBeams_Init();
2802 extern char *ENGINE_EXTENSIONS;
2805 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2806 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2807 gl_version = (const char *)qglGetString(GL_VERSION);
2808 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2812 if (!gl_platformextensions)
2813 gl_platformextensions = "";
2815 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2816 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2817 Con_Printf("GL_VERSION: %s\n", gl_version);
2818 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2819 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2821 VID_CheckExtensions();
2823 // LordHavoc: report supported extensions
2824 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2826 // clear to black (loading plaque will be seen over this)
2828 qglClearColor(0,0,0,1);CHECKGLERROR
2829 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2832 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2836 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2838 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2841 p = r_refdef.view.frustum + i;
2846 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2850 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2854 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2858 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2862 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2866 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2870 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2874 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2882 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2886 for (i = 0;i < numplanes;i++)
2893 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2897 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2901 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2905 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2909 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2913 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2917 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2921 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2929 //==================================================================================
2931 // LordHavoc: animcache written by Echon, refactored and reformatted by me
2934 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2935 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2936 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2939 typedef struct r_animcache_entity_s
2946 qboolean wantnormals;
2947 qboolean wanttangents;
2949 r_animcache_entity_t;
2951 typedef struct r_animcache_s
2953 r_animcache_entity_t entity[MAX_EDICTS*2];
2959 static r_animcache_t r_animcachestate;
2961 void R_AnimCache_Free(void)
2964 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
2966 r_animcachestate.entity[idx].maxvertices = 0;
2967 Mem_Free(r_animcachestate.entity[idx].vertex3f);
2968 r_animcachestate.entity[idx].vertex3f = NULL;
2969 r_animcachestate.entity[idx].normal3f = NULL;
2970 r_animcachestate.entity[idx].svector3f = NULL;
2971 r_animcachestate.entity[idx].tvector3f = NULL;
2973 r_animcachestate.currentindex = 0;
2974 r_animcachestate.maxindex = 0;
2977 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
2981 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
2983 if (cache->maxvertices >= numvertices)
2986 // Release existing memory
2987 if (cache->vertex3f)
2988 Mem_Free(cache->vertex3f);
2990 // Pad by 1024 verts
2991 cache->maxvertices = (numvertices + 1023) & ~1023;
2992 arraySize = cache->maxvertices * 3;
2994 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2995 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2996 r_animcachestate.entity[cacheIdx].vertex3f = base;
2997 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
2998 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
2999 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3001 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3004 void R_AnimCache_NewFrame(void)
3008 if (r_animcache.integer && r_drawentities.integer)
3009 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3010 else if (r_animcachestate.maxindex)
3013 r_animcachestate.currentindex = 0;
3015 for (i = 0;i < r_refdef.scene.numentities;i++)
3016 r_refdef.scene.entities[i]->animcacheindex = -1;
3019 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3021 dp_model_t *model = ent->model;
3022 r_animcache_entity_t *c;
3023 // see if it's already cached this frame
3024 if (ent->animcacheindex >= 0)
3026 // add normals/tangents if needed
3027 c = r_animcachestate.entity + ent->animcacheindex;
3029 wantnormals = false;
3030 if (c->wanttangents)
3031 wanttangents = false;
3032 if (wantnormals || wanttangents)
3033 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3037 // see if this ent is worth caching
3038 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3040 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3042 // assign it a cache entry and make sure the arrays are big enough
3043 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3044 ent->animcacheindex = r_animcachestate.currentindex++;
3045 c = r_animcachestate.entity + ent->animcacheindex;
3046 c->wantnormals = wantnormals;
3047 c->wanttangents = wanttangents;
3048 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3053 void R_AnimCache_CacheVisibleEntities(void)
3056 qboolean wantnormals;
3057 qboolean wanttangents;
3059 if (!r_animcachestate.maxindex)
3062 wantnormals = !r_showsurfaces.integer;
3063 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3065 // TODO: thread this?
3067 for (i = 0;i < r_refdef.scene.numentities;i++)
3069 if (!r_refdef.viewcache.entityvisible[i])
3071 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3075 //==================================================================================
3077 static void R_View_UpdateEntityLighting (void)
3080 entity_render_t *ent;
3081 vec3_t tempdiffusenormal;
3083 for (i = 0;i < r_refdef.scene.numentities;i++)
3085 ent = r_refdef.scene.entities[i];
3087 // skip unseen models
3088 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3092 if (ent->model && ent->model->brush.num_leafs)
3094 // TODO: use modellight for r_ambient settings on world?
3095 VectorSet(ent->modellight_ambient, 0, 0, 0);
3096 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3097 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3101 // fetch the lighting from the worldmodel data
3102 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3103 VectorClear(ent->modellight_diffuse);
3104 VectorClear(tempdiffusenormal);
3105 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3108 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3109 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3112 VectorSet(ent->modellight_ambient, 1, 1, 1);
3114 // move the light direction into modelspace coordinates for lighting code
3115 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3116 if(VectorLength2(ent->modellight_lightdir) == 0)
3117 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3118 VectorNormalize(ent->modellight_lightdir);
3122 static void R_View_UpdateEntityVisible (void)
3125 entity_render_t *ent;
3127 if (!r_drawentities.integer)
3130 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3131 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3133 // worldmodel can check visibility
3134 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3135 for (i = 0;i < r_refdef.scene.numentities;i++)
3137 ent = r_refdef.scene.entities[i];
3138 if (!(ent->flags & renderimask))
3139 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3140 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3141 r_refdef.viewcache.entityvisible[i] = true;
3143 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3145 for (i = 0;i < r_refdef.scene.numentities;i++)
3147 ent = r_refdef.scene.entities[i];
3148 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3150 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))
3151 ent->last_trace_visibility = realtime;
3152 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3153 r_refdef.viewcache.entityvisible[i] = 0;
3160 // no worldmodel or it can't check visibility
3161 for (i = 0;i < r_refdef.scene.numentities;i++)
3163 ent = r_refdef.scene.entities[i];
3164 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));
3169 /// only used if skyrendermasked, and normally returns false
3170 int R_DrawBrushModelsSky (void)
3173 entity_render_t *ent;
3175 if (!r_drawentities.integer)
3179 for (i = 0;i < r_refdef.scene.numentities;i++)
3181 if (!r_refdef.viewcache.entityvisible[i])
3183 ent = r_refdef.scene.entities[i];
3184 if (!ent->model || !ent->model->DrawSky)
3186 ent->model->DrawSky(ent);
3192 static void R_DrawNoModel(entity_render_t *ent);
3193 static void R_DrawModels(void)
3196 entity_render_t *ent;
3198 if (!r_drawentities.integer)
3201 for (i = 0;i < r_refdef.scene.numentities;i++)
3203 if (!r_refdef.viewcache.entityvisible[i])
3205 ent = r_refdef.scene.entities[i];
3206 r_refdef.stats.entities++;
3207 if (ent->model && ent->model->Draw != NULL)
3208 ent->model->Draw(ent);
3214 static void R_DrawModelsDepth(void)
3217 entity_render_t *ent;
3219 if (!r_drawentities.integer)
3222 for (i = 0;i < r_refdef.scene.numentities;i++)
3224 if (!r_refdef.viewcache.entityvisible[i])
3226 ent = r_refdef.scene.entities[i];
3227 if (ent->model && ent->model->DrawDepth != NULL)
3228 ent->model->DrawDepth(ent);
3232 static void R_DrawModelsDebug(void)
3235 entity_render_t *ent;
3237 if (!r_drawentities.integer)
3240 for (i = 0;i < r_refdef.scene.numentities;i++)
3242 if (!r_refdef.viewcache.entityvisible[i])
3244 ent = r_refdef.scene.entities[i];
3245 if (ent->model && ent->model->DrawDebug != NULL)
3246 ent->model->DrawDebug(ent);
3250 static void R_DrawModelsAddWaterPlanes(void)
3253 entity_render_t *ent;
3255 if (!r_drawentities.integer)
3258 for (i = 0;i < r_refdef.scene.numentities;i++)
3260 if (!r_refdef.viewcache.entityvisible[i])
3262 ent = r_refdef.scene.entities[i];
3263 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3264 ent->model->DrawAddWaterPlanes(ent);
3268 static void R_View_SetFrustum(void)
3271 double slopex, slopey;
3272 vec3_t forward, left, up, origin;
3274 // we can't trust r_refdef.view.forward and friends in reflected scenes
3275 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3278 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3279 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3280 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3281 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3282 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3283 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3284 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3285 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3286 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3287 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3288 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3289 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3293 zNear = r_refdef.nearclip;
3294 nudge = 1.0 - 1.0 / (1<<23);
3295 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3296 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3297 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3298 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3299 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3300 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3301 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3302 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3308 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3309 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3310 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3311 r_refdef.view.frustum[0].dist = m[15] - m[12];
3313 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3314 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3315 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3316 r_refdef.view.frustum[1].dist = m[15] + m[12];
3318 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3319 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3320 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3321 r_refdef.view.frustum[2].dist = m[15] - m[13];
3323 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3324 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3325 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3326 r_refdef.view.frustum[3].dist = m[15] + m[13];
3328 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3329 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3330 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3331 r_refdef.view.frustum[4].dist = m[15] - m[14];
3333 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3334 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3335 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3336 r_refdef.view.frustum[5].dist = m[15] + m[14];
3339 if (r_refdef.view.useperspective)
3341 slopex = 1.0 / r_refdef.view.frustum_x;
3342 slopey = 1.0 / r_refdef.view.frustum_y;
3343 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3344 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3345 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3346 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3347 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3349 // Leaving those out was a mistake, those were in the old code, and they
3350 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3351 // I couldn't reproduce it after adding those normalizations. --blub
3352 VectorNormalize(r_refdef.view.frustum[0].normal);
3353 VectorNormalize(r_refdef.view.frustum[1].normal);
3354 VectorNormalize(r_refdef.view.frustum[2].normal);
3355 VectorNormalize(r_refdef.view.frustum[3].normal);
3357 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3358 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3359 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3360 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3361 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3363 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3364 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3365 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3366 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3367 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3371 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3372 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3373 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3374 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3375 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3376 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3377 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3378 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3379 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3380 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3382 r_refdef.view.numfrustumplanes = 5;
3384 if (r_refdef.view.useclipplane)
3386 r_refdef.view.numfrustumplanes = 6;
3387 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3390 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3391 PlaneClassify(r_refdef.view.frustum + i);
3393 // LordHavoc: note to all quake engine coders, Quake had a special case
3394 // for 90 degrees which assumed a square view (wrong), so I removed it,
3395 // Quake2 has it disabled as well.
3397 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3398 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3399 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3400 //PlaneClassify(&frustum[0]);
3402 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3403 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3404 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3405 //PlaneClassify(&frustum[1]);
3407 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3408 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3409 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3410 //PlaneClassify(&frustum[2]);
3412 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3413 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3414 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3415 //PlaneClassify(&frustum[3]);
3418 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3419 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3420 //PlaneClassify(&frustum[4]);
3423 void R_View_Update(void)
3425 R_View_SetFrustum();
3426 R_View_WorldVisibility(r_refdef.view.useclipplane);
3427 R_View_UpdateEntityVisible();
3428 R_View_UpdateEntityLighting();
3431 void R_SetupView(qboolean allowwaterclippingplane)
3433 const double *customclipplane = NULL;
3435 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3437 // LordHavoc: couldn't figure out how to make this approach the
3438 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3439 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3440 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3441 dist = r_refdef.view.clipplane.dist;
3442 plane[0] = r_refdef.view.clipplane.normal[0];
3443 plane[1] = r_refdef.view.clipplane.normal[1];
3444 plane[2] = r_refdef.view.clipplane.normal[2];
3446 customclipplane = plane;
3449 if (!r_refdef.view.useperspective)
3450 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3451 else if (gl_stencil && r_useinfinitefarclip.integer)
3452 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3454 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3455 R_SetViewport(&r_refdef.view.viewport);
3458 void R_ResetViewRendering2D(void)
3460 r_viewport_t viewport;
3463 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3464 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3465 R_SetViewport(&viewport);
3466 GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
3467 GL_Color(1, 1, 1, 1);
3468 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3469 GL_BlendFunc(GL_ONE, GL_ZERO);
3470 GL_AlphaTest(false);
3471 GL_ScissorTest(false);
3472 GL_DepthMask(false);
3473 GL_DepthRange(0, 1);
3474 GL_DepthTest(false);
3475 R_Mesh_Matrix(&identitymatrix);
3476 R_Mesh_ResetTextureState();
3477 GL_PolygonOffset(0, 0);
3478 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3479 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3480 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3481 qglStencilMask(~0);CHECKGLERROR
3482 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3483 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3484 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3485 R_SetupGenericShader(true);
3488 void R_ResetViewRendering3D(void)
3492 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3493 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3495 GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height);
3496 GL_Color(1, 1, 1, 1);
3497 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3498 GL_BlendFunc(GL_ONE, GL_ZERO);
3499 GL_AlphaTest(false);
3500 GL_ScissorTest(true);
3502 GL_DepthRange(0, 1);
3504 R_Mesh_Matrix(&identitymatrix);
3505 R_Mesh_ResetTextureState();
3506 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3507 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3508 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3509 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3510 qglStencilMask(~0);CHECKGLERROR
3511 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3512 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3513 GL_CullFace(r_refdef.view.cullface_back);
3514 R_SetupGenericShader(true);
3517 void R_RenderScene(void);
3518 void R_RenderWaterPlanes(void);
3520 static void R_Water_StartFrame(void)
3523 int waterwidth, waterheight, texturewidth, textureheight;
3524 r_waterstate_waterplane_t *p;
3526 // set waterwidth and waterheight to the water resolution that will be
3527 // used (often less than the screen resolution for faster rendering)
3528 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3529 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3531 // calculate desired texture sizes
3532 // can't use water if the card does not support the texture size
3533 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3534 texturewidth = textureheight = waterwidth = waterheight = 0;
3535 else if (gl_support_arb_texture_non_power_of_two)
3537 texturewidth = waterwidth;
3538 textureheight = waterheight;
3542 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3543 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3546 // allocate textures as needed
3547 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3549 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3550 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3552 if (p->texture_refraction)
3553 R_FreeTexture(p->texture_refraction);
3554 p->texture_refraction = NULL;
3555 if (p->texture_reflection)
3556 R_FreeTexture(p->texture_reflection);
3557 p->texture_reflection = NULL;
3559 memset(&r_waterstate, 0, sizeof(r_waterstate));
3560 r_waterstate.waterwidth = waterwidth;
3561 r_waterstate.waterheight = waterheight;
3562 r_waterstate.texturewidth = texturewidth;
3563 r_waterstate.textureheight = textureheight;
3566 if (r_waterstate.waterwidth)
3568 r_waterstate.enabled = true;
3570 // set up variables that will be used in shader setup
3571 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3572 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3573 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3574 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3577 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3578 r_waterstate.numwaterplanes = 0;
3581 void R_Water_AddWaterPlane(msurface_t *surface)
3583 int triangleindex, planeindex;
3589 r_waterstate_waterplane_t *p;
3590 texture_t *t = R_GetCurrentTexture(surface->texture);
3591 // just use the first triangle with a valid normal for any decisions
3592 VectorClear(normal);
3593 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3595 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3596 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3597 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3598 TriangleNormal(vert[0], vert[1], vert[2], normal);
3599 if (VectorLength2(normal) >= 0.001)
3603 VectorCopy(normal, plane.normal);
3604 VectorNormalize(plane.normal);
3605 plane.dist = DotProduct(vert[0], plane.normal);
3606 PlaneClassify(&plane);
3607 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3609 // skip backfaces (except if nocullface is set)
3610 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3612 VectorNegate(plane.normal, plane.normal);
3614 PlaneClassify(&plane);
3618 // find a matching plane if there is one
3619 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3620 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3622 if (planeindex >= r_waterstate.maxwaterplanes)
3623 return; // nothing we can do, out of planes
3625 // if this triangle does not fit any known plane rendered this frame, add one
3626 if (planeindex >= r_waterstate.numwaterplanes)
3628 // store the new plane
3629 r_waterstate.numwaterplanes++;
3631 // clear materialflags and pvs
3632 p->materialflags = 0;
3633 p->pvsvalid = false;
3635 // merge this surface's materialflags into the waterplane
3636 p->materialflags |= t->currentmaterialflags;
3637 // merge this surface's PVS into the waterplane
3638 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3639 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3640 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3642 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3647 static void R_Water_ProcessPlanes(void)
3649 r_refdef_view_t originalview;
3650 r_refdef_view_t myview;
3652 r_waterstate_waterplane_t *p;
3654 originalview = r_refdef.view;
3656 // make sure enough textures are allocated
3657 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3659 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3661 if (!p->texture_refraction)
3662 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);
3663 if (!p->texture_refraction)
3667 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3669 if (!p->texture_reflection)
3670 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);
3671 if (!p->texture_reflection)
3677 r_refdef.view = originalview;
3678 r_refdef.view.showdebug = false;
3679 r_refdef.view.width = r_waterstate.waterwidth;
3680 r_refdef.view.height = r_waterstate.waterheight;
3681 r_refdef.view.useclipplane = true;
3682 myview = r_refdef.view;
3683 r_waterstate.renderingscene = true;
3684 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3686 // render the normal view scene and copy into texture
3687 // (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)
3688 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3690 r_refdef.view = myview;
3691 r_refdef.view.clipplane = p->plane;
3692 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3693 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3694 PlaneClassify(&r_refdef.view.clipplane);
3696 R_ResetViewRendering3D();
3697 R_ClearScreen(r_refdef.fogenabled);
3701 // copy view into the screen texture
3702 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3703 GL_ActiveTexture(0);
3705 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
3708 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3710 r_refdef.view = myview;
3711 // render reflected scene and copy into texture
3712 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3713 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3714 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3715 r_refdef.view.clipplane = p->plane;
3716 // reverse the cullface settings for this render
3717 r_refdef.view.cullface_front = GL_FRONT;
3718 r_refdef.view.cullface_back = GL_BACK;
3719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3721 r_refdef.view.usecustompvs = true;
3723 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3725 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3728 R_ResetViewRendering3D();
3729 R_ClearScreen(r_refdef.fogenabled);
3733 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3734 GL_ActiveTexture(0);
3736 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
3739 r_waterstate.renderingscene = false;
3740 r_refdef.view = originalview;
3741 R_ResetViewRendering3D();
3742 R_ClearScreen(r_refdef.fogenabled);
3746 r_refdef.view = originalview;
3747 r_waterstate.renderingscene = false;
3748 Cvar_SetValueQuick(&r_water, 0);
3749 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3753 void R_Bloom_StartFrame(void)
3755 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3757 // set bloomwidth and bloomheight to the bloom resolution that will be
3758 // used (often less than the screen resolution for faster rendering)
3759 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3760 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3761 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3762 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3763 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3765 // calculate desired texture sizes
3766 if (gl_support_arb_texture_non_power_of_two)
3768 screentexturewidth = r_refdef.view.width;
3769 screentextureheight = r_refdef.view.height;
3770 bloomtexturewidth = r_bloomstate.bloomwidth;
3771 bloomtextureheight = r_bloomstate.bloomheight;
3775 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3776 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3777 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3778 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3781 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3783 Cvar_SetValueQuick(&r_hdr, 0);
3784 Cvar_SetValueQuick(&r_bloom, 0);
3785 Cvar_SetValueQuick(&r_motionblur, 0);
3786 Cvar_SetValueQuick(&r_damageblur, 0);
3789 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3790 screentexturewidth = screentextureheight = 0;
3791 if (!r_hdr.integer && !r_bloom.integer)
3792 bloomtexturewidth = bloomtextureheight = 0;
3794 // allocate textures as needed
3795 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3797 if (r_bloomstate.texture_screen)
3798 R_FreeTexture(r_bloomstate.texture_screen);
3799 r_bloomstate.texture_screen = NULL;
3800 r_bloomstate.screentexturewidth = screentexturewidth;
3801 r_bloomstate.screentextureheight = screentextureheight;
3802 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3803 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);
3805 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3807 if (r_bloomstate.texture_bloom)
3808 R_FreeTexture(r_bloomstate.texture_bloom);
3809 r_bloomstate.texture_bloom = NULL;
3810 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3811 r_bloomstate.bloomtextureheight = bloomtextureheight;
3812 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3813 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);
3816 // set up a texcoord array for the full resolution screen image
3817 // (we have to keep this around to copy back during final render)
3818 r_bloomstate.screentexcoord2f[0] = 0;
3819 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3820 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3821 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3822 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3823 r_bloomstate.screentexcoord2f[5] = 0;
3824 r_bloomstate.screentexcoord2f[6] = 0;
3825 r_bloomstate.screentexcoord2f[7] = 0;
3827 // set up a texcoord array for the reduced resolution bloom image
3828 // (which will be additive blended over the screen image)
3829 r_bloomstate.bloomtexcoord2f[0] = 0;
3830 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3831 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3832 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3833 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3834 r_bloomstate.bloomtexcoord2f[5] = 0;
3835 r_bloomstate.bloomtexcoord2f[6] = 0;
3836 r_bloomstate.bloomtexcoord2f[7] = 0;
3838 if (r_hdr.integer || r_bloom.integer)
3840 r_bloomstate.enabled = true;
3841 r_bloomstate.hdr = r_hdr.integer != 0;
3845 void R_Bloom_CopyBloomTexture(float colorscale)
3847 r_refdef.stats.bloom++;
3849 // scale down screen texture to the bloom texture size
3851 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3852 GL_BlendFunc(GL_ONE, GL_ZERO);
3853 GL_Color(colorscale, colorscale, colorscale, 1);
3854 // TODO: optimize with multitexture or GLSL
3855 R_SetupGenericShader(true);
3856 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3857 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3858 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3859 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3861 // we now have a bloom image in the framebuffer
3862 // copy it into the bloom image texture for later processing
3863 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3864 GL_ActiveTexture(0);
3866 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
3867 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3870 void R_Bloom_CopyHDRTexture(void)
3872 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3873 GL_ActiveTexture(0);
3875 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
3876 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3879 void R_Bloom_MakeTexture(void)
3882 float xoffset, yoffset, r, brighten;
3884 r_refdef.stats.bloom++;
3886 R_ResetViewRendering2D();
3887 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3888 R_Mesh_ColorPointer(NULL, 0, 0);
3889 R_SetupGenericShader(true);
3891 // we have a bloom image in the framebuffer
3893 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3895 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3898 r = bound(0, r_bloom_colorexponent.value / x, 1);
3899 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3900 GL_Color(r, r, r, 1);
3901 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3902 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3903 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3904 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3906 // copy the vertically blurred bloom view to a texture
3907 GL_ActiveTexture(0);
3909 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
3910 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3913 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3914 brighten = r_bloom_brighten.value;
3916 brighten *= r_hdr_range.value;
3917 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3918 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3920 for (dir = 0;dir < 2;dir++)
3922 // blend on at multiple vertical offsets to achieve a vertical blur
3923 // TODO: do offset blends using GLSL
3924 GL_BlendFunc(GL_ONE, GL_ZERO);
3925 for (x = -range;x <= range;x++)
3927 if (!dir){xoffset = 0;yoffset = x;}
3928 else {xoffset = x;yoffset = 0;}
3929 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3930 yoffset /= (float)r_bloomstate.bloomtextureheight;
3931 // compute a texcoord array with the specified x and y offset
3932 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3933 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3934 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3935 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3936 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3937 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3938 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3939 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3940 // this r value looks like a 'dot' particle, fading sharply to
3941 // black at the edges
3942 // (probably not realistic but looks good enough)
3943 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3944 //r = (dir ? 1.0f : brighten)/(range*2+1);
3945 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3946 GL_Color(r, r, r, 1);
3947 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3948 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3949 GL_BlendFunc(GL_ONE, GL_ONE);
3952 // copy the vertically blurred bloom view to a texture
3953 GL_ActiveTexture(0);
3955 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
3956 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3959 // apply subtract last
3960 // (just like it would be in a GLSL shader)
3961 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3963 GL_BlendFunc(GL_ONE, GL_ZERO);
3964 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3965 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3966 GL_Color(1, 1, 1, 1);
3967 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3968 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3970 GL_BlendFunc(GL_ONE, GL_ONE);
3971 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3972 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3973 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3974 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3975 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3976 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3977 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3979 // copy the darkened bloom view to a texture
3980 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3981 GL_ActiveTexture(0);
3983 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
3984 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3988 void R_HDR_RenderBloomTexture(void)
3990 int oldwidth, oldheight;
3991 float oldcolorscale;
3993 oldcolorscale = r_refdef.view.colorscale;
3994 oldwidth = r_refdef.view.width;
3995 oldheight = r_refdef.view.height;
3996 r_refdef.view.width = r_bloomstate.bloomwidth;
3997 r_refdef.view.height = r_bloomstate.bloomheight;
3999 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4000 // TODO: add exposure compensation features
4001 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4003 r_refdef.view.showdebug = false;
4004 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4006 R_ResetViewRendering3D();
4008 R_ClearScreen(r_refdef.fogenabled);
4009 if (r_timereport_active)
4010 R_TimeReport("HDRclear");
4013 if (r_timereport_active)
4014 R_TimeReport("visibility");
4016 r_waterstate.numwaterplanes = 0;
4017 if (r_waterstate.enabled)
4018 R_RenderWaterPlanes();
4020 r_refdef.view.showdebug = true;
4022 r_waterstate.numwaterplanes = 0;
4024 R_ResetViewRendering2D();
4026 R_Bloom_CopyHDRTexture();
4027 R_Bloom_MakeTexture();
4029 // restore the view settings
4030 r_refdef.view.width = oldwidth;
4031 r_refdef.view.height = oldheight;
4032 r_refdef.view.colorscale = oldcolorscale;
4034 R_ResetViewRendering3D();
4036 R_ClearScreen(r_refdef.fogenabled);
4037 if (r_timereport_active)
4038 R_TimeReport("viewclear");
4041 static void R_BlendView(void)
4043 if (r_bloomstate.texture_screen)
4045 // make sure the buffer is available
4046 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4048 R_ResetViewRendering2D();
4049 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4050 R_Mesh_ColorPointer(NULL, 0, 0);
4051 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4052 GL_ActiveTexture(0);CHECKGLERROR
4054 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4056 // declare variables
4058 static float avgspeed;
4060 speed = VectorLength(cl.movement_velocity);
4062 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4063 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4065 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4066 speed = bound(0, speed, 1);
4067 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4069 // calculate values into a standard alpha
4070 cl.motionbluralpha = 1 - exp(-
4072 (r_motionblur.value * speed / 80)
4074 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4077 max(0.0001, cl.time - cl.oldtime) // fps independent
4080 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4081 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4083 if (cl.motionbluralpha > 0)
4085 R_SetupGenericShader(true);
4086 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4087 GL_Color(1, 1, 1, cl.motionbluralpha);
4088 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4089 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4090 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4091 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
4095 // copy view into the screen texture
4096 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
4097 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
4100 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4102 unsigned int permutation =
4103 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4104 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4105 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4106 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4107 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4109 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4111 // render simple bloom effect
4112 // copy the screen and shrink it and darken it for the bloom process
4113 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4114 // make the bloom texture
4115 R_Bloom_MakeTexture();
4118 R_ResetViewRendering2D();
4119 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4120 R_Mesh_ColorPointer(NULL, 0, 0);
4121 GL_Color(1, 1, 1, 1);
4122 GL_BlendFunc(GL_ONE, GL_ZERO);
4123 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4124 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4125 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4126 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4127 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4128 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4129 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4130 if (r_glsl_permutation->loc_TintColor >= 0)
4131 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4132 if (r_glsl_permutation->loc_ClientTime >= 0)
4133 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4134 if (r_glsl_permutation->loc_PixelSize >= 0)
4135 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4136 if (r_glsl_permutation->loc_UserVec1 >= 0)
4138 float a=0, b=0, c=0, d=0;
4139 #if _MSC_VER >= 1400
4140 #define sscanf sscanf_s
4142 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4143 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4145 if (r_glsl_permutation->loc_UserVec2 >= 0)
4147 float a=0, b=0, c=0, d=0;
4148 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4149 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4151 if (r_glsl_permutation->loc_UserVec3 >= 0)
4153 float a=0, b=0, c=0, d=0;
4154 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4155 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4157 if (r_glsl_permutation->loc_UserVec4 >= 0)
4159 float a=0, b=0, c=0, d=0;
4160 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4161 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4163 if (r_glsl_permutation->loc_Saturation >= 0)
4164 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4165 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4166 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
4172 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4174 // render high dynamic range bloom effect
4175 // the bloom texture was made earlier this render, so we just need to
4176 // blend it onto the screen...
4177 R_ResetViewRendering2D();
4178 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4179 R_Mesh_ColorPointer(NULL, 0, 0);
4180 R_SetupGenericShader(true);
4181 GL_Color(1, 1, 1, 1);
4182 GL_BlendFunc(GL_ONE, GL_ONE);
4183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4184 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4185 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4186 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
4188 else if (r_bloomstate.texture_bloom)
4190 // render simple bloom effect
4191 // copy the screen and shrink it and darken it for the bloom process
4192 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4193 // make the bloom texture
4194 R_Bloom_MakeTexture();
4195 // put the original screen image back in place and blend the bloom
4197 R_ResetViewRendering2D();
4198 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4199 R_Mesh_ColorPointer(NULL, 0, 0);
4200 GL_Color(1, 1, 1, 1);
4201 GL_BlendFunc(GL_ONE, GL_ZERO);
4202 // do both in one pass if possible
4203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4204 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4205 if (r_textureunits.integer >= 2 && gl_combine.integer)
4207 R_SetupGenericTwoTextureShader(GL_ADD);
4208 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4209 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4213 R_SetupGenericShader(true);
4214 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4215 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
4216 // now blend on the bloom texture
4217 GL_BlendFunc(GL_ONE, GL_ONE);
4218 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4219 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4221 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4222 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
4224 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4226 // apply a color tint to the whole view
4227 R_ResetViewRendering2D();
4228 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4229 R_Mesh_ColorPointer(NULL, 0, 0);
4230 R_SetupGenericShader(false);
4231 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4232 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4233 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4237 matrix4x4_t r_waterscrollmatrix;
4239 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4241 if (r_refdef.fog_density)
4243 r_refdef.fogcolor[0] = r_refdef.fog_red;
4244 r_refdef.fogcolor[1] = r_refdef.fog_green;
4245 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4249 VectorCopy(r_refdef.fogcolor, fogvec);
4250 // color.rgb *= ContrastBoost * SceneBrightness;
4251 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4252 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4253 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4254 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4259 void R_UpdateVariables(void)
4263 r_refdef.scene.ambient = r_ambient.value;
4265 r_refdef.farclip = 4096;
4266 if (r_refdef.scene.worldmodel)
4267 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4268 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4270 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4271 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4272 r_refdef.polygonfactor = 0;
4273 r_refdef.polygonoffset = 0;
4274 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4275 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4277 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4278 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4279 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4280 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4281 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4282 if (r_showsurfaces.integer)
4284 r_refdef.scene.rtworld = false;
4285 r_refdef.scene.rtworldshadows = false;
4286 r_refdef.scene.rtdlight = false;
4287 r_refdef.scene.rtdlightshadows = false;
4288 r_refdef.lightmapintensity = 0;
4291 if (gamemode == GAME_NEHAHRA)
4293 if (gl_fogenable.integer)
4295 r_refdef.oldgl_fogenable = true;
4296 r_refdef.fog_density = gl_fogdensity.value;
4297 r_refdef.fog_red = gl_fogred.value;
4298 r_refdef.fog_green = gl_foggreen.value;
4299 r_refdef.fog_blue = gl_fogblue.value;
4300 r_refdef.fog_alpha = 1;
4301 r_refdef.fog_start = 0;
4302 r_refdef.fog_end = gl_skyclip.value;
4304 else if (r_refdef.oldgl_fogenable)
4306 r_refdef.oldgl_fogenable = false;
4307 r_refdef.fog_density = 0;
4308 r_refdef.fog_red = 0;
4309 r_refdef.fog_green = 0;
4310 r_refdef.fog_blue = 0;
4311 r_refdef.fog_alpha = 0;
4312 r_refdef.fog_start = 0;
4313 r_refdef.fog_end = 0;
4317 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4318 r_refdef.fog_start = max(0, r_refdef.fog_start);
4319 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4321 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4323 if (r_refdef.fog_density && r_drawfog.integer)
4325 r_refdef.fogenabled = true;
4326 // this is the point where the fog reaches 0.9986 alpha, which we
4327 // consider a good enough cutoff point for the texture
4328 // (0.9986 * 256 == 255.6)
4329 if (r_fog_exp2.integer)
4330 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4332 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4333 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4334 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4335 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4336 // fog color was already set
4337 // update the fog texture
4338 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)
4339 R_BuildFogTexture();
4342 r_refdef.fogenabled = false;
4344 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4346 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4348 // build GLSL gamma texture
4349 #define RAMPWIDTH 256
4350 unsigned short ramp[RAMPWIDTH * 3];
4351 unsigned char rampbgr[RAMPWIDTH][4];
4354 r_texture_gammaramps_serial = vid_gammatables_serial;
4356 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4357 for(i = 0; i < RAMPWIDTH; ++i)
4359 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4360 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4361 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4364 if (r_texture_gammaramps)
4366 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4370 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4376 // remove GLSL gamma texture
4380 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4381 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4387 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4388 if( scenetype != r_currentscenetype ) {
4389 // store the old scenetype
4390 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4391 r_currentscenetype = scenetype;
4392 // move in the new scene
4393 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4402 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4404 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4405 if( scenetype == r_currentscenetype ) {
4406 return &r_refdef.scene;
4408 return &r_scenes_store[ scenetype ];
4417 void R_RenderView(void)
4419 if (r_timereport_active)
4420 R_TimeReport("start");
4421 r_frame++; // used only by R_GetCurrentTexture
4422 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4424 R_AnimCache_NewFrame();
4426 if (r_refdef.view.isoverlay)
4428 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4429 GL_Clear( GL_DEPTH_BUFFER_BIT );
4430 R_TimeReport("depthclear");
4432 r_refdef.view.showdebug = false;
4434 r_waterstate.enabled = false;
4435 r_waterstate.numwaterplanes = 0;
4443 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4444 return; //Host_Error ("R_RenderView: NULL worldmodel");
4446 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4448 // break apart the view matrix into vectors for various purposes
4449 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4450 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4451 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4452 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4453 // make an inverted copy of the view matrix for tracking sprites
4454 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4456 R_Shadow_UpdateWorldLightSelection();
4458 R_Bloom_StartFrame();
4459 R_Water_StartFrame();
4462 if (r_timereport_active)
4463 R_TimeReport("viewsetup");
4465 R_ResetViewRendering3D();
4467 if (r_refdef.view.clear || r_refdef.fogenabled)
4469 R_ClearScreen(r_refdef.fogenabled);
4470 if (r_timereport_active)
4471 R_TimeReport("viewclear");
4473 r_refdef.view.clear = true;
4475 // this produces a bloom texture to be used in R_BlendView() later
4477 R_HDR_RenderBloomTexture();
4479 r_refdef.view.showdebug = true;
4482 if (r_timereport_active)
4483 R_TimeReport("visibility");
4485 r_waterstate.numwaterplanes = 0;
4486 if (r_waterstate.enabled)
4487 R_RenderWaterPlanes();
4490 r_waterstate.numwaterplanes = 0;
4493 if (r_timereport_active)
4494 R_TimeReport("blendview");
4496 GL_Scissor(0, 0, vid.width, vid.height);
4497 GL_ScissorTest(false);
4501 void R_RenderWaterPlanes(void)
4503 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4505 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4506 if (r_timereport_active)
4507 R_TimeReport("waterworld");
4510 // don't let sound skip if going slow
4511 if (r_refdef.scene.extraupdate)
4514 R_DrawModelsAddWaterPlanes();
4515 if (r_timereport_active)
4516 R_TimeReport("watermodels");
4518 if (r_waterstate.numwaterplanes)
4520 R_Water_ProcessPlanes();
4521 if (r_timereport_active)
4522 R_TimeReport("waterscenes");
4526 extern void R_DrawLightningBeams (void);
4527 extern void VM_CL_AddPolygonsToMeshQueue (void);
4528 extern void R_DrawPortals (void);
4529 extern cvar_t cl_locs_show;
4530 static void R_DrawLocs(void);
4531 static void R_DrawEntityBBoxes(void);
4532 void R_RenderScene(void)
4534 r_refdef.stats.renders++;
4538 // don't let sound skip if going slow
4539 if (r_refdef.scene.extraupdate)
4542 R_MeshQueue_BeginScene();
4546 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);
4548 if (cl.csqc_vidvars.drawworld)
4550 // don't let sound skip if going slow
4551 if (r_refdef.scene.extraupdate)
4554 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4556 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4557 if (r_timereport_active)
4558 R_TimeReport("worldsky");
4561 if (R_DrawBrushModelsSky() && r_timereport_active)
4562 R_TimeReport("bmodelsky");
4565 R_AnimCache_CacheVisibleEntities();
4567 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4569 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4570 if (r_timereport_active)
4571 R_TimeReport("worlddepth");
4573 if (r_depthfirst.integer >= 2)
4575 R_DrawModelsDepth();
4576 if (r_timereport_active)
4577 R_TimeReport("modeldepth");
4580 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4582 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4583 if (r_timereport_active)
4584 R_TimeReport("world");
4587 // don't let sound skip if going slow
4588 if (r_refdef.scene.extraupdate)
4592 if (r_timereport_active)
4593 R_TimeReport("models");
4595 // don't let sound skip if going slow
4596 if (r_refdef.scene.extraupdate)
4599 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlightning.integer && r_refdef.lightmapintensity > 0)
4601 R_DrawModelShadows();
4602 R_ResetViewRendering3D();
4603 // don't let sound skip if going slow
4604 if (r_refdef.scene.extraupdate)
4608 R_ShadowVolumeLighting(false);
4609 if (r_timereport_active)
4610 R_TimeReport("rtlights");
4612 // don't let sound skip if going slow
4613 if (r_refdef.scene.extraupdate)
4616 if (r_shadows.integer > 0 && r_shadows_drawafterrtlightning.integer && r_refdef.lightmapintensity > 0)
4618 R_DrawModelShadows();
4619 R_ResetViewRendering3D();
4620 // don't let sound skip if going slow
4621 if (r_refdef.scene.extraupdate)
4625 if (cl.csqc_vidvars.drawworld)
4627 R_DrawLightningBeams();
4628 if (r_timereport_active)
4629 R_TimeReport("lightning");
4632 if (r_timereport_active)
4633 R_TimeReport("decals");
4636 if (r_timereport_active)
4637 R_TimeReport("particles");
4640 if (r_timereport_active)
4641 R_TimeReport("explosions");
4644 R_SetupGenericShader(true);
4645 VM_CL_AddPolygonsToMeshQueue();
4647 if (r_refdef.view.showdebug)
4649 if (cl_locs_show.integer)
4652 if (r_timereport_active)
4653 R_TimeReport("showlocs");
4656 if (r_drawportals.integer)
4659 if (r_timereport_active)
4660 R_TimeReport("portals");
4663 if (r_showbboxes.value > 0)
4665 R_DrawEntityBBoxes();
4666 if (r_timereport_active)
4667 R_TimeReport("bboxes");
4671 R_SetupGenericShader(true);
4672 R_MeshQueue_RenderTransparent();
4673 if (r_timereport_active)
4674 R_TimeReport("drawtrans");
4676 R_SetupGenericShader(true);
4678 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))
4680 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4681 if (r_timereport_active)
4682 R_TimeReport("worlddebug");
4683 R_DrawModelsDebug();
4684 if (r_timereport_active)
4685 R_TimeReport("modeldebug");
4688 R_SetupGenericShader(true);
4690 if (cl.csqc_vidvars.drawworld)
4693 if (r_timereport_active)
4694 R_TimeReport("coronas");
4697 // don't let sound skip if going slow
4698 if (r_refdef.scene.extraupdate)
4701 R_ResetViewRendering2D();
4704 static const unsigned short bboxelements[36] =
4714 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4717 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4718 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4719 GL_DepthMask(false);
4720 GL_DepthRange(0, 1);
4721 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4722 R_Mesh_Matrix(&identitymatrix);
4723 R_Mesh_ResetTextureState();
4725 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4726 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4727 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4728 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4729 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4730 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4731 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4732 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4733 R_FillColors(color4f, 8, cr, cg, cb, ca);
4734 if (r_refdef.fogenabled)
4736 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4738 f1 = FogPoint_World(v);
4740 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4741 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4742 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4745 R_Mesh_VertexPointer(vertex3f, 0, 0);
4746 R_Mesh_ColorPointer(color4f, 0, 0);
4747 R_Mesh_ResetTextureState();
4748 R_SetupGenericShader(false);
4749 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4752 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4756 prvm_edict_t *edict;
4757 prvm_prog_t *prog_save = prog;
4759 // this function draws bounding boxes of server entities
4763 GL_CullFace(GL_NONE);
4764 R_SetupGenericShader(false);
4768 for (i = 0;i < numsurfaces;i++)
4770 edict = PRVM_EDICT_NUM(surfacelist[i]);
4771 switch ((int)edict->fields.server->solid)
4773 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4774 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4775 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4776 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4777 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4778 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4780 color[3] *= r_showbboxes.value;
4781 color[3] = bound(0, color[3], 1);
4782 GL_DepthTest(!r_showdisabledepthtest.integer);
4783 GL_CullFace(r_refdef.view.cullface_front);
4784 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4790 static void R_DrawEntityBBoxes(void)
4793 prvm_edict_t *edict;
4795 prvm_prog_t *prog_save = prog;
4797 // this function draws bounding boxes of server entities
4803 for (i = 0;i < prog->num_edicts;i++)
4805 edict = PRVM_EDICT_NUM(i);
4806 if (edict->priv.server->free)
4808 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4809 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4811 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4813 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4814 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4820 unsigned short nomodelelements[24] =
4832 float nomodelvertex3f[6*3] =
4842 float nomodelcolor4f[6*4] =
4844 0.0f, 0.0f, 0.5f, 1.0f,
4845 0.0f, 0.0f, 0.5f, 1.0f,
4846 0.0f, 0.5f, 0.0f, 1.0f,
4847 0.0f, 0.5f, 0.0f, 1.0f,
4848 0.5f, 0.0f, 0.0f, 1.0f,
4849 0.5f, 0.0f, 0.0f, 1.0f
4852 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4857 // this is only called once per entity so numsurfaces is always 1, and
4858 // surfacelist is always {0}, so this code does not handle batches
4859 R_Mesh_Matrix(&ent->matrix);
4861 if (ent->flags & EF_ADDITIVE)
4863 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4864 GL_DepthMask(false);
4866 else if (ent->alpha < 1)
4868 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4869 GL_DepthMask(false);
4873 GL_BlendFunc(GL_ONE, GL_ZERO);
4876 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4877 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4878 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4879 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4880 R_SetupGenericShader(false);
4881 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4882 if (r_refdef.fogenabled)
4885 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4886 R_Mesh_ColorPointer(color4f, 0, 0);
4887 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4888 f1 = FogPoint_World(org);
4890 for (i = 0, c = color4f;i < 6;i++, c += 4)
4892 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4893 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4894 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4898 else if (ent->alpha != 1)
4900 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4901 R_Mesh_ColorPointer(color4f, 0, 0);
4902 for (i = 0, c = color4f;i < 6;i++, c += 4)
4906 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4907 R_Mesh_ResetTextureState();
4908 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4911 void R_DrawNoModel(entity_render_t *ent)
4914 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4915 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4916 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4918 // R_DrawNoModelCallback(ent, 0);
4921 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4923 vec3_t right1, right2, diff, normal;
4925 VectorSubtract (org2, org1, normal);
4927 // calculate 'right' vector for start
4928 VectorSubtract (r_refdef.view.origin, org1, diff);
4929 CrossProduct (normal, diff, right1);
4930 VectorNormalize (right1);
4932 // calculate 'right' vector for end
4933 VectorSubtract (r_refdef.view.origin, org2, diff);
4934 CrossProduct (normal, diff, right2);
4935 VectorNormalize (right2);
4937 vert[ 0] = org1[0] + width * right1[0];
4938 vert[ 1] = org1[1] + width * right1[1];
4939 vert[ 2] = org1[2] + width * right1[2];
4940 vert[ 3] = org1[0] - width * right1[0];
4941 vert[ 4] = org1[1] - width * right1[1];
4942 vert[ 5] = org1[2] - width * right1[2];
4943 vert[ 6] = org2[0] - width * right2[0];
4944 vert[ 7] = org2[1] - width * right2[1];
4945 vert[ 8] = org2[2] - width * right2[2];
4946 vert[ 9] = org2[0] + width * right2[0];
4947 vert[10] = org2[1] + width * right2[1];
4948 vert[11] = org2[2] + width * right2[2];
4951 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4953 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)
4955 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4959 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4960 fog = FogPoint_World(origin);
4962 R_Mesh_Matrix(&identitymatrix);
4963 GL_BlendFunc(blendfunc1, blendfunc2);
4965 GL_CullFace(GL_NONE);
4967 GL_DepthMask(false);
4968 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4969 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4970 GL_DepthTest(!depthdisable);
4972 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4973 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4974 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4975 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4976 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4977 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4978 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4979 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4980 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4981 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4982 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4983 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4985 R_Mesh_VertexPointer(vertex3f, 0, 0);
4986 R_Mesh_ColorPointer(NULL, 0, 0);
4987 R_Mesh_ResetTextureState();
4988 R_SetupGenericShader(true);
4989 R_Mesh_TexBind(0, R_GetTexture(texture));
4990 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4991 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4992 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4993 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4995 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4997 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4998 GL_BlendFunc(blendfunc1, GL_ONE);
5000 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5001 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5005 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5010 VectorSet(v, x, y, z);
5011 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5012 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5014 if (i == mesh->numvertices)
5016 if (mesh->numvertices < mesh->maxvertices)
5018 VectorCopy(v, vertex3f);
5019 mesh->numvertices++;
5021 return mesh->numvertices;
5027 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5031 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5032 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5033 e = mesh->element3i + mesh->numtriangles * 3;
5034 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5036 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5037 if (mesh->numtriangles < mesh->maxtriangles)
5042 mesh->numtriangles++;
5044 element[1] = element[2];
5048 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5052 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5053 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5054 e = mesh->element3i + mesh->numtriangles * 3;
5055 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5057 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5058 if (mesh->numtriangles < mesh->maxtriangles)
5063 mesh->numtriangles++;
5065 element[1] = element[2];
5069 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5070 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5072 int planenum, planenum2;
5075 mplane_t *plane, *plane2;
5077 double temppoints[2][256*3];
5078 // figure out how large a bounding box we need to properly compute this brush
5080 for (w = 0;w < numplanes;w++)
5081 maxdist = max(maxdist, planes[w].dist);
5082 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5083 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5084 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5088 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5089 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5091 if (planenum2 == planenum)
5093 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);
5096 if (tempnumpoints < 3)
5098 // generate elements forming a triangle fan for this polygon
5099 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5103 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)
5105 texturelayer_t *layer;
5106 layer = t->currentlayers + t->currentnumlayers++;
5108 layer->depthmask = depthmask;
5109 layer->blendfunc1 = blendfunc1;
5110 layer->blendfunc2 = blendfunc2;
5111 layer->texture = texture;
5112 layer->texmatrix = *matrix;
5113 layer->color[0] = r * r_refdef.view.colorscale;
5114 layer->color[1] = g * r_refdef.view.colorscale;
5115 layer->color[2] = b * r_refdef.view.colorscale;
5116 layer->color[3] = a;
5119 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5122 index = parms[2] + r_refdef.scene.time * parms[3];
5123 index -= floor(index);
5127 case Q3WAVEFUNC_NONE:
5128 case Q3WAVEFUNC_NOISE:
5129 case Q3WAVEFUNC_COUNT:
5132 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5133 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5134 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5135 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5136 case Q3WAVEFUNC_TRIANGLE:
5138 f = index - floor(index);
5149 return (float)(parms[0] + parms[1] * f);
5152 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5157 matrix4x4_t matrix, temp;
5158 switch(tcmod->tcmod)
5162 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5163 matrix = r_waterscrollmatrix;
5165 matrix = identitymatrix;
5167 case Q3TCMOD_ENTITYTRANSLATE:
5168 // this is used in Q3 to allow the gamecode to control texcoord
5169 // scrolling on the entity, which is not supported in darkplaces yet.
5170 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5172 case Q3TCMOD_ROTATE:
5173 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5174 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5175 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5178 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5180 case Q3TCMOD_SCROLL:
5181 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5183 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5184 w = (int) tcmod->parms[0];
5185 h = (int) tcmod->parms[1];
5186 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5188 idx = (int) floor(f * w * h);
5189 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5191 case Q3TCMOD_STRETCH:
5192 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5193 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5195 case Q3TCMOD_TRANSFORM:
5196 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5197 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5198 VectorSet(tcmat + 6, 0 , 0 , 1);
5199 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5200 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5202 case Q3TCMOD_TURBULENT:
5203 // this is handled in the RSurf_PrepareVertices function
5204 matrix = identitymatrix;
5208 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5211 texture_t *R_GetCurrentTexture(texture_t *t)
5214 const entity_render_t *ent = rsurface.entity;
5215 dp_model_t *model = ent->model;
5216 q3shaderinfo_layer_tcmod_t *tcmod;
5218 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5219 return t->currentframe;
5220 t->update_lastrenderframe = r_frame;
5221 t->update_lastrenderentity = (void *)ent;
5223 // switch to an alternate material if this is a q1bsp animated material
5225 texture_t *texture = t;
5226 int s = ent->skinnum;
5227 if ((unsigned int)s >= (unsigned int)model->numskins)
5229 if (model->skinscenes)
5231 if (model->skinscenes[s].framecount > 1)
5232 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5234 s = model->skinscenes[s].firstframe;
5237 t = t + s * model->num_surfaces;
5240 // use an alternate animation if the entity's frame is not 0,
5241 // and only if the texture has an alternate animation
5242 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5243 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5245 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5247 texture->currentframe = t;
5250 // update currentskinframe to be a qw skin or animation frame
5251 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5253 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5255 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5256 if (developer_loading.integer)
5257 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5258 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);
5260 t->currentskinframe = r_qwskincache_skinframe[i];
5261 if (t->currentskinframe == NULL)
5262 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5264 else if (t->numskinframes >= 2)
5265 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5266 if (t->backgroundnumskinframes >= 2)
5267 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5269 t->currentmaterialflags = t->basematerialflags;
5270 t->currentalpha = ent->alpha;
5271 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5272 t->currentalpha *= r_wateralpha.value;
5273 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5274 t->currentalpha *= t->r_water_wateralpha;
5275 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5276 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5277 if (!(ent->flags & RENDER_LIGHT))
5278 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5279 else if (rsurface.modeltexcoordlightmap2f == NULL)
5281 // pick a model lighting mode
5282 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5283 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5285 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5287 if (ent->effects & EF_ADDITIVE)
5288 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5289 else if (t->currentalpha < 1)
5290 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5291 if (ent->effects & EF_DOUBLESIDED)
5292 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5293 if (ent->effects & EF_NODEPTHTEST)
5294 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5295 if (ent->flags & RENDER_VIEWMODEL)
5296 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5297 if (t->backgroundnumskinframes)
5298 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5299 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5301 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5302 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5305 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5307 // there is no tcmod
5308 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5310 t->currenttexmatrix = r_waterscrollmatrix;
5311 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5315 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5316 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5319 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5320 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5321 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5322 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5324 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5325 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5326 t->glosstexture = r_texture_black;
5327 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5328 t->backgroundglosstexture = r_texture_black;
5329 t->specularpower = r_shadow_glossexponent.value;
5330 // TODO: store reference values for these in the texture?
5331 t->specularscale = 0;
5332 if (r_shadow_gloss.integer > 0)
5334 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5336 if (r_shadow_glossintensity.value > 0)
5338 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5339 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5340 t->specularscale = r_shadow_glossintensity.value;
5343 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5345 t->glosstexture = r_texture_white;
5346 t->backgroundglosstexture = r_texture_white;
5347 t->specularscale = r_shadow_gloss2intensity.value;
5351 // lightmaps mode looks bad with dlights using actual texturing, so turn
5352 // off the colormap and glossmap, but leave the normalmap on as it still
5353 // accurately represents the shading involved
5354 if (gl_lightmaps.integer)
5356 t->basetexture = r_texture_grey128;
5357 t->backgroundbasetexture = NULL;
5358 t->specularscale = 0;
5359 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5362 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5363 VectorClear(t->dlightcolor);
5364 t->currentnumlayers = 0;
5365 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5368 int blendfunc1, blendfunc2;
5370 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5372 blendfunc1 = GL_SRC_ALPHA;
5373 blendfunc2 = GL_ONE;
5375 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5377 blendfunc1 = GL_SRC_ALPHA;
5378 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5380 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5382 blendfunc1 = t->customblendfunc[0];
5383 blendfunc2 = t->customblendfunc[1];
5387 blendfunc1 = GL_ONE;
5388 blendfunc2 = GL_ZERO;
5390 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5391 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5392 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5393 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5395 // fullbright is not affected by r_refdef.lightmapintensity
5396 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]);
5397 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5398 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]);
5399 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5400 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]);
5404 vec3_t ambientcolor;
5406 // set the color tint used for lights affecting this surface
5407 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5409 // q3bsp has no lightmap updates, so the lightstylevalue that
5410 // would normally be baked into the lightmap must be
5411 // applied to the color
5412 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5413 if (ent->model->type == mod_brushq3)
5414 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5415 colorscale *= r_refdef.lightmapintensity;
5416 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5417 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5418 // basic lit geometry
5419 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]);
5420 // add pants/shirt if needed
5421 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5422 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]);
5423 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5424 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]);
5425 // now add ambient passes if needed
5426 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5428 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]);
5429 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5430 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]);
5431 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5432 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]);
5435 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5436 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]);
5437 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5439 // if this is opaque use alpha blend which will darken the earlier
5442 // if this is an alpha blended material, all the earlier passes
5443 // were darkened by fog already, so we only need to add the fog
5444 // color ontop through the fog mask texture
5446 // if this is an additive blended material, all the earlier passes
5447 // were darkened by fog already, and we should not add fog color
5448 // (because the background was not darkened, there is no fog color
5449 // that was lost behind it).
5450 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]);
5454 return t->currentframe;
5457 rsurfacestate_t rsurface;
5459 void R_Mesh_ResizeArrays(int newvertices)
5462 if (rsurface.array_size >= newvertices)
5464 if (rsurface.array_modelvertex3f)
5465 Mem_Free(rsurface.array_modelvertex3f);
5466 rsurface.array_size = (newvertices + 1023) & ~1023;
5467 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5468 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5469 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5470 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5471 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5472 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5473 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5474 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5475 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5476 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5477 rsurface.array_color4f = base + rsurface.array_size * 27;
5478 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5481 void RSurf_ActiveWorldEntity(void)
5483 dp_model_t *model = r_refdef.scene.worldmodel;
5484 //if (rsurface.entity == r_refdef.scene.worldentity)
5486 rsurface.entity = r_refdef.scene.worldentity;
5487 if (rsurface.array_size < model->surfmesh.num_vertices)
5488 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5489 rsurface.matrix = identitymatrix;
5490 rsurface.inversematrix = identitymatrix;
5491 R_Mesh_Matrix(&identitymatrix);
5492 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5493 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5494 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5495 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5496 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5497 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5498 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5499 rsurface.frameblend[0].lerp = 1;
5500 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5501 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5502 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5503 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5504 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5505 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5506 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5507 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5508 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5509 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5510 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5511 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5512 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5513 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5514 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5515 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5516 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5517 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5518 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5519 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5520 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5521 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5522 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5523 rsurface.modelelement3i = model->surfmesh.data_element3i;
5524 rsurface.modelelement3s = model->surfmesh.data_element3s;
5525 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5526 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5527 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5528 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5529 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5530 rsurface.modelsurfaces = model->data_surfaces;
5531 rsurface.generatedvertex = false;
5532 rsurface.vertex3f = rsurface.modelvertex3f;
5533 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5534 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5535 rsurface.svector3f = rsurface.modelsvector3f;
5536 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5537 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5538 rsurface.tvector3f = rsurface.modeltvector3f;
5539 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5540 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5541 rsurface.normal3f = rsurface.modelnormal3f;
5542 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5543 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5544 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5547 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5549 dp_model_t *model = ent->model;
5550 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5552 rsurface.entity = (entity_render_t *)ent;
5553 if (rsurface.array_size < model->surfmesh.num_vertices)
5554 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5555 rsurface.matrix = ent->matrix;
5556 rsurface.inversematrix = ent->inversematrix;
5557 R_Mesh_Matrix(&rsurface.matrix);
5558 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5559 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5560 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5561 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5562 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5563 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5564 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5565 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5566 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5567 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5568 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5569 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5570 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5571 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5572 if (ent->model->brush.submodel)
5574 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5575 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5577 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5579 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5581 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5582 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5583 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5584 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5586 else if (wanttangents)
5588 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5589 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5590 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5591 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5592 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5594 else if (wantnormals)
5596 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5597 rsurface.modelsvector3f = NULL;
5598 rsurface.modeltvector3f = NULL;
5599 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5600 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5604 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5605 rsurface.modelsvector3f = NULL;
5606 rsurface.modeltvector3f = NULL;
5607 rsurface.modelnormal3f = NULL;
5608 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5610 rsurface.modelvertex3f_bufferobject = 0;
5611 rsurface.modelvertex3f_bufferoffset = 0;
5612 rsurface.modelsvector3f_bufferobject = 0;
5613 rsurface.modelsvector3f_bufferoffset = 0;
5614 rsurface.modeltvector3f_bufferobject = 0;
5615 rsurface.modeltvector3f_bufferoffset = 0;
5616 rsurface.modelnormal3f_bufferobject = 0;
5617 rsurface.modelnormal3f_bufferoffset = 0;
5618 rsurface.generatedvertex = true;
5622 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5623 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5624 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5625 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5626 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5627 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5628 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5629 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5630 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5631 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5632 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5633 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5634 rsurface.generatedvertex = false;
5636 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5637 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5638 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5639 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5640 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5641 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5642 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5643 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5644 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5645 rsurface.modelelement3i = model->surfmesh.data_element3i;
5646 rsurface.modelelement3s = model->surfmesh.data_element3s;
5647 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5648 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5649 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5650 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5651 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5652 rsurface.modelsurfaces = model->data_surfaces;
5653 rsurface.vertex3f = rsurface.modelvertex3f;
5654 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5655 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5656 rsurface.svector3f = rsurface.modelsvector3f;
5657 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5658 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5659 rsurface.tvector3f = rsurface.modeltvector3f;
5660 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5661 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5662 rsurface.normal3f = rsurface.modelnormal3f;
5663 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5664 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5665 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5668 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5669 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5672 int texturesurfaceindex;
5677 const float *v1, *in_tc;
5679 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5681 q3shaderinfo_deform_t *deform;
5682 // 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
5683 if (rsurface.generatedvertex)
5685 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5686 generatenormals = true;
5687 for (i = 0;i < Q3MAXDEFORMS;i++)
5689 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5691 generatetangents = true;
5692 generatenormals = true;
5694 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5695 generatenormals = true;
5697 if (generatenormals && !rsurface.modelnormal3f)
5699 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5700 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5701 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5702 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5704 if (generatetangents && !rsurface.modelsvector3f)
5706 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5707 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5708 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5709 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5710 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5711 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5712 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5715 rsurface.vertex3f = rsurface.modelvertex3f;
5716 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5717 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5718 rsurface.svector3f = rsurface.modelsvector3f;
5719 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5720 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5721 rsurface.tvector3f = rsurface.modeltvector3f;
5722 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5723 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5724 rsurface.normal3f = rsurface.modelnormal3f;
5725 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5726 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5727 // if vertices are deformed (sprite flares and things in maps, possibly
5728 // water waves, bulges and other deformations), generate them into
5729 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5730 // (may be static model data or generated data for an animated model, or
5731 // the previous deform pass)
5732 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5734 switch (deform->deform)
5737 case Q3DEFORM_PROJECTIONSHADOW:
5738 case Q3DEFORM_TEXT0:
5739 case Q3DEFORM_TEXT1:
5740 case Q3DEFORM_TEXT2:
5741 case Q3DEFORM_TEXT3:
5742 case Q3DEFORM_TEXT4:
5743 case Q3DEFORM_TEXT5:
5744 case Q3DEFORM_TEXT6:
5745 case Q3DEFORM_TEXT7:
5748 case Q3DEFORM_AUTOSPRITE:
5749 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5750 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5751 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5752 VectorNormalize(newforward);
5753 VectorNormalize(newright);
5754 VectorNormalize(newup);
5755 // make deformed versions of only the model vertices used by the specified surfaces
5756 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5758 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5759 // a single autosprite surface can contain multiple sprites...
5760 for (j = 0;j < surface->num_vertices - 3;j += 4)
5762 VectorClear(center);
5763 for (i = 0;i < 4;i++)
5764 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5765 VectorScale(center, 0.25f, center);
5766 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5767 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5768 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5769 for (i = 0;i < 4;i++)
5771 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5772 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5775 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5776 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5778 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5779 rsurface.vertex3f_bufferobject = 0;
5780 rsurface.vertex3f_bufferoffset = 0;
5781 rsurface.svector3f = rsurface.array_deformedsvector3f;
5782 rsurface.svector3f_bufferobject = 0;
5783 rsurface.svector3f_bufferoffset = 0;
5784 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5785 rsurface.tvector3f_bufferobject = 0;
5786 rsurface.tvector3f_bufferoffset = 0;
5787 rsurface.normal3f = rsurface.array_deformednormal3f;
5788 rsurface.normal3f_bufferobject = 0;
5789 rsurface.normal3f_bufferoffset = 0;
5791 case Q3DEFORM_AUTOSPRITE2:
5792 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5793 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5794 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5795 VectorNormalize(newforward);
5796 VectorNormalize(newright);
5797 VectorNormalize(newup);
5798 // make deformed versions of only the model vertices used by the specified surfaces
5799 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5801 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5802 const float *v1, *v2;
5812 memset(shortest, 0, sizeof(shortest));
5813 // a single autosprite surface can contain multiple sprites...
5814 for (j = 0;j < surface->num_vertices - 3;j += 4)
5816 VectorClear(center);
5817 for (i = 0;i < 4;i++)
5818 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5819 VectorScale(center, 0.25f, center);
5820 // find the two shortest edges, then use them to define the
5821 // axis vectors for rotating around the central axis
5822 for (i = 0;i < 6;i++)
5824 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5825 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5827 Debug_PolygonBegin(NULL, 0);
5828 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5829 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);
5830 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5833 l = VectorDistance2(v1, v2);
5834 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5836 l += (1.0f / 1024.0f);
5837 if (shortest[0].length2 > l || i == 0)
5839 shortest[1] = shortest[0];
5840 shortest[0].length2 = l;
5841 shortest[0].v1 = v1;
5842 shortest[0].v2 = v2;
5844 else if (shortest[1].length2 > l || i == 1)
5846 shortest[1].length2 = l;
5847 shortest[1].v1 = v1;
5848 shortest[1].v2 = v2;
5851 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5852 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5854 Debug_PolygonBegin(NULL, 0);
5855 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5856 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);
5857 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5860 // this calculates the right vector from the shortest edge
5861 // and the up vector from the edge midpoints
5862 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5863 VectorNormalize(right);
5864 VectorSubtract(end, start, up);
5865 VectorNormalize(up);
5866 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5867 VectorSubtract(rsurface.modelorg, center, forward);
5868 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5869 VectorNegate(forward, forward);
5870 VectorReflect(forward, 0, up, forward);
5871 VectorNormalize(forward);
5872 CrossProduct(up, forward, newright);
5873 VectorNormalize(newright);
5875 Debug_PolygonBegin(NULL, 0);
5876 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);
5877 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5878 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5882 Debug_PolygonBegin(NULL, 0);
5883 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5884 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5885 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5888 // rotate the quad around the up axis vector, this is made
5889 // especially easy by the fact we know the quad is flat,
5890 // so we only have to subtract the center position and
5891 // measure distance along the right vector, and then
5892 // multiply that by the newright vector and add back the
5894 // we also need to subtract the old position to undo the
5895 // displacement from the center, which we do with a
5896 // DotProduct, the subtraction/addition of center is also
5897 // optimized into DotProducts here
5898 l = DotProduct(right, center);
5899 for (i = 0;i < 4;i++)
5901 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5902 f = DotProduct(right, v1) - l;
5903 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5906 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5907 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5909 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5910 rsurface.vertex3f_bufferobject = 0;
5911 rsurface.vertex3f_bufferoffset = 0;
5912 rsurface.svector3f = rsurface.array_deformedsvector3f;
5913 rsurface.svector3f_bufferobject = 0;
5914 rsurface.svector3f_bufferoffset = 0;
5915 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5916 rsurface.tvector3f_bufferobject = 0;
5917 rsurface.tvector3f_bufferoffset = 0;
5918 rsurface.normal3f = rsurface.array_deformednormal3f;
5919 rsurface.normal3f_bufferobject = 0;
5920 rsurface.normal3f_bufferoffset = 0;
5922 case Q3DEFORM_NORMAL:
5923 // deform the normals to make reflections wavey
5924 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5926 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5927 for (j = 0;j < surface->num_vertices;j++)
5930 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5931 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5932 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5933 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5934 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5935 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5936 VectorNormalize(normal);
5938 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5940 rsurface.svector3f = rsurface.array_deformedsvector3f;
5941 rsurface.svector3f_bufferobject = 0;
5942 rsurface.svector3f_bufferoffset = 0;
5943 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5944 rsurface.tvector3f_bufferobject = 0;
5945 rsurface.tvector3f_bufferoffset = 0;
5946 rsurface.normal3f = rsurface.array_deformednormal3f;
5947 rsurface.normal3f_bufferobject = 0;
5948 rsurface.normal3f_bufferoffset = 0;
5951 // deform vertex array to make wavey water and flags and such
5952 waveparms[0] = deform->waveparms[0];
5953 waveparms[1] = deform->waveparms[1];
5954 waveparms[2] = deform->waveparms[2];
5955 waveparms[3] = deform->waveparms[3];
5956 // this is how a divisor of vertex influence on deformation
5957 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5958 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5959 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5961 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5962 for (j = 0;j < surface->num_vertices;j++)
5964 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5965 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5966 // if the wavefunc depends on time, evaluate it per-vertex
5969 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5970 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5972 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5975 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5976 rsurface.vertex3f_bufferobject = 0;
5977 rsurface.vertex3f_bufferoffset = 0;
5979 case Q3DEFORM_BULGE:
5980 // deform vertex array to make the surface have moving bulges
5981 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5983 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5984 for (j = 0;j < surface->num_vertices;j++)
5986 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5987 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5990 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5991 rsurface.vertex3f_bufferobject = 0;
5992 rsurface.vertex3f_bufferoffset = 0;
5995 // deform vertex array
5996 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5997 VectorScale(deform->parms, scale, waveparms);
5998 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6000 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6001 for (j = 0;j < surface->num_vertices;j++)
6002 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6004 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6005 rsurface.vertex3f_bufferobject = 0;
6006 rsurface.vertex3f_bufferoffset = 0;
6010 // generate texcoords based on the chosen texcoord source
6011 switch(rsurface.texture->tcgen.tcgen)
6014 case Q3TCGEN_TEXTURE:
6015 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6016 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6017 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6019 case Q3TCGEN_LIGHTMAP:
6020 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6021 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6022 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6024 case Q3TCGEN_VECTOR:
6025 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6027 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6028 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)
6030 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6031 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6034 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6035 rsurface.texcoordtexture2f_bufferobject = 0;
6036 rsurface.texcoordtexture2f_bufferoffset = 0;
6038 case Q3TCGEN_ENVIRONMENT:
6039 // make environment reflections using a spheremap
6040 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6043 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6044 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6045 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6046 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6048 // identical to Q3A's method, but executed in worldspace so
6049 // carried models can be shiny too
6051 float viewer[3], d, reflected[3], worldreflected[3];
6053 VectorSubtract(rsurface.modelorg, vertex, viewer);
6054 // VectorNormalize(viewer);
6056 d = DotProduct(normal, viewer);
6058 reflected[0] = normal[0]*2*d - viewer[0];
6059 reflected[1] = normal[1]*2*d - viewer[1];
6060 reflected[2] = normal[2]*2*d - viewer[2];
6061 // note: this is proportinal to viewer, so we can normalize later
6063 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6064 VectorNormalize(worldreflected);
6066 // note: this sphere map only uses world x and z!
6067 // so positive and negative y will LOOK THE SAME.
6068 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6069 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6072 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6073 rsurface.texcoordtexture2f_bufferobject = 0;
6074 rsurface.texcoordtexture2f_bufferoffset = 0;
6077 // the only tcmod that needs software vertex processing is turbulent, so
6078 // check for it here and apply the changes if needed
6079 // and we only support that as the first one
6080 // (handling a mixture of turbulent and other tcmods would be problematic
6081 // without punting it entirely to a software path)
6082 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6084 amplitude = rsurface.texture->tcmods[0].parms[1];
6085 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6086 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6088 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6089 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)
6091 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6092 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6095 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6096 rsurface.texcoordtexture2f_bufferobject = 0;
6097 rsurface.texcoordtexture2f_bufferoffset = 0;
6099 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6100 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6101 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6102 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6105 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6108 const msurface_t *surface = texturesurfacelist[0];
6109 const msurface_t *surface2;
6114 // TODO: lock all array ranges before render, rather than on each surface
6115 if (texturenumsurfaces == 1)
6117 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6118 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6120 else if (r_batchmode.integer == 2)
6122 #define MAXBATCHTRIANGLES 4096
6123 int batchtriangles = 0;
6124 int batchelements[MAXBATCHTRIANGLES*3];
6125 for (i = 0;i < texturenumsurfaces;i = j)
6127 surface = texturesurfacelist[i];
6129 if (surface->num_triangles > MAXBATCHTRIANGLES)
6131 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6134 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6135 batchtriangles = surface->num_triangles;
6136 firstvertex = surface->num_firstvertex;
6137 endvertex = surface->num_firstvertex + surface->num_vertices;
6138 for (;j < texturenumsurfaces;j++)
6140 surface2 = texturesurfacelist[j];
6141 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6143 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6144 batchtriangles += surface2->num_triangles;
6145 firstvertex = min(firstvertex, surface2->num_firstvertex);
6146 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6148 surface2 = texturesurfacelist[j-1];
6149 numvertices = endvertex - firstvertex;
6150 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6153 else if (r_batchmode.integer == 1)
6155 for (i = 0;i < texturenumsurfaces;i = j)
6157 surface = texturesurfacelist[i];
6158 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6159 if (texturesurfacelist[j] != surface2)
6161 surface2 = texturesurfacelist[j-1];
6162 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6163 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6164 GL_LockArrays(surface->num_firstvertex, numvertices);
6165 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6170 for (i = 0;i < texturenumsurfaces;i++)
6172 surface = texturesurfacelist[i];
6173 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6174 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6179 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6181 int i, planeindex, vertexindex;
6185 r_waterstate_waterplane_t *p, *bestp;
6186 msurface_t *surface;
6187 if (r_waterstate.renderingscene)
6189 for (i = 0;i < texturenumsurfaces;i++)
6191 surface = texturesurfacelist[i];
6192 if (lightmaptexunit >= 0)
6193 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6194 if (deluxemaptexunit >= 0)
6195 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6196 // pick the closest matching water plane
6199 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6202 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6204 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6205 d += fabs(PlaneDiff(vert, &p->plane));
6207 if (bestd > d || !bestp)
6215 if (refractiontexunit >= 0)
6216 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6217 if (reflectiontexunit >= 0)
6218 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6222 if (refractiontexunit >= 0)
6223 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6224 if (reflectiontexunit >= 0)
6225 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6227 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6228 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6232 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6236 const msurface_t *surface = texturesurfacelist[0];
6237 const msurface_t *surface2;
6242 // TODO: lock all array ranges before render, rather than on each surface
6243 if (texturenumsurfaces == 1)
6245 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6246 if (deluxemaptexunit >= 0)
6247 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6248 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6249 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6251 else if (r_batchmode.integer == 2)
6253 #define MAXBATCHTRIANGLES 4096
6254 int batchtriangles = 0;
6255 int batchelements[MAXBATCHTRIANGLES*3];
6256 for (i = 0;i < texturenumsurfaces;i = j)
6258 surface = texturesurfacelist[i];
6259 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6260 if (deluxemaptexunit >= 0)
6261 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6263 if (surface->num_triangles > MAXBATCHTRIANGLES)
6265 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6268 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6269 batchtriangles = surface->num_triangles;
6270 firstvertex = surface->num_firstvertex;
6271 endvertex = surface->num_firstvertex + surface->num_vertices;
6272 for (;j < texturenumsurfaces;j++)
6274 surface2 = texturesurfacelist[j];
6275 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6277 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6278 batchtriangles += surface2->num_triangles;
6279 firstvertex = min(firstvertex, surface2->num_firstvertex);
6280 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6282 surface2 = texturesurfacelist[j-1];
6283 numvertices = endvertex - firstvertex;
6284 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6287 else if (r_batchmode.integer == 1)
6290 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6291 for (i = 0;i < texturenumsurfaces;i = j)
6293 surface = texturesurfacelist[i];
6294 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6295 if (texturesurfacelist[j] != surface2)
6297 Con_Printf(" %i", j - i);
6300 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6302 for (i = 0;i < texturenumsurfaces;i = j)
6304 surface = texturesurfacelist[i];
6305 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6306 if (deluxemaptexunit >= 0)
6307 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6308 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6309 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6312 Con_Printf(" %i", j - i);
6314 surface2 = texturesurfacelist[j-1];
6315 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6316 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6317 GL_LockArrays(surface->num_firstvertex, numvertices);
6318 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6326 for (i = 0;i < texturenumsurfaces;i++)
6328 surface = texturesurfacelist[i];
6329 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6330 if (deluxemaptexunit >= 0)
6331 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6332 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6333 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6338 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6341 int texturesurfaceindex;
6342 if (r_showsurfaces.integer == 2)
6344 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6346 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6347 for (j = 0;j < surface->num_triangles;j++)
6349 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6350 GL_Color(f, f, f, 1);
6351 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6357 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6359 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6360 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6361 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);
6362 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6363 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6368 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6370 int texturesurfaceindex;
6373 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6375 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6376 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)
6384 rsurface.lightmapcolor4f = rsurface.array_color4f;
6385 rsurface.lightmapcolor4f_bufferobject = 0;
6386 rsurface.lightmapcolor4f_bufferoffset = 0;
6389 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6391 int texturesurfaceindex;
6395 if (rsurface.lightmapcolor4f)
6397 // generate color arrays for the surfaces in this list
6398 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6400 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6401 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)
6403 f = FogPoint_Model(v);
6413 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6416 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)
6418 f = FogPoint_Model(v);
6426 rsurface.lightmapcolor4f = rsurface.array_color4f;
6427 rsurface.lightmapcolor4f_bufferobject = 0;
6428 rsurface.lightmapcolor4f_bufferoffset = 0;
6431 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6433 int texturesurfaceindex;
6437 if (!rsurface.lightmapcolor4f)
6439 // generate color arrays for the surfaces in this list
6440 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6442 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6443 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)
6445 f = FogPoint_Model(v);
6446 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6447 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6448 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6452 rsurface.lightmapcolor4f = rsurface.array_color4f;
6453 rsurface.lightmapcolor4f_bufferobject = 0;
6454 rsurface.lightmapcolor4f_bufferoffset = 0;
6457 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6459 int texturesurfaceindex;
6462 if (!rsurface.lightmapcolor4f)
6464 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6466 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6467 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)
6475 rsurface.lightmapcolor4f = rsurface.array_color4f;
6476 rsurface.lightmapcolor4f_bufferobject = 0;
6477 rsurface.lightmapcolor4f_bufferoffset = 0;
6480 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6482 int texturesurfaceindex;
6485 if (!rsurface.lightmapcolor4f)
6487 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6489 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6490 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)
6492 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6493 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6494 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6498 rsurface.lightmapcolor4f = rsurface.array_color4f;
6499 rsurface.lightmapcolor4f_bufferobject = 0;
6500 rsurface.lightmapcolor4f_bufferoffset = 0;
6503 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6506 rsurface.lightmapcolor4f = NULL;
6507 rsurface.lightmapcolor4f_bufferobject = 0;
6508 rsurface.lightmapcolor4f_bufferoffset = 0;
6509 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6510 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6511 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6512 GL_Color(r, g, b, a);
6513 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6516 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6518 // TODO: optimize applyfog && applycolor case
6519 // just apply fog if necessary, and tint the fog color array if necessary
6520 rsurface.lightmapcolor4f = NULL;
6521 rsurface.lightmapcolor4f_bufferobject = 0;
6522 rsurface.lightmapcolor4f_bufferoffset = 0;
6523 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6524 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6525 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6526 GL_Color(r, g, b, a);
6527 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6530 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6532 int texturesurfaceindex;
6536 if (texturesurfacelist[0]->lightmapinfo)
6538 // generate color arrays for the surfaces in this list
6539 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6541 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6542 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6544 if (surface->lightmapinfo->samples)
6546 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6547 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6548 VectorScale(lm, scale, c);
6549 if (surface->lightmapinfo->styles[1] != 255)
6551 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6553 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6554 VectorMA(c, scale, lm, c);
6555 if (surface->lightmapinfo->styles[2] != 255)
6558 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6559 VectorMA(c, scale, lm, c);
6560 if (surface->lightmapinfo->styles[3] != 255)
6563 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6564 VectorMA(c, scale, lm, c);
6574 rsurface.lightmapcolor4f = rsurface.array_color4f;
6575 rsurface.lightmapcolor4f_bufferobject = 0;
6576 rsurface.lightmapcolor4f_bufferoffset = 0;
6580 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6581 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6582 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6584 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6585 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6586 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6587 GL_Color(r, g, b, a);
6588 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6591 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6593 int texturesurfaceindex;
6596 float *v, *c, *c2, alpha;
6597 vec3_t ambientcolor;
6598 vec3_t diffusecolor;
6602 VectorCopy(rsurface.modellight_lightdir, lightdir);
6603 f = 0.5f * r_refdef.lightmapintensity;
6604 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6605 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6606 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6607 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6608 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6609 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6611 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6613 // generate color arrays for the surfaces in this list
6614 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6616 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6617 int numverts = surface->num_vertices;
6618 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6619 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6620 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6621 // q3-style directional shading
6622 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6624 if ((f = DotProduct(c2, lightdir)) > 0)
6625 VectorMA(ambientcolor, f, diffusecolor, c);
6627 VectorCopy(ambientcolor, c);
6635 rsurface.lightmapcolor4f = rsurface.array_color4f;
6636 rsurface.lightmapcolor4f_bufferobject = 0;
6637 rsurface.lightmapcolor4f_bufferoffset = 0;
6638 *applycolor = false;
6642 *r = ambientcolor[0];
6643 *g = ambientcolor[1];
6644 *b = ambientcolor[2];
6645 rsurface.lightmapcolor4f = NULL;
6646 rsurface.lightmapcolor4f_bufferobject = 0;
6647 rsurface.lightmapcolor4f_bufferoffset = 0;
6651 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6653 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6654 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6655 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6656 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6657 GL_Color(r, g, b, a);
6658 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6661 void RSurf_SetupDepthAndCulling(void)
6663 // submodels are biased to avoid z-fighting with world surfaces that they
6664 // may be exactly overlapping (avoids z-fighting artifacts on certain
6665 // doors and things in Quake maps)
6666 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6667 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6668 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6669 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6672 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6674 // transparent sky would be ridiculous
6675 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6677 R_SetupGenericShader(false);
6680 skyrendernow = false;
6681 // we have to force off the water clipping plane while rendering sky
6685 // restore entity matrix
6686 R_Mesh_Matrix(&rsurface.matrix);
6688 RSurf_SetupDepthAndCulling();
6690 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6691 // skymasking on them, and Quake3 never did sky masking (unlike
6692 // software Quake and software Quake2), so disable the sky masking
6693 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6694 // and skymasking also looks very bad when noclipping outside the
6695 // level, so don't use it then either.
6696 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6698 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6699 R_Mesh_ColorPointer(NULL, 0, 0);
6700 R_Mesh_ResetTextureState();
6701 if (skyrendermasked)
6703 R_SetupDepthOrShadowShader();
6704 // depth-only (masking)
6705 GL_ColorMask(0,0,0,0);
6706 // just to make sure that braindead drivers don't draw
6707 // anything despite that colormask...
6708 GL_BlendFunc(GL_ZERO, GL_ONE);
6712 R_SetupGenericShader(false);
6714 GL_BlendFunc(GL_ONE, GL_ZERO);
6716 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6717 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6718 if (skyrendermasked)
6719 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6721 R_Mesh_ResetTextureState();
6722 GL_Color(1, 1, 1, 1);
6725 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6727 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6730 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6731 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6732 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6733 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6734 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6735 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6736 if (rsurface.texture->backgroundcurrentskinframe)
6738 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6739 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6740 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6741 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6743 if(rsurface.texture->colormapping)
6745 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6746 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6748 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6749 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6750 R_Mesh_ColorPointer(NULL, 0, 0);
6752 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6754 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6756 // render background
6757 GL_BlendFunc(GL_ONE, GL_ZERO);
6759 GL_AlphaTest(false);
6761 GL_Color(1, 1, 1, 1);
6762 R_Mesh_ColorPointer(NULL, 0, 0);
6764 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6765 if (r_glsl_permutation)
6767 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6768 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6769 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6770 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6771 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6772 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6773 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);
6775 GL_LockArrays(0, 0);
6777 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6778 GL_DepthMask(false);
6779 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6780 R_Mesh_ColorPointer(NULL, 0, 0);
6782 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6783 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6784 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6787 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6788 if (!r_glsl_permutation)
6791 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6792 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6793 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6794 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6795 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6796 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6798 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6800 GL_BlendFunc(GL_ONE, GL_ZERO);
6802 GL_AlphaTest(false);
6806 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6807 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6808 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6811 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6813 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6814 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);
6816 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6820 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6821 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);
6823 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6825 GL_LockArrays(0, 0);
6828 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6830 // OpenGL 1.3 path - anything not completely ancient
6831 int texturesurfaceindex;
6832 qboolean applycolor;
6836 const texturelayer_t *layer;
6837 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6839 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6842 int layertexrgbscale;
6843 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6845 if (layerindex == 0)
6849 GL_AlphaTest(false);
6850 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6853 GL_DepthMask(layer->depthmask && writedepth);
6854 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6855 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6857 layertexrgbscale = 4;
6858 VectorScale(layer->color, 0.25f, layercolor);
6860 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6862 layertexrgbscale = 2;
6863 VectorScale(layer->color, 0.5f, layercolor);
6867 layertexrgbscale = 1;
6868 VectorScale(layer->color, 1.0f, layercolor);
6870 layercolor[3] = layer->color[3];
6871 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6872 R_Mesh_ColorPointer(NULL, 0, 0);
6873 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6874 switch (layer->type)
6876 case TEXTURELAYERTYPE_LITTEXTURE:
6877 memset(&m, 0, sizeof(m));
6878 m.tex[0] = R_GetTexture(r_texture_white);
6879 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6880 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6881 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6882 m.tex[1] = R_GetTexture(layer->texture);
6883 m.texmatrix[1] = layer->texmatrix;
6884 m.texrgbscale[1] = layertexrgbscale;
6885 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6886 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6887 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6888 R_Mesh_TextureState(&m);
6889 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6890 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6891 else if (rsurface.uselightmaptexture)
6892 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6894 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6896 case TEXTURELAYERTYPE_TEXTURE:
6897 memset(&m, 0, sizeof(m));
6898 m.tex[0] = R_GetTexture(layer->texture);
6899 m.texmatrix[0] = layer->texmatrix;
6900 m.texrgbscale[0] = layertexrgbscale;
6901 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6902 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6903 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6904 R_Mesh_TextureState(&m);
6905 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6907 case TEXTURELAYERTYPE_FOG:
6908 memset(&m, 0, sizeof(m));
6909 m.texrgbscale[0] = layertexrgbscale;
6912 m.tex[0] = R_GetTexture(layer->texture);
6913 m.texmatrix[0] = layer->texmatrix;
6914 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6915 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6916 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6918 R_Mesh_TextureState(&m);
6919 // generate a color array for the fog pass
6920 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6925 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6926 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)
6928 f = 1 - FogPoint_Model(v);
6929 c[0] = layercolor[0];
6930 c[1] = layercolor[1];
6931 c[2] = layercolor[2];
6932 c[3] = f * layercolor[3];
6935 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6938 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6940 GL_LockArrays(0, 0);
6943 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6945 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6946 GL_AlphaTest(false);
6950 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6952 // OpenGL 1.1 - crusty old voodoo path
6953 int texturesurfaceindex;
6957 const texturelayer_t *layer;
6958 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6960 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6964 if (layerindex == 0)
6968 GL_AlphaTest(false);
6969 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6972 GL_DepthMask(layer->depthmask && writedepth);
6973 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6974 R_Mesh_ColorPointer(NULL, 0, 0);
6975 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6976 switch (layer->type)
6978 case TEXTURELAYERTYPE_LITTEXTURE:
6979 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6981 // two-pass lit texture with 2x rgbscale
6982 // first the lightmap pass
6983 memset(&m, 0, sizeof(m));
6984 m.tex[0] = R_GetTexture(r_texture_white);
6985 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6986 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6987 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6988 R_Mesh_TextureState(&m);
6989 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6990 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6991 else if (rsurface.uselightmaptexture)
6992 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6994 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6995 GL_LockArrays(0, 0);
6996 // then apply the texture to it
6997 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6998 memset(&m, 0, sizeof(m));
6999 m.tex[0] = R_GetTexture(layer->texture);
7000 m.texmatrix[0] = layer->texmatrix;
7001 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7002 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7003 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7004 R_Mesh_TextureState(&m);
7005 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);
7009 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7010 memset(&m, 0, sizeof(m));
7011 m.tex[0] = R_GetTexture(layer->texture);
7012 m.texmatrix[0] = layer->texmatrix;
7013 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7014 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7015 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7016 R_Mesh_TextureState(&m);
7017 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7018 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);
7020 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);
7023 case TEXTURELAYERTYPE_TEXTURE:
7024 // singletexture unlit texture with transparency support
7025 memset(&m, 0, sizeof(m));
7026 m.tex[0] = R_GetTexture(layer->texture);
7027 m.texmatrix[0] = layer->texmatrix;
7028 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7029 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7030 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7031 R_Mesh_TextureState(&m);
7032 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);
7034 case TEXTURELAYERTYPE_FOG:
7035 // singletexture fogging
7036 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7039 memset(&m, 0, sizeof(m));
7040 m.tex[0] = R_GetTexture(layer->texture);
7041 m.texmatrix[0] = layer->texmatrix;
7042 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7043 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7044 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7045 R_Mesh_TextureState(&m);
7048 R_Mesh_ResetTextureState();
7049 // generate a color array for the fog pass
7050 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7054 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7055 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)
7057 f = 1 - FogPoint_Model(v);
7058 c[0] = layer->color[0];
7059 c[1] = layer->color[1];
7060 c[2] = layer->color[2];
7061 c[3] = f * layer->color[3];
7064 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7067 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7069 GL_LockArrays(0, 0);
7072 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7074 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7075 GL_AlphaTest(false);
7079 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7083 GL_AlphaTest(false);
7084 R_Mesh_ColorPointer(NULL, 0, 0);
7085 R_Mesh_ResetTextureState();
7086 R_SetupGenericShader(false);
7088 if(rsurface.texture && rsurface.texture->currentskinframe)
7090 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7091 c[3] *= rsurface.texture->currentalpha;
7101 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7103 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7104 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7105 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7108 // brighten it up (as texture value 127 means "unlit")
7109 c[0] *= 2 * r_refdef.view.colorscale;
7110 c[1] *= 2 * r_refdef.view.colorscale;
7111 c[2] *= 2 * r_refdef.view.colorscale;
7113 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7114 c[3] *= r_wateralpha.value;
7116 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7118 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7119 GL_DepthMask(false);
7121 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7123 GL_BlendFunc(GL_ONE, GL_ONE);
7124 GL_DepthMask(false);
7126 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7128 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7129 GL_DepthMask(false);
7131 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7133 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7134 GL_DepthMask(false);
7138 GL_BlendFunc(GL_ONE, GL_ZERO);
7139 GL_DepthMask(writedepth);
7142 rsurface.lightmapcolor4f = NULL;
7144 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7146 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7148 rsurface.lightmapcolor4f = NULL;
7149 rsurface.lightmapcolor4f_bufferobject = 0;
7150 rsurface.lightmapcolor4f_bufferoffset = 0;
7152 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7154 qboolean applycolor = true;
7157 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7159 r_refdef.lightmapintensity = 1;
7160 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7161 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7165 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7167 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7168 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7169 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7172 if(!rsurface.lightmapcolor4f)
7173 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7175 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7176 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7177 if(r_refdef.fogenabled)
7178 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7180 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7181 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7184 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7187 RSurf_SetupDepthAndCulling();
7188 if (r_showsurfaces.integer == 3)
7189 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7190 else if (r_glsl.integer && gl_support_fragment_shader)
7191 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7192 else if (gl_combine.integer && r_textureunits.integer >= 2)
7193 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7195 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7199 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7202 RSurf_SetupDepthAndCulling();
7203 if (r_showsurfaces.integer == 3)
7204 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7205 else if (r_glsl.integer && gl_support_fragment_shader)
7206 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7207 else if (gl_combine.integer && r_textureunits.integer >= 2)
7208 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7210 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7214 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7217 int texturenumsurfaces, endsurface;
7219 msurface_t *surface;
7220 msurface_t *texturesurfacelist[1024];
7222 // if the model is static it doesn't matter what value we give for
7223 // wantnormals and wanttangents, so this logic uses only rules applicable
7224 // to a model, knowing that they are meaningless otherwise
7225 if (ent == r_refdef.scene.worldentity)
7226 RSurf_ActiveWorldEntity();
7227 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7228 RSurf_ActiveModelEntity(ent, false, false);
7230 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7232 for (i = 0;i < numsurfaces;i = j)
7235 surface = rsurface.modelsurfaces + surfacelist[i];
7236 texture = surface->texture;
7237 rsurface.texture = R_GetCurrentTexture(texture);
7238 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7239 // scan ahead until we find a different texture
7240 endsurface = min(i + 1024, numsurfaces);
7241 texturenumsurfaces = 0;
7242 texturesurfacelist[texturenumsurfaces++] = surface;
7243 for (;j < endsurface;j++)
7245 surface = rsurface.modelsurfaces + surfacelist[j];
7246 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7248 texturesurfacelist[texturenumsurfaces++] = surface;
7250 // render the range of surfaces
7251 if (ent == r_refdef.scene.worldentity)
7252 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7254 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7256 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7257 GL_AlphaTest(false);
7260 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7262 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7266 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7268 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7270 RSurf_SetupDepthAndCulling();
7271 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7272 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7274 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7276 RSurf_SetupDepthAndCulling();
7277 GL_AlphaTest(false);
7278 R_Mesh_ColorPointer(NULL, 0, 0);
7279 R_Mesh_ResetTextureState();
7280 R_SetupGenericShader(false);
7281 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7283 GL_BlendFunc(GL_ONE, GL_ZERO);
7284 GL_Color(0, 0, 0, 1);
7285 GL_DepthTest(writedepth);
7286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7288 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7290 RSurf_SetupDepthAndCulling();
7291 GL_AlphaTest(false);
7292 R_Mesh_ColorPointer(NULL, 0, 0);
7293 R_Mesh_ResetTextureState();
7294 R_SetupGenericShader(false);
7295 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7297 GL_BlendFunc(GL_ONE, GL_ZERO);
7299 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7301 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7302 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7303 else if (!rsurface.texture->currentnumlayers)
7305 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7307 // transparent surfaces get pushed off into the transparent queue
7308 int surfacelistindex;
7309 const msurface_t *surface;
7310 vec3_t tempcenter, center;
7311 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7313 surface = texturesurfacelist[surfacelistindex];
7314 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7315 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7316 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7317 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7318 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7323 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7324 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7329 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7333 // break the surface list down into batches by texture and use of lightmapping
7334 for (i = 0;i < numsurfaces;i = j)
7337 // texture is the base texture pointer, rsurface.texture is the
7338 // current frame/skin the texture is directing us to use (for example
7339 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7340 // use skin 1 instead)
7341 texture = surfacelist[i]->texture;
7342 rsurface.texture = R_GetCurrentTexture(texture);
7343 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7344 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7346 // if this texture is not the kind we want, skip ahead to the next one
7347 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7351 // simply scan ahead until we find a different texture or lightmap state
7352 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7354 // render the range of surfaces
7355 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7359 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7364 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7366 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7368 RSurf_SetupDepthAndCulling();
7369 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7370 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7372 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7374 RSurf_SetupDepthAndCulling();
7375 GL_AlphaTest(false);
7376 R_Mesh_ColorPointer(NULL, 0, 0);
7377 R_Mesh_ResetTextureState();
7378 R_SetupGenericShader(false);
7379 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7381 GL_BlendFunc(GL_ONE, GL_ZERO);
7382 GL_Color(0, 0, 0, 1);
7383 GL_DepthTest(writedepth);
7384 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7386 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7388 RSurf_SetupDepthAndCulling();
7389 GL_AlphaTest(false);
7390 R_Mesh_ColorPointer(NULL, 0, 0);
7391 R_Mesh_ResetTextureState();
7392 R_SetupGenericShader(false);
7393 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7395 GL_BlendFunc(GL_ONE, GL_ZERO);
7397 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7399 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7400 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7401 else if (!rsurface.texture->currentnumlayers)
7403 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7405 // transparent surfaces get pushed off into the transparent queue
7406 int surfacelistindex;
7407 const msurface_t *surface;
7408 vec3_t tempcenter, center;
7409 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7411 surface = texturesurfacelist[surfacelistindex];
7412 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7413 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7414 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7415 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7416 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7421 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7422 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7427 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7431 // break the surface list down into batches by texture and use of lightmapping
7432 for (i = 0;i < numsurfaces;i = j)
7435 // texture is the base texture pointer, rsurface.texture is the
7436 // current frame/skin the texture is directing us to use (for example
7437 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7438 // use skin 1 instead)
7439 texture = surfacelist[i]->texture;
7440 rsurface.texture = R_GetCurrentTexture(texture);
7441 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7442 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7444 // if this texture is not the kind we want, skip ahead to the next one
7445 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7449 // simply scan ahead until we find a different texture or lightmap state
7450 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7452 // render the range of surfaces
7453 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7457 float locboxvertex3f[6*4*3] =
7459 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7460 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7461 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7462 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7463 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7464 1,0,0, 0,0,0, 0,1,0, 1,1,0
7467 unsigned short locboxelements[6*2*3] =
7477 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7480 cl_locnode_t *loc = (cl_locnode_t *)ent;
7482 float vertex3f[6*4*3];
7484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7485 GL_DepthMask(false);
7486 GL_DepthRange(0, 1);
7487 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7489 GL_CullFace(GL_NONE);
7490 R_Mesh_Matrix(&identitymatrix);
7492 R_Mesh_VertexPointer(vertex3f, 0, 0);
7493 R_Mesh_ColorPointer(NULL, 0, 0);
7494 R_Mesh_ResetTextureState();
7495 R_SetupGenericShader(false);
7498 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7499 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7500 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7501 surfacelist[0] < 0 ? 0.5f : 0.125f);
7503 if (VectorCompare(loc->mins, loc->maxs))
7505 VectorSet(size, 2, 2, 2);
7506 VectorMA(loc->mins, -0.5f, size, mins);
7510 VectorCopy(loc->mins, mins);
7511 VectorSubtract(loc->maxs, loc->mins, size);
7514 for (i = 0;i < 6*4*3;)
7515 for (j = 0;j < 3;j++, i++)
7516 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7518 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7521 void R_DrawLocs(void)
7524 cl_locnode_t *loc, *nearestloc;
7526 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7527 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7529 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7530 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7534 void R_DrawDebugModel(entity_render_t *ent)
7536 int i, j, k, l, flagsmask;
7537 const int *elements;
7539 msurface_t *surface;
7540 dp_model_t *model = ent->model;
7543 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7545 R_Mesh_ColorPointer(NULL, 0, 0);
7546 R_Mesh_ResetTextureState();
7547 R_SetupGenericShader(false);
7548 GL_DepthRange(0, 1);
7549 GL_DepthTest(!r_showdisabledepthtest.integer);
7550 GL_DepthMask(false);
7551 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7553 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7555 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7556 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7558 if (brush->colbrushf && brush->colbrushf->numtriangles)
7560 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7561 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);
7562 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7565 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7567 if (surface->num_collisiontriangles)
7569 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7570 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);
7571 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7576 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7578 if (r_showtris.integer || r_shownormals.integer)
7580 if (r_showdisabledepthtest.integer)
7582 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7583 GL_DepthMask(false);
7587 GL_BlendFunc(GL_ONE, GL_ZERO);
7590 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7592 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7594 rsurface.texture = R_GetCurrentTexture(surface->texture);
7595 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7597 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7598 if (r_showtris.value > 0)
7600 if (!rsurface.texture->currentlayers->depthmask)
7601 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7602 else if (ent == r_refdef.scene.worldentity)
7603 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7605 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7606 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7607 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7608 R_Mesh_ColorPointer(NULL, 0, 0);
7609 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7610 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7611 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7612 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7613 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7616 if (r_shownormals.value < 0)
7619 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7621 VectorCopy(rsurface.vertex3f + l * 3, v);
7622 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7623 qglVertex3f(v[0], v[1], v[2]);
7624 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7625 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7626 qglVertex3f(v[0], v[1], v[2]);
7631 if (r_shownormals.value > 0)
7634 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7636 VectorCopy(rsurface.vertex3f + l * 3, v);
7637 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7638 qglVertex3f(v[0], v[1], v[2]);
7639 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7640 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7641 qglVertex3f(v[0], v[1], v[2]);
7646 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7648 VectorCopy(rsurface.vertex3f + l * 3, v);
7649 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7650 qglVertex3f(v[0], v[1], v[2]);
7651 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7652 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7653 qglVertex3f(v[0], v[1], v[2]);
7658 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7660 VectorCopy(rsurface.vertex3f + l * 3, v);
7661 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7662 qglVertex3f(v[0], v[1], v[2]);
7663 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7664 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7665 qglVertex3f(v[0], v[1], v[2]);
7672 rsurface.texture = NULL;
7676 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7677 int r_maxsurfacelist = 0;
7678 msurface_t **r_surfacelist = NULL;
7679 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7681 int i, j, endj, f, flagsmask;
7683 dp_model_t *model = r_refdef.scene.worldmodel;
7684 msurface_t *surfaces;
7685 unsigned char *update;
7686 int numsurfacelist = 0;
7690 if (r_maxsurfacelist < model->num_surfaces)
7692 r_maxsurfacelist = model->num_surfaces;
7694 Mem_Free(r_surfacelist);
7695 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7698 RSurf_ActiveWorldEntity();
7700 surfaces = model->data_surfaces;
7701 update = model->brushq1.lightmapupdateflags;
7703 // update light styles on this submodel
7704 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7706 model_brush_lightstyleinfo_t *style;
7707 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7709 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7711 int *list = style->surfacelist;
7712 style->value = r_refdef.scene.lightstylevalue[style->style];
7713 for (j = 0;j < style->numsurfaces;j++)
7714 update[list[j]] = true;
7719 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7723 R_DrawDebugModel(r_refdef.scene.worldentity);
7724 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7730 rsurface.uselightmaptexture = false;
7731 rsurface.texture = NULL;
7732 rsurface.rtlight = NULL;
7734 // add visible surfaces to draw list
7735 for (i = 0;i < model->nummodelsurfaces;i++)
7737 j = model->sortedmodelsurfaces[i];
7738 if (r_refdef.viewcache.world_surfacevisible[j])
7739 r_surfacelist[numsurfacelist++] = surfaces + j;
7741 // update lightmaps if needed
7743 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7744 if (r_refdef.viewcache.world_surfacevisible[j])
7746 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7747 // don't do anything if there were no surfaces
7748 if (!numsurfacelist)
7750 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7753 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7754 GL_AlphaTest(false);
7756 // add to stats if desired
7757 if (r_speeds.integer && !skysurfaces && !depthonly)
7759 r_refdef.stats.world_surfaces += numsurfacelist;
7760 for (j = 0;j < numsurfacelist;j++)
7761 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7763 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7766 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7768 int i, j, endj, f, flagsmask;
7770 dp_model_t *model = ent->model;
7771 msurface_t *surfaces;
7772 unsigned char *update;
7773 int numsurfacelist = 0;
7777 if (r_maxsurfacelist < model->num_surfaces)
7779 r_maxsurfacelist = model->num_surfaces;
7781 Mem_Free(r_surfacelist);
7782 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7785 // if the model is static it doesn't matter what value we give for
7786 // wantnormals and wanttangents, so this logic uses only rules applicable
7787 // to a model, knowing that they are meaningless otherwise
7788 if (ent == r_refdef.scene.worldentity)
7789 RSurf_ActiveWorldEntity();
7790 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7791 RSurf_ActiveModelEntity(ent, false, false);
7793 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7795 surfaces = model->data_surfaces;
7796 update = model->brushq1.lightmapupdateflags;
7798 // update light styles
7799 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7801 model_brush_lightstyleinfo_t *style;
7802 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7804 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7806 int *list = style->surfacelist;
7807 style->value = r_refdef.scene.lightstylevalue[style->style];
7808 for (j = 0;j < style->numsurfaces;j++)
7809 update[list[j]] = true;
7814 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7818 R_DrawDebugModel(ent);
7819 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7825 rsurface.uselightmaptexture = false;
7826 rsurface.texture = NULL;
7827 rsurface.rtlight = NULL;
7829 // add visible surfaces to draw list
7830 for (i = 0;i < model->nummodelsurfaces;i++)
7831 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7832 // don't do anything if there were no surfaces
7833 if (!numsurfacelist)
7835 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7838 // update lightmaps if needed
7840 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7842 R_BuildLightMap(ent, surfaces + j);
7843 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7844 GL_AlphaTest(false);
7846 // add to stats if desired
7847 if (r_speeds.integer && !skysurfaces && !depthonly)
7849 r_refdef.stats.entities_surfaces += numsurfacelist;
7850 for (j = 0;j < numsurfacelist;j++)
7851 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity