2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_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)"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
210 extern void R_DrawModelShadows(void);
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
215 for (i = 0;i < verts;i++)
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
229 for (i = 0;i < verts;i++)
239 // FIXME: move this to client?
242 if (gamemode == GAME_NEHAHRA)
244 Cvar_Set("gl_fogenable", "0");
245 Cvar_Set("gl_fogdensity", "0.2");
246 Cvar_Set("gl_fogred", "0.3");
247 Cvar_Set("gl_foggreen", "0.3");
248 Cvar_Set("gl_fogblue", "0.3");
250 r_refdef.fog_density = 0;
251 r_refdef.fog_red = 0;
252 r_refdef.fog_green = 0;
253 r_refdef.fog_blue = 0;
254 r_refdef.fog_alpha = 1;
255 r_refdef.fog_start = 0;
256 r_refdef.fog_end = 0;
259 float FogForDistance(vec_t dist)
261 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
265 float FogPoint_World(const vec3_t p)
267 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
270 float FogPoint_Model(const vec3_t p)
272 return FogForDistance(VectorDistance((p), rsurface.modelorg));
275 static void R_BuildBlankTextures(void)
277 unsigned char data[4];
278 data[2] = 128; // normal X
279 data[1] = 128; // normal Y
280 data[0] = 255; // normal Z
281 data[3] = 128; // height
282 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 static void R_BuildNoTexture(void)
303 unsigned char pix[16][16][4];
304 // this makes a light grey/dark grey checkerboard texture
305 for (y = 0;y < 16;y++)
307 for (x = 0;x < 16;x++)
309 if ((y < 8) ^ (x < 8))
325 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
328 static void R_BuildWhiteCube(void)
330 unsigned char data[6*1*1*4];
331 memset(data, 255, sizeof(data));
332 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
335 static void R_BuildNormalizationCube(void)
339 vec_t s, t, intensity;
341 unsigned char data[6][NORMSIZE][NORMSIZE][4];
342 for (side = 0;side < 6;side++)
344 for (y = 0;y < NORMSIZE;y++)
346 for (x = 0;x < NORMSIZE;x++)
348 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 intensity = 127.0f / sqrt(DotProduct(v, v));
385 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388 data[side][y][x][3] = 255;
392 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
395 static void R_BuildFogTexture(void)
399 unsigned char data1[FOGWIDTH][4];
400 //unsigned char data2[FOGWIDTH][4];
403 r_refdef.fogmasktable_start = r_refdef.fog_start;
404 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405 r_refdef.fogmasktable_range = r_refdef.fogrange;
406 r_refdef.fogmasktable_density = r_refdef.fog_density;
408 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411 d = (x * r - r_refdef.fogmasktable_start);
412 if(developer.integer >= 100)
413 Con_Printf("%f ", d);
415 if (r_fog_exp2.integer)
416 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419 if(developer.integer >= 100)
420 Con_Printf(" : %f ", alpha);
421 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422 if(developer.integer >= 100)
423 Con_Printf(" = %f\n", alpha);
424 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
427 for (x = 0;x < FOGWIDTH;x++)
429 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434 //data2[x][0] = 255 - b;
435 //data2[x][1] = 255 - b;
436 //data2[x][2] = 255 - b;
439 if (r_texture_fogattenuation)
441 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
446 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);
447 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\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"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
484 " gl_FrontColor = gl_Color;\n"
485 " gl_Position = ftransform();\n"
486 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
488 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
492 "# ifdef FRAGMENT_SHADER\n"
494 "uniform sampler2D Texture_First;\n"
496 "uniform sampler2D Texture_Second;\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_GammaRamps;\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
515 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
517 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
527 "#ifdef USEGAMMARAMPS\n"
528 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
529 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
530 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
541 " gl_FrontColor = gl_Color;\n"
542 "# ifdef USEDIFFUSE\n"
543 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
545 "# ifdef USESPECULAR\n"
546 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
548 " gl_Position = ftransform();\n"
551 "# ifdef FRAGMENT_SHADER\n"
553 "# ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
556 "# ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
562 " gl_FragColor = gl_Color;\n"
563 "# ifdef USEDIFFUSE\n"
564 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
567 "# ifdef USESPECULAR\n"
568 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "# ifdef USECOLORMAPPING\n"
571 " gl_FragColor *= tex2;\n"
574 " gl_FragColor += tex2;\n"
576 "# ifdef USEVERTEXTEXTUREBLEND\n"
577 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
582 "#else // !MODE_GENERIC\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
598 "varying vec3 EyeVector;\n"
600 "varying vec3 EyeVectorModelSpace;\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
609 "#ifdef MODE_REFRACTION\n"
610 "varying vec4 ModelViewProjectionPosition;\n"
612 "# ifdef USEREFLECTION\n"
613 "varying vec4 ModelViewProjectionPosition;\n"
622 "// vertex shader specific:\n"
623 "#ifdef VERTEX_SHADER\n"
625 "uniform vec3 LightPosition;\n"
626 "uniform vec3 EyePosition;\n"
627 "uniform vec3 LightDir;\n"
629 "// 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"
633 " gl_FrontColor = gl_Color;\n"
634 " // copy the surface texcoord\n"
635 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "#ifndef MODE_LIGHTSOURCE\n"
637 "# ifndef MODE_LIGHTDIRECTION\n"
638 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 " // transform vertex position into light attenuation/cubemap space\n"
644 " // (-1 to +1 across the light box)\n"
645 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
647 " // transform unnormalized light direction into tangent space\n"
648 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
649 " // normalize it per pixel)\n"
650 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
651 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
652 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
653 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
656 "#ifdef MODE_LIGHTDIRECTION\n"
657 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
658 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
659 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
662 " // transform unnormalized eye direction into tangent space\n"
664 " vec3 EyeVectorModelSpace;\n"
666 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
667 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
668 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
669 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
672 " VectorS = gl_MultiTexCoord1.xyz;\n"
673 " VectorT = gl_MultiTexCoord2.xyz;\n"
674 " VectorR = gl_MultiTexCoord3.xyz;\n"
677 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
678 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
679 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
683 "// transform vertex to camera space, using ftransform to match non-VS\n"
685 " gl_Position = ftransform();\n"
687 "#ifdef MODE_WATER\n"
688 " ModelViewProjectionPosition = gl_Position;\n"
690 "#ifdef MODE_REFRACTION\n"
691 " ModelViewProjectionPosition = gl_Position;\n"
693 "#ifdef USEREFLECTION\n"
694 " ModelViewProjectionPosition = gl_Position;\n"
698 "#endif // VERTEX_SHADER\n"
703 "// fragment shader specific:\n"
704 "#ifdef FRAGMENT_SHADER\n"
706 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
707 "uniform sampler2D Texture_Normal;\n"
708 "uniform sampler2D Texture_Color;\n"
709 "uniform sampler2D Texture_Gloss;\n"
710 "uniform sampler2D Texture_Glow;\n"
711 "uniform sampler2D Texture_SecondaryNormal;\n"
712 "uniform sampler2D Texture_SecondaryColor;\n"
713 "uniform sampler2D Texture_SecondaryGloss;\n"
714 "uniform sampler2D Texture_SecondaryGlow;\n"
715 "uniform sampler2D Texture_Pants;\n"
716 "uniform sampler2D Texture_Shirt;\n"
717 "uniform sampler2D Texture_FogMask;\n"
718 "uniform sampler2D Texture_Lightmap;\n"
719 "uniform sampler2D Texture_Deluxemap;\n"
720 "uniform sampler2D Texture_Refraction;\n"
721 "uniform sampler2D Texture_Reflection;\n"
722 "uniform sampler2D Texture_Attenuation;\n"
723 "uniform samplerCube Texture_Cube;\n"
725 "uniform myhalf3 LightColor;\n"
726 "uniform myhalf3 AmbientColor;\n"
727 "uniform myhalf3 DiffuseColor;\n"
728 "uniform myhalf3 SpecularColor;\n"
729 "uniform myhalf3 Color_Pants;\n"
730 "uniform myhalf3 Color_Shirt;\n"
731 "uniform myhalf3 FogColor;\n"
733 "uniform myhalf4 TintColor;\n"
736 "//#ifdef MODE_WATER\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform myhalf4 RefractColor;\n"
741 "uniform myhalf4 ReflectColor;\n"
742 "uniform myhalf ReflectFactor;\n"
743 "uniform myhalf ReflectOffset;\n"
745 "//# ifdef MODE_REFRACTION\n"
746 "//uniform vec4 DistortScaleRefractReflect;\n"
747 "//uniform vec4 ScreenScaleRefractReflect;\n"
748 "//uniform vec4 ScreenCenterRefractReflect;\n"
749 "//uniform myhalf4 RefractColor;\n"
750 "//# ifdef USEREFLECTION\n"
751 "//uniform myhalf4 ReflectColor;\n"
754 "//# ifdef USEREFLECTION\n"
755 "//uniform vec4 DistortScaleRefractReflect;\n"
756 "//uniform vec4 ScreenScaleRefractReflect;\n"
757 "//uniform vec4 ScreenCenterRefractReflect;\n"
758 "//uniform myhalf4 ReflectColor;\n"
763 "uniform myhalf GlowScale;\n"
764 "uniform myhalf SceneBrightness;\n"
765 "#ifdef USECONTRASTBOOST\n"
766 "uniform myhalf ContrastBoostCoeff;\n"
769 "uniform float OffsetMapping_Scale;\n"
770 "uniform float OffsetMapping_Bias;\n"
771 "uniform float FogRangeRecip;\n"
773 "uniform myhalf AmbientScale;\n"
774 "uniform myhalf DiffuseScale;\n"
775 "uniform myhalf SpecularScale;\n"
776 "uniform myhalf SpecularPower;\n"
778 "#ifdef USEOFFSETMAPPING\n"
779 "vec2 OffsetMapping(vec2 TexCoord)\n"
781 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
782 " // 14 sample relief mapping: linear search and then binary search\n"
783 " // this basically steps forward a small amount repeatedly until it finds\n"
784 " // itself inside solid, then jitters forward and back using decreasing\n"
785 " // amounts to find the impact\n"
786 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
787 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 " vec3 RT = vec3(TexCoord, 1);\n"
790 " OffsetVector *= 0.1;\n"
791 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
792 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
801 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
802 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
807 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
808 " // this basically moves forward the full distance, and then backs up based\n"
809 " // on height of samples\n"
810 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
811 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
812 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
813 " TexCoord += OffsetVector;\n"
814 " OffsetVector *= 0.333;\n"
815 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 " return TexCoord;\n"
821 "#endif // USEOFFSETMAPPING\n"
823 "#ifdef MODE_WATER\n"
828 "#ifdef USEOFFSETMAPPING\n"
829 " // apply offsetmapping\n"
830 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
831 "#define TexCoord TexCoordOffset\n"
834 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
835 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
836 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
837 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
838 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
841 "#else // !MODE_WATER\n"
842 "#ifdef MODE_REFRACTION\n"
844 "// refraction pass\n"
847 "#ifdef USEOFFSETMAPPING\n"
848 " // apply offsetmapping\n"
849 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
850 "#define TexCoord TexCoordOffset\n"
853 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
854 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
855 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
856 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
859 "#else // !MODE_REFRACTION\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 " // apply offsetmapping\n"
864 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
868 " // combine the diffuse textures (base, pants, shirt)\n"
869 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
870 "#ifdef USECOLORMAPPING\n"
871 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
875 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
876 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
877 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
878 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
881 "#ifdef USEDIFFUSE\n"
882 " // get the surface normal and the gloss color\n"
883 "# ifdef USEVERTEXTEXTUREBLEND\n"
884 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
885 "# ifdef USESPECULAR\n"
886 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
889 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
890 "# ifdef USESPECULAR\n"
891 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
898 "#ifdef MODE_LIGHTSOURCE\n"
901 " // calculate surface normal, light normal, and specular normal\n"
902 " // compute color intensity for the two textures (colormap and glossmap)\n"
903 " // scale by light color and attenuation as efficiently as possible\n"
904 " // (do as much scalar math as possible rather than vector math)\n"
905 "# ifdef USEDIFFUSE\n"
906 " // get the light normal\n"
907 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
909 "# ifdef USESPECULAR\n"
910 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
912 " // calculate directional shading\n"
913 " 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"
915 "# ifdef USEDIFFUSE\n"
916 " // calculate directional shading\n"
917 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
919 " // calculate directionless shading\n"
920 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
924 "# ifdef USECUBEFILTER\n"
925 " // apply light cubemap filter\n"
926 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
927 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
929 "#endif // MODE_LIGHTSOURCE\n"
934 "#ifdef MODE_LIGHTDIRECTION\n"
935 " // directional model lighting\n"
936 "# ifdef USEDIFFUSE\n"
937 " // get the light normal\n"
938 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
940 "# ifdef USESPECULAR\n"
941 " // calculate directional shading\n"
942 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
943 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
944 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
946 "# ifdef USEDIFFUSE\n"
948 " // calculate directional shading\n"
949 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
951 " color.rgb *= AmbientColor;\n"
954 "#endif // MODE_LIGHTDIRECTION\n"
959 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
960 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
962 " // get the light normal\n"
963 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
964 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
965 " // calculate directional shading\n"
966 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
967 "# ifdef USESPECULAR\n"
968 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
984 " // calculate directional shading\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
991 " // apply lightmap color\n"
992 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
993 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
998 "#ifdef MODE_LIGHTMAP\n"
999 " // apply lightmap color\n"
1000 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1001 "#endif // MODE_LIGHTMAP\n"
1006 "#ifdef MODE_VERTEXCOLOR\n"
1007 " // apply lightmap color\n"
1008 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1009 "#endif // MODE_VERTEXCOLOR\n"
1014 "#ifdef MODE_FLATCOLOR\n"
1015 "#endif // MODE_FLATCOLOR\n"
1023 " color *= TintColor;\n"
1026 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1029 "#ifdef USECONTRASTBOOST\n"
1030 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1033 " color.rgb *= SceneBrightness;\n"
1035 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1037 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1040 " // 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"
1041 "#ifdef USEREFLECTION\n"
1042 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1043 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1044 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1045 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1048 " gl_FragColor = vec4(color);\n"
1050 "#endif // !MODE_REFRACTION\n"
1051 "#endif // !MODE_WATER\n"
1053 "#endif // FRAGMENT_SHADER\n"
1055 "#endif // !MODE_GENERIC\n"
1056 "#endif // !MODE_POSTPROCESS\n"
1057 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1060 typedef struct shaderpermutationinfo_s
1062 const char *pretext;
1065 shaderpermutationinfo_t;
1067 typedef struct shadermodeinfo_s
1069 const char *vertexfilename;
1070 const char *geometryfilename;
1071 const char *fragmentfilename;
1072 const char *pretext;
1077 typedef enum shaderpermutation_e
1079 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1080 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1081 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1082 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1083 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1084 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1085 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1086 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1087 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1088 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1089 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1090 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1091 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1092 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1093 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1095 shaderpermutation_t;
1097 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1098 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1100 {"#define USEDIFFUSE\n", " diffuse"},
1101 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1102 {"#define USECOLORMAPPING\n", " colormapping"},
1103 {"#define USECONTRASTBOOST\n", " contrastboost"},
1104 {"#define USEFOG\n", " fog"},
1105 {"#define USECUBEFILTER\n", " cubefilter"},
1106 {"#define USEGLOW\n", " glow"},
1107 {"#define USESPECULAR\n", " specular"},
1108 {"#define USEREFLECTION\n", " reflection"},
1109 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1110 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1111 {"#define USEGAMMARAMPS\n", " gammaramps"},
1112 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1115 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1116 typedef enum shadermode_e
1118 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1119 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1120 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1121 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1122 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1123 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1124 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1125 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1126 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1127 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1128 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1129 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1134 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1135 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1137 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1138 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1139 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1151 typedef struct r_glsl_permutation_s
1153 // indicates if we have tried compiling this permutation already
1155 // 0 if compilation failed
1157 // locations of detected uniforms in program object, or -1 if not found
1158 int loc_Texture_First;
1159 int loc_Texture_Second;
1160 int loc_Texture_GammaRamps;
1161 int loc_Texture_Normal;
1162 int loc_Texture_Color;
1163 int loc_Texture_Gloss;
1164 int loc_Texture_Glow;
1165 int loc_Texture_SecondaryNormal;
1166 int loc_Texture_SecondaryColor;
1167 int loc_Texture_SecondaryGloss;
1168 int loc_Texture_SecondaryGlow;
1169 int loc_Texture_Pants;
1170 int loc_Texture_Shirt;
1171 int loc_Texture_FogMask;
1172 int loc_Texture_Lightmap;
1173 int loc_Texture_Deluxemap;
1174 int loc_Texture_Attenuation;
1175 int loc_Texture_Cube;
1176 int loc_Texture_Refraction;
1177 int loc_Texture_Reflection;
1179 int loc_LightPosition;
1180 int loc_EyePosition;
1181 int loc_Color_Pants;
1182 int loc_Color_Shirt;
1183 int loc_FogRangeRecip;
1184 int loc_AmbientScale;
1185 int loc_DiffuseScale;
1186 int loc_SpecularScale;
1187 int loc_SpecularPower;
1189 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1190 int loc_OffsetMapping_Scale;
1192 int loc_AmbientColor;
1193 int loc_DiffuseColor;
1194 int loc_SpecularColor;
1196 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1197 int loc_GammaCoeff; // 1 / gamma
1198 int loc_DistortScaleRefractReflect;
1199 int loc_ScreenScaleRefractReflect;
1200 int loc_ScreenCenterRefractReflect;
1201 int loc_RefractColor;
1202 int loc_ReflectColor;
1203 int loc_ReflectFactor;
1204 int loc_ReflectOffset;
1211 r_glsl_permutation_t;
1213 // information about each possible shader permutation
1214 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1215 // currently selected permutation
1216 r_glsl_permutation_t *r_glsl_permutation;
1218 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1221 if (!filename || !filename[0])
1223 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1226 if (printfromdisknotice)
1227 Con_DPrint("from disk... ");
1228 return shaderstring;
1230 else if (!strcmp(filename, "glsl/default.glsl"))
1232 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1233 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1235 return shaderstring;
1238 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1241 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1242 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1243 int vertstrings_count = 0;
1244 int geomstrings_count = 0;
1245 int fragstrings_count = 0;
1246 char *vertexstring, *geometrystring, *fragmentstring;
1247 const char *vertstrings_list[32+3];
1248 const char *geomstrings_list[32+3];
1249 const char *fragstrings_list[32+3];
1250 char permutationname[256];
1257 permutationname[0] = 0;
1258 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1259 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1260 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1262 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1264 // the first pretext is which type of shader to compile as
1265 // (later these will all be bound together as a program object)
1266 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1267 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1268 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1270 // the second pretext is the mode (for example a light source)
1271 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1272 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1273 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1274 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1276 // now add all the permutation pretexts
1277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1279 if (permutation & (1<<i))
1281 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1282 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1283 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1284 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1288 // keep line numbers correct
1289 vertstrings_list[vertstrings_count++] = "\n";
1290 geomstrings_list[geomstrings_count++] = "\n";
1291 fragstrings_list[fragstrings_count++] = "\n";
1295 // now append the shader text itself
1296 vertstrings_list[vertstrings_count++] = vertexstring;
1297 geomstrings_list[geomstrings_count++] = geometrystring;
1298 fragstrings_list[fragstrings_count++] = fragmentstring;
1300 // if any sources were NULL, clear the respective list
1302 vertstrings_count = 0;
1303 if (!geometrystring)
1304 geomstrings_count = 0;
1305 if (!fragmentstring)
1306 fragstrings_count = 0;
1308 // compile the shader program
1309 if (vertstrings_count + geomstrings_count + fragstrings_count)
1310 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1314 qglUseProgramObjectARB(p->program);CHECKGLERROR
1315 // look up all the uniform variable names we care about, so we don't
1316 // have to look them up every time we set them
1317 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1318 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1319 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1320 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1321 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1322 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1323 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1324 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1325 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1326 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1327 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1328 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1329 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1330 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1331 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1332 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1333 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1334 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1335 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1336 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1337 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1338 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1339 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1340 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1341 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1342 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1343 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1344 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1345 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1346 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1347 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1348 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1349 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1350 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1351 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1352 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1353 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1354 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1355 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1356 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1357 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1358 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1359 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1360 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1361 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1362 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1363 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1364 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1365 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1366 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1367 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1368 // initialize the samplers to refer to the texture units we use
1369 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1370 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1371 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1372 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1373 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1374 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1375 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1376 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1377 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1378 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1379 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1380 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1381 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1382 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1383 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1384 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1385 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1386 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1387 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1388 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1390 if (developer.integer)
1391 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1394 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1398 Mem_Free(vertexstring);
1400 Mem_Free(geometrystring);
1402 Mem_Free(fragmentstring);
1405 void R_GLSL_Restart_f(void)
1408 shaderpermutation_t permutation;
1409 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1410 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1411 if (r_glsl_permutations[mode][permutation].program)
1412 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1413 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1416 void R_GLSL_DumpShader_f(void)
1420 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1423 Con_Printf("failed to write to glsl/default.glsl\n");
1427 FS_Print(file, "// The engine may define the following macros:\n");
1428 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1429 for (i = 0;i < SHADERMODE_COUNT;i++)
1430 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1431 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1433 FS_Print(file, "\n");
1434 FS_Print(file, builtinshaderstring);
1437 Con_Printf("glsl/default.glsl written\n");
1440 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1442 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1443 if (r_glsl_permutation != perm)
1445 r_glsl_permutation = perm;
1446 if (!r_glsl_permutation->program)
1448 if (!r_glsl_permutation->compiled)
1449 R_GLSL_CompilePermutation(mode, permutation);
1450 if (!r_glsl_permutation->program)
1452 // remove features until we find a valid permutation
1454 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1456 // reduce i more quickly whenever it would not remove any bits
1457 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1458 if (!(permutation & j))
1461 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1462 if (!r_glsl_permutation->compiled)
1463 R_GLSL_CompilePermutation(mode, permutation);
1464 if (r_glsl_permutation->program)
1467 if (i >= SHADERPERMUTATION_COUNT)
1469 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");
1470 Cvar_SetValueQuick(&r_glsl, 0);
1471 R_GLSL_Restart_f(); // unload shaders
1472 return; // no bit left to clear
1477 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1481 void R_SetupGenericShader(qboolean usetexture)
1483 if (gl_support_fragment_shader)
1485 if (r_glsl.integer && r_glsl_usegeneric.integer)
1486 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1487 else if (r_glsl_permutation)
1489 r_glsl_permutation = NULL;
1490 qglUseProgramObjectARB(0);CHECKGLERROR
1495 void R_SetupGenericTwoTextureShader(int texturemode)
1497 if (gl_support_fragment_shader)
1499 if (r_glsl.integer && r_glsl_usegeneric.integer)
1500 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1501 else if (r_glsl_permutation)
1503 r_glsl_permutation = NULL;
1504 qglUseProgramObjectARB(0);CHECKGLERROR
1507 if (!r_glsl_permutation)
1509 if (texturemode == GL_DECAL && gl_combine.integer)
1510 texturemode = GL_INTERPOLATE_ARB;
1511 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1515 void R_SetupDepthOrShadowShader(void)
1517 if (gl_support_fragment_shader)
1519 if (r_glsl.integer && r_glsl_usegeneric.integer)
1520 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1521 else if (r_glsl_permutation)
1523 r_glsl_permutation = NULL;
1524 qglUseProgramObjectARB(0);CHECKGLERROR
1529 extern rtexture_t *r_shadow_attenuationgradienttexture;
1530 extern rtexture_t *r_shadow_attenuation2dtexture;
1531 extern rtexture_t *r_shadow_attenuation3dtexture;
1532 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1534 // select a permutation of the lighting shader appropriate to this
1535 // combination of texture, entity, light source, and fogging, only use the
1536 // minimum features necessary to avoid wasting rendering time in the
1537 // fragment shader on features that are not being used
1538 unsigned int permutation = 0;
1539 shadermode_t mode = 0;
1540 // TODO: implement geometry-shader based shadow volumes someday
1541 if (r_glsl_offsetmapping.integer)
1543 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1544 if (r_glsl_offsetmapping_reliefmapping.integer)
1545 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1547 if (rsurfacepass == RSURFPASS_BACKGROUND)
1549 // distorted background
1550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1551 mode = SHADERMODE_WATER;
1553 mode = SHADERMODE_REFRACTION;
1555 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1558 mode = SHADERMODE_LIGHTSOURCE;
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1560 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1561 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1562 permutation |= SHADERPERMUTATION_CUBEFILTER;
1563 if (diffusescale > 0)
1564 permutation |= SHADERPERMUTATION_DIFFUSE;
1565 if (specularscale > 0)
1566 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1567 if (r_refdef.fogenabled)
1568 permutation |= SHADERPERMUTATION_FOG;
1569 if (rsurface.texture->colormapping)
1570 permutation |= SHADERPERMUTATION_COLORMAPPING;
1571 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1572 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1574 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1576 // unshaded geometry (fullbright or ambient model lighting)
1577 mode = SHADERMODE_FLATCOLOR;
1578 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1579 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1580 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1581 permutation |= SHADERPERMUTATION_GLOW;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if (r_glsl_offsetmapping.integer)
1588 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1589 if (r_glsl_offsetmapping_reliefmapping.integer)
1590 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1592 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1593 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1595 permutation |= SHADERPERMUTATION_REFLECTION;
1597 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1599 // directional model lighting
1600 mode = SHADERMODE_LIGHTDIRECTION;
1601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1602 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1603 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1604 permutation |= SHADERPERMUTATION_GLOW;
1605 permutation |= SHADERPERMUTATION_DIFFUSE;
1606 if (specularscale > 0)
1607 permutation |= SHADERPERMUTATION_SPECULAR;
1608 if (r_refdef.fogenabled)
1609 permutation |= SHADERPERMUTATION_FOG;
1610 if (rsurface.texture->colormapping)
1611 permutation |= SHADERPERMUTATION_COLORMAPPING;
1612 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1613 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1615 permutation |= SHADERPERMUTATION_REFLECTION;
1617 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1619 // ambient model lighting
1620 mode = SHADERMODE_LIGHTDIRECTION;
1621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1623 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1624 permutation |= SHADERPERMUTATION_GLOW;
1625 if (r_refdef.fogenabled)
1626 permutation |= SHADERPERMUTATION_FOG;
1627 if (rsurface.texture->colormapping)
1628 permutation |= SHADERPERMUTATION_COLORMAPPING;
1629 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1630 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1631 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1632 permutation |= SHADERPERMUTATION_REFLECTION;
1637 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1639 // deluxemapping (light direction texture)
1640 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1641 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1643 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1644 permutation |= SHADERPERMUTATION_DIFFUSE;
1645 if (specularscale > 0)
1646 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1648 else if (r_glsl_deluxemapping.integer >= 2)
1650 // fake deluxemapping (uniform light direction in tangentspace)
1651 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1652 permutation |= SHADERPERMUTATION_DIFFUSE;
1653 if (specularscale > 0)
1654 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1656 else if (rsurface.uselightmaptexture)
1658 // ordinary lightmapping (q1bsp, q3bsp)
1659 mode = SHADERMODE_LIGHTMAP;
1663 // ordinary vertex coloring (q3bsp)
1664 mode = SHADERMODE_VERTEXCOLOR;
1666 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1669 permutation |= SHADERPERMUTATION_GLOW;
1670 if (r_refdef.fogenabled)
1671 permutation |= SHADERPERMUTATION_FOG;
1672 if (rsurface.texture->colormapping)
1673 permutation |= SHADERPERMUTATION_COLORMAPPING;
1674 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1675 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1677 permutation |= SHADERPERMUTATION_REFLECTION;
1679 R_SetupShader_SetPermutation(mode, permutation);
1680 if (mode == SHADERMODE_LIGHTSOURCE)
1682 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1683 if (permutation & SHADERPERMUTATION_DIFFUSE)
1685 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1686 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1687 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1688 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1692 // ambient only is simpler
1693 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]);
1694 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1695 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1696 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1698 // additive passes are only darkened by fog, not tinted
1699 if (r_glsl_permutation->loc_FogColor >= 0)
1700 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1704 if (mode == SHADERMODE_LIGHTDIRECTION)
1706 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);
1707 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);
1708 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);
1709 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]);
1713 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1714 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1715 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1717 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]);
1718 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1719 // additive passes are only darkened by fog, not tinted
1720 if (r_glsl_permutation->loc_FogColor >= 0)
1722 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1723 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1725 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1727 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);
1728 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]);
1729 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]);
1730 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1731 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1732 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1733 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1735 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1737 // The formula used is actually:
1738 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1739 // color.rgb *= SceneBrightness;
1741 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1742 // and do [[calculations]] here in the engine
1743 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1744 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1747 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1748 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1749 if (r_glsl_permutation->loc_Color_Pants >= 0)
1751 if (rsurface.texture->currentskinframe->pants)
1752 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1754 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1756 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1758 if (rsurface.texture->currentskinframe->shirt)
1759 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1761 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1763 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1764 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1765 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1769 #define SKINFRAME_HASH 1024
1773 int loadsequence; // incremented each level change
1774 memexpandablearray_t array;
1775 skinframe_t *hash[SKINFRAME_HASH];
1779 void R_SkinFrame_PrepareForPurge(void)
1781 r_skinframe.loadsequence++;
1782 // wrap it without hitting zero
1783 if (r_skinframe.loadsequence >= 200)
1784 r_skinframe.loadsequence = 1;
1787 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1791 // mark the skinframe as used for the purging code
1792 skinframe->loadsequence = r_skinframe.loadsequence;
1795 void R_SkinFrame_Purge(void)
1799 for (i = 0;i < SKINFRAME_HASH;i++)
1801 for (s = r_skinframe.hash[i];s;s = s->next)
1803 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1805 if (s->merged == s->base)
1807 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1808 R_PurgeTexture(s->stain );s->stain = NULL;
1809 R_PurgeTexture(s->merged);s->merged = NULL;
1810 R_PurgeTexture(s->base );s->base = NULL;
1811 R_PurgeTexture(s->pants );s->pants = NULL;
1812 R_PurgeTexture(s->shirt );s->shirt = NULL;
1813 R_PurgeTexture(s->nmap );s->nmap = NULL;
1814 R_PurgeTexture(s->gloss );s->gloss = NULL;
1815 R_PurgeTexture(s->glow );s->glow = NULL;
1816 R_PurgeTexture(s->fog );s->fog = NULL;
1817 s->loadsequence = 0;
1823 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1825 char basename[MAX_QPATH];
1827 Image_StripImageExtension(name, basename, sizeof(basename));
1829 if( last == NULL ) {
1831 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1832 item = r_skinframe.hash[hashindex];
1837 // linearly search through the hash bucket
1838 for( ; item ; item = item->next ) {
1839 if( !strcmp( item->basename, basename ) ) {
1846 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1850 char basename[MAX_QPATH];
1852 Image_StripImageExtension(name, basename, sizeof(basename));
1854 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1855 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1856 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1860 rtexture_t *dyntexture;
1861 // check whether its a dynamic texture
1862 dyntexture = CL_GetDynTexture( basename );
1863 if (!add && !dyntexture)
1865 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1866 memset(item, 0, sizeof(*item));
1867 strlcpy(item->basename, basename, sizeof(item->basename));
1868 item->base = dyntexture; // either NULL or dyntexture handle
1869 item->textureflags = textureflags;
1870 item->comparewidth = comparewidth;
1871 item->compareheight = compareheight;
1872 item->comparecrc = comparecrc;
1873 item->next = r_skinframe.hash[hashindex];
1874 r_skinframe.hash[hashindex] = item;
1876 else if( item->base == NULL )
1878 rtexture_t *dyntexture;
1879 // check whether its a dynamic texture
1880 // 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]
1881 dyntexture = CL_GetDynTexture( basename );
1882 item->base = dyntexture; // either NULL or dyntexture handle
1885 R_SkinFrame_MarkUsed(item);
1889 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1891 // FIXME: it should be possible to disable loading various layers using
1892 // cvars, to prevent wasted loading time and memory usage if the user does
1894 qboolean loadnormalmap = true;
1895 qboolean loadgloss = true;
1896 qboolean loadpantsandshirt = true;
1897 qboolean loadglow = true;
1899 unsigned char *pixels;
1900 unsigned char *bumppixels;
1901 unsigned char *basepixels = NULL;
1902 int basepixels_width;
1903 int basepixels_height;
1904 skinframe_t *skinframe;
1906 if (cls.state == ca_dedicated)
1909 // return an existing skinframe if already loaded
1910 // if loading of the first image fails, don't make a new skinframe as it
1911 // would cause all future lookups of this to be missing
1912 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1913 if (skinframe && skinframe->base)
1916 basepixels = loadimagepixelsbgra(name, complain, true);
1917 if (basepixels == NULL)
1920 // we've got some pixels to store, so really allocate this new texture now
1922 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1923 skinframe->stain = NULL;
1924 skinframe->merged = NULL;
1925 skinframe->base = r_texture_notexture;
1926 skinframe->pants = NULL;
1927 skinframe->shirt = NULL;
1928 skinframe->nmap = r_texture_blanknormalmap;
1929 skinframe->gloss = NULL;
1930 skinframe->glow = NULL;
1931 skinframe->fog = NULL;
1933 basepixels_width = image_width;
1934 basepixels_height = image_height;
1935 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);
1937 if (textureflags & TEXF_ALPHA)
1939 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1940 if (basepixels[j] < 255)
1942 if (j < basepixels_width * basepixels_height * 4)
1944 // has transparent pixels
1945 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1946 for (j = 0;j < image_width * image_height * 4;j += 4)
1951 pixels[j+3] = basepixels[j+3];
1953 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);
1958 // _norm is the name used by tenebrae and has been adopted as standard
1961 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1963 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1967 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1969 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1970 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1971 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1973 Mem_Free(bumppixels);
1975 else if (r_shadow_bumpscale_basetexture.value > 0)
1977 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1978 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1979 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1983 // _luma is supported for tenebrae compatibility
1984 // (I think it's a very stupid name, but oh well)
1985 // _glow is the preferred name
1986 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;}
1987 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;}
1988 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;}
1989 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;}
1992 Mem_Free(basepixels);
1997 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)
2002 for (i = 0;i < width*height;i++)
2003 if (((unsigned char *)&palette[in[i]])[3] > 0)
2005 if (i == width*height)
2008 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2011 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2012 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2015 unsigned char *temp1, *temp2;
2016 skinframe_t *skinframe;
2018 if (cls.state == ca_dedicated)
2021 // if already loaded just return it, otherwise make a new skinframe
2022 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2023 if (skinframe && skinframe->base)
2026 skinframe->stain = NULL;
2027 skinframe->merged = NULL;
2028 skinframe->base = r_texture_notexture;
2029 skinframe->pants = NULL;
2030 skinframe->shirt = NULL;
2031 skinframe->nmap = r_texture_blanknormalmap;
2032 skinframe->gloss = NULL;
2033 skinframe->glow = NULL;
2034 skinframe->fog = NULL;
2036 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2040 if (r_shadow_bumpscale_basetexture.value > 0)
2042 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2043 temp2 = temp1 + width * height * 4;
2044 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2045 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2048 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2049 if (textureflags & TEXF_ALPHA)
2051 for (i = 3;i < width * height * 4;i += 4)
2052 if (skindata[i] < 255)
2054 if (i < width * height * 4)
2056 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2057 memcpy(fogpixels, skindata, width * height * 4);
2058 for (i = 0;i < width * height * 4;i += 4)
2059 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2060 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2061 Mem_Free(fogpixels);
2068 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2071 unsigned char *temp1, *temp2;
2072 skinframe_t *skinframe;
2074 if (cls.state == ca_dedicated)
2077 // if already loaded just return it, otherwise make a new skinframe
2078 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2079 if (skinframe && skinframe->base)
2082 skinframe->stain = NULL;
2083 skinframe->merged = NULL;
2084 skinframe->base = r_texture_notexture;
2085 skinframe->pants = NULL;
2086 skinframe->shirt = NULL;
2087 skinframe->nmap = r_texture_blanknormalmap;
2088 skinframe->gloss = NULL;
2089 skinframe->glow = NULL;
2090 skinframe->fog = NULL;
2092 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2096 if (r_shadow_bumpscale_basetexture.value > 0)
2098 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2099 temp2 = temp1 + width * height * 4;
2100 // use either a custom palette or the quake palette
2101 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2102 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2103 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2106 // use either a custom palette, or the quake palette
2107 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2108 if (loadglowtexture)
2109 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2110 if (loadpantsandshirt)
2112 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2113 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2115 if (skinframe->pants || skinframe->shirt)
2116 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
2117 if (textureflags & TEXF_ALPHA)
2119 for (i = 0;i < width * height;i++)
2120 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2122 if (i < width * height)
2123 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2129 skinframe_t *R_SkinFrame_LoadMissing(void)
2131 skinframe_t *skinframe;
2133 if (cls.state == ca_dedicated)
2136 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2137 skinframe->stain = NULL;
2138 skinframe->merged = NULL;
2139 skinframe->base = r_texture_notexture;
2140 skinframe->pants = NULL;
2141 skinframe->shirt = NULL;
2142 skinframe->nmap = r_texture_blanknormalmap;
2143 skinframe->gloss = NULL;
2144 skinframe->glow = NULL;
2145 skinframe->fog = NULL;
2150 void gl_main_start(void)
2152 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2153 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2155 // set up r_skinframe loading system for textures
2156 memset(&r_skinframe, 0, sizeof(r_skinframe));
2157 r_skinframe.loadsequence = 1;
2158 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2160 r_main_texturepool = R_AllocTexturePool();
2161 R_BuildBlankTextures();
2163 if (gl_texturecubemap)
2166 R_BuildNormalizationCube();
2168 r_texture_fogattenuation = NULL;
2169 r_texture_gammaramps = NULL;
2170 //r_texture_fogintensity = NULL;
2171 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2172 memset(&r_waterstate, 0, sizeof(r_waterstate));
2173 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2174 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 r_refdef.fogmasktable_density = 0;
2179 void gl_main_shutdown(void)
2181 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2182 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2184 // clear out the r_skinframe state
2185 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2186 memset(&r_skinframe, 0, sizeof(r_skinframe));
2189 Mem_Free(r_svbsp.nodes);
2190 memset(&r_svbsp, 0, sizeof (r_svbsp));
2191 R_FreeTexturePool(&r_main_texturepool);
2192 r_texture_blanknormalmap = NULL;
2193 r_texture_white = NULL;
2194 r_texture_grey128 = NULL;
2195 r_texture_black = NULL;
2196 r_texture_whitecube = NULL;
2197 r_texture_normalizationcube = NULL;
2198 r_texture_fogattenuation = NULL;
2199 r_texture_gammaramps = NULL;
2200 //r_texture_fogintensity = NULL;
2201 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2202 memset(&r_waterstate, 0, sizeof(r_waterstate));
2206 extern void CL_ParseEntityLump(char *entitystring);
2207 void gl_main_newmap(void)
2209 // FIXME: move this code to client
2211 char *entities, entname[MAX_QPATH];
2214 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2215 l = (int)strlen(entname) - 4;
2216 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2218 memcpy(entname + l, ".ent", 5);
2219 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2221 CL_ParseEntityLump(entities);
2226 if (cl.worldmodel->brush.entities)
2227 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2231 void GL_Main_Init(void)
2233 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2235 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2236 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2237 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2238 if (gamemode == GAME_NEHAHRA)
2240 Cvar_RegisterVariable (&gl_fogenable);
2241 Cvar_RegisterVariable (&gl_fogdensity);
2242 Cvar_RegisterVariable (&gl_fogred);
2243 Cvar_RegisterVariable (&gl_foggreen);
2244 Cvar_RegisterVariable (&gl_fogblue);
2245 Cvar_RegisterVariable (&gl_fogstart);
2246 Cvar_RegisterVariable (&gl_fogend);
2247 Cvar_RegisterVariable (&gl_skyclip);
2249 Cvar_RegisterVariable(&r_depthfirst);
2250 Cvar_RegisterVariable(&r_nearclip);
2251 Cvar_RegisterVariable(&r_showbboxes);
2252 Cvar_RegisterVariable(&r_showsurfaces);
2253 Cvar_RegisterVariable(&r_showtris);
2254 Cvar_RegisterVariable(&r_shownormals);
2255 Cvar_RegisterVariable(&r_showlighting);
2256 Cvar_RegisterVariable(&r_showshadowvolumes);
2257 Cvar_RegisterVariable(&r_showcollisionbrushes);
2258 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2259 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2260 Cvar_RegisterVariable(&r_showdisabledepthtest);
2261 Cvar_RegisterVariable(&r_drawportals);
2262 Cvar_RegisterVariable(&r_drawentities);
2263 Cvar_RegisterVariable(&r_cullentities_trace);
2264 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2265 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2266 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2267 Cvar_RegisterVariable(&r_drawviewmodel);
2268 Cvar_RegisterVariable(&r_speeds);
2269 Cvar_RegisterVariable(&r_fullbrights);
2270 Cvar_RegisterVariable(&r_wateralpha);
2271 Cvar_RegisterVariable(&r_dynamic);
2272 Cvar_RegisterVariable(&r_fullbright);
2273 Cvar_RegisterVariable(&r_shadows);
2274 Cvar_RegisterVariable(&r_shadows_throwdistance);
2275 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2276 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2277 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2278 Cvar_RegisterVariable(&r_fog_exp2);
2279 Cvar_RegisterVariable(&r_textureunits);
2280 Cvar_RegisterVariable(&r_glsl);
2281 Cvar_RegisterVariable(&r_glsl_contrastboost);
2282 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2283 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2284 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2285 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2286 Cvar_RegisterVariable(&r_glsl_postprocess);
2287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2291 Cvar_RegisterVariable(&r_glsl_usegeneric);
2292 Cvar_RegisterVariable(&r_water);
2293 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2294 Cvar_RegisterVariable(&r_water_clippingplanebias);
2295 Cvar_RegisterVariable(&r_water_refractdistort);
2296 Cvar_RegisterVariable(&r_water_reflectdistort);
2297 Cvar_RegisterVariable(&r_lerpsprites);
2298 Cvar_RegisterVariable(&r_lerpmodels);
2299 Cvar_RegisterVariable(&r_lerplightstyles);
2300 Cvar_RegisterVariable(&r_waterscroll);
2301 Cvar_RegisterVariable(&r_bloom);
2302 Cvar_RegisterVariable(&r_bloom_colorscale);
2303 Cvar_RegisterVariable(&r_bloom_brighten);
2304 Cvar_RegisterVariable(&r_bloom_blur);
2305 Cvar_RegisterVariable(&r_bloom_resolution);
2306 Cvar_RegisterVariable(&r_bloom_colorexponent);
2307 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2308 Cvar_RegisterVariable(&r_hdr);
2309 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2310 Cvar_RegisterVariable(&r_hdr_glowintensity);
2311 Cvar_RegisterVariable(&r_hdr_range);
2312 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2313 Cvar_RegisterVariable(&developer_texturelogging);
2314 Cvar_RegisterVariable(&gl_lightmaps);
2315 Cvar_RegisterVariable(&r_test);
2316 Cvar_RegisterVariable(&r_batchmode);
2317 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2318 Cvar_SetValue("r_fullbrights", 0);
2319 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2321 Cvar_RegisterVariable(&r_track_sprites);
2322 Cvar_RegisterVariable(&r_track_sprites_flags);
2323 Cvar_RegisterVariable(&r_track_sprites_scalew);
2324 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2327 extern void R_Textures_Init(void);
2328 extern void GL_Draw_Init(void);
2329 extern void GL_Main_Init(void);
2330 extern void R_Shadow_Init(void);
2331 extern void R_Sky_Init(void);
2332 extern void GL_Surf_Init(void);
2333 extern void R_Particles_Init(void);
2334 extern void R_Explosion_Init(void);
2335 extern void gl_backend_init(void);
2336 extern void Sbar_Init(void);
2337 extern void R_LightningBeams_Init(void);
2338 extern void Mod_RenderInit(void);
2340 void Render_Init(void)
2352 R_LightningBeams_Init();
2361 extern char *ENGINE_EXTENSIONS;
2364 VID_CheckExtensions();
2366 // LordHavoc: report supported extensions
2367 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2369 // clear to black (loading plaque will be seen over this)
2371 qglClearColor(0,0,0,1);CHECKGLERROR
2372 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2375 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2379 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2381 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2384 p = r_refdef.view.frustum + i;
2389 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2393 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2397 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2401 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2405 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2409 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2413 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2417 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2425 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2429 for (i = 0;i < numplanes;i++)
2436 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2440 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2444 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2448 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2452 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2456 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2460 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2464 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2472 //==================================================================================
2474 static void R_View_UpdateEntityVisible (void)
2477 entity_render_t *ent;
2479 if (!r_drawentities.integer)
2482 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2483 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2485 // worldmodel can check visibility
2486 for (i = 0;i < r_refdef.scene.numentities;i++)
2488 ent = r_refdef.scene.entities[i];
2489 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2492 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2494 for (i = 0;i < r_refdef.scene.numentities;i++)
2496 ent = r_refdef.scene.entities[i];
2497 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2499 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))
2500 ent->last_trace_visibility = realtime;
2501 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2502 r_refdef.viewcache.entityvisible[i] = 0;
2509 // no worldmodel or it can't check visibility
2510 for (i = 0;i < r_refdef.scene.numentities;i++)
2512 ent = r_refdef.scene.entities[i];
2513 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));
2518 // only used if skyrendermasked, and normally returns false
2519 int R_DrawBrushModelsSky (void)
2522 entity_render_t *ent;
2524 if (!r_drawentities.integer)
2528 for (i = 0;i < r_refdef.scene.numentities;i++)
2530 if (!r_refdef.viewcache.entityvisible[i])
2532 ent = r_refdef.scene.entities[i];
2533 if (!ent->model || !ent->model->DrawSky)
2535 ent->model->DrawSky(ent);
2541 static void R_DrawNoModel(entity_render_t *ent);
2542 static void R_DrawModels(void)
2545 entity_render_t *ent;
2547 if (!r_drawentities.integer)
2550 for (i = 0;i < r_refdef.scene.numentities;i++)
2552 if (!r_refdef.viewcache.entityvisible[i])
2554 ent = r_refdef.scene.entities[i];
2555 r_refdef.stats.entities++;
2556 if (ent->model && ent->model->Draw != NULL)
2557 ent->model->Draw(ent);
2563 static void R_DrawModelsDepth(void)
2566 entity_render_t *ent;
2568 if (!r_drawentities.integer)
2571 for (i = 0;i < r_refdef.scene.numentities;i++)
2573 if (!r_refdef.viewcache.entityvisible[i])
2575 ent = r_refdef.scene.entities[i];
2576 if (ent->model && ent->model->DrawDepth != NULL)
2577 ent->model->DrawDepth(ent);
2581 static void R_DrawModelsDebug(void)
2584 entity_render_t *ent;
2586 if (!r_drawentities.integer)
2589 for (i = 0;i < r_refdef.scene.numentities;i++)
2591 if (!r_refdef.viewcache.entityvisible[i])
2593 ent = r_refdef.scene.entities[i];
2594 if (ent->model && ent->model->DrawDebug != NULL)
2595 ent->model->DrawDebug(ent);
2599 static void R_DrawModelsAddWaterPlanes(void)
2602 entity_render_t *ent;
2604 if (!r_drawentities.integer)
2607 for (i = 0;i < r_refdef.scene.numentities;i++)
2609 if (!r_refdef.viewcache.entityvisible[i])
2611 ent = r_refdef.scene.entities[i];
2612 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2613 ent->model->DrawAddWaterPlanes(ent);
2617 static void R_View_SetFrustum(void)
2620 double slopex, slopey;
2621 vec3_t forward, left, up, origin;
2623 // we can't trust r_refdef.view.forward and friends in reflected scenes
2624 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2627 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2628 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2629 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2630 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2631 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2632 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2633 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2634 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2635 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2636 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2637 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2638 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2642 zNear = r_refdef.nearclip;
2643 nudge = 1.0 - 1.0 / (1<<23);
2644 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2645 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2646 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2647 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2648 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2649 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2650 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2651 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2657 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2658 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2659 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2660 r_refdef.view.frustum[0].dist = m[15] - m[12];
2662 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2663 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2664 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2665 r_refdef.view.frustum[1].dist = m[15] + m[12];
2667 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2668 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2669 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2670 r_refdef.view.frustum[2].dist = m[15] - m[13];
2672 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2673 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2674 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2675 r_refdef.view.frustum[3].dist = m[15] + m[13];
2677 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2678 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2679 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2680 r_refdef.view.frustum[4].dist = m[15] - m[14];
2682 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2683 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2684 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2685 r_refdef.view.frustum[5].dist = m[15] + m[14];
2688 if (r_refdef.view.useperspective)
2690 slopex = 1.0 / r_refdef.view.frustum_x;
2691 slopey = 1.0 / r_refdef.view.frustum_y;
2692 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2693 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2694 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2695 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2696 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2698 // Leaving those out was a mistake, those were in the old code, and they
2699 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2700 // I couldn't reproduce it after adding those normalizations. --blub
2701 VectorNormalize(r_refdef.view.frustum[0].normal);
2702 VectorNormalize(r_refdef.view.frustum[1].normal);
2703 VectorNormalize(r_refdef.view.frustum[2].normal);
2704 VectorNormalize(r_refdef.view.frustum[3].normal);
2706 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2707 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2708 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2709 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2712 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2713 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2714 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2715 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2716 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2720 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2721 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2722 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2723 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2724 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2725 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2726 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2727 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2728 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2729 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2731 r_refdef.view.numfrustumplanes = 5;
2733 if (r_refdef.view.useclipplane)
2735 r_refdef.view.numfrustumplanes = 6;
2736 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2739 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2740 PlaneClassify(r_refdef.view.frustum + i);
2742 // LordHavoc: note to all quake engine coders, Quake had a special case
2743 // for 90 degrees which assumed a square view (wrong), so I removed it,
2744 // Quake2 has it disabled as well.
2746 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2747 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2748 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2749 //PlaneClassify(&frustum[0]);
2751 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2752 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2753 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2754 //PlaneClassify(&frustum[1]);
2756 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2757 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2758 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2759 //PlaneClassify(&frustum[2]);
2761 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2762 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2763 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2764 //PlaneClassify(&frustum[3]);
2767 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2768 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2769 //PlaneClassify(&frustum[4]);
2772 void R_View_Update(void)
2774 R_View_SetFrustum();
2775 R_View_WorldVisibility(r_refdef.view.useclipplane);
2776 R_View_UpdateEntityVisible();
2779 void R_SetupView(qboolean allowwaterclippingplane)
2781 if (!r_refdef.view.useperspective)
2782 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2783 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2784 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2786 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2788 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2790 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2792 // LordHavoc: couldn't figure out how to make this approach the
2793 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2794 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2795 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2796 dist = r_refdef.view.clipplane.dist;
2797 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2801 void R_ResetViewRendering2D(void)
2805 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2806 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2807 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2808 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2809 GL_Color(1, 1, 1, 1);
2810 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2811 GL_BlendFunc(GL_ONE, GL_ZERO);
2812 GL_AlphaTest(false);
2813 GL_ScissorTest(false);
2814 GL_DepthMask(false);
2815 GL_DepthRange(0, 1);
2816 GL_DepthTest(false);
2817 R_Mesh_Matrix(&identitymatrix);
2818 R_Mesh_ResetTextureState();
2819 GL_PolygonOffset(0, 0);
2820 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2821 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2822 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2823 qglStencilMask(~0);CHECKGLERROR
2824 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2825 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2826 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2827 R_SetupGenericShader(true);
2830 void R_ResetViewRendering3D(void)
2834 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2835 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2837 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2838 GL_Color(1, 1, 1, 1);
2839 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2840 GL_BlendFunc(GL_ONE, GL_ZERO);
2841 GL_AlphaTest(false);
2842 GL_ScissorTest(true);
2844 GL_DepthRange(0, 1);
2846 R_Mesh_Matrix(&identitymatrix);
2847 R_Mesh_ResetTextureState();
2848 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2849 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2850 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2851 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2852 qglStencilMask(~0);CHECKGLERROR
2853 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2854 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2855 GL_CullFace(r_refdef.view.cullface_back);
2856 R_SetupGenericShader(true);
2859 void R_RenderScene(qboolean addwaterplanes);
2861 static void R_Water_StartFrame(void)
2864 int waterwidth, waterheight, texturewidth, textureheight;
2865 r_waterstate_waterplane_t *p;
2867 // set waterwidth and waterheight to the water resolution that will be
2868 // used (often less than the screen resolution for faster rendering)
2869 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2870 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2872 // calculate desired texture sizes
2873 // can't use water if the card does not support the texture size
2874 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2875 texturewidth = textureheight = waterwidth = waterheight = 0;
2876 else if (gl_support_arb_texture_non_power_of_two)
2878 texturewidth = waterwidth;
2879 textureheight = waterheight;
2883 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2884 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2887 // allocate textures as needed
2888 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2890 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2891 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2893 if (p->texture_refraction)
2894 R_FreeTexture(p->texture_refraction);
2895 p->texture_refraction = NULL;
2896 if (p->texture_reflection)
2897 R_FreeTexture(p->texture_reflection);
2898 p->texture_reflection = NULL;
2900 memset(&r_waterstate, 0, sizeof(r_waterstate));
2901 r_waterstate.waterwidth = waterwidth;
2902 r_waterstate.waterheight = waterheight;
2903 r_waterstate.texturewidth = texturewidth;
2904 r_waterstate.textureheight = textureheight;
2907 if (r_waterstate.waterwidth)
2909 r_waterstate.enabled = true;
2911 // set up variables that will be used in shader setup
2912 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2913 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2914 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2915 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2918 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2919 r_waterstate.numwaterplanes = 0;
2922 static void R_Water_AddWaterPlane(msurface_t *surface)
2924 int triangleindex, planeindex;
2929 r_waterstate_waterplane_t *p;
2930 // just use the first triangle with a valid normal for any decisions
2931 VectorClear(normal);
2932 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2934 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2935 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2936 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2937 TriangleNormal(vert[0], vert[1], vert[2], normal);
2938 if (VectorLength2(normal) >= 0.001)
2942 // find a matching plane if there is one
2943 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2944 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2946 if (planeindex >= r_waterstate.maxwaterplanes)
2947 return; // nothing we can do, out of planes
2949 // if this triangle does not fit any known plane rendered this frame, add one
2950 if (planeindex >= r_waterstate.numwaterplanes)
2952 // store the new plane
2953 r_waterstate.numwaterplanes++;
2954 VectorCopy(normal, p->plane.normal);
2955 VectorNormalize(p->plane.normal);
2956 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2957 PlaneClassify(&p->plane);
2958 // flip the plane if it does not face the viewer
2959 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2961 VectorNegate(p->plane.normal, p->plane.normal);
2962 p->plane.dist *= -1;
2963 PlaneClassify(&p->plane);
2965 // clear materialflags and pvs
2966 p->materialflags = 0;
2967 p->pvsvalid = false;
2969 // merge this surface's materialflags into the waterplane
2970 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2971 // merge this surface's PVS into the waterplane
2972 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2973 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2974 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2976 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2981 static void R_Water_ProcessPlanes(void)
2983 r_refdef_view_t originalview;
2985 r_waterstate_waterplane_t *p;
2987 originalview = r_refdef.view;
2989 // make sure enough textures are allocated
2990 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2992 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2994 if (!p->texture_refraction)
2995 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);
2996 if (!p->texture_refraction)
3000 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3002 if (!p->texture_reflection)
3003 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);
3004 if (!p->texture_reflection)
3010 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3012 r_refdef.view.showdebug = false;
3013 r_refdef.view.width = r_waterstate.waterwidth;
3014 r_refdef.view.height = r_waterstate.waterheight;
3015 r_refdef.view.useclipplane = true;
3016 r_waterstate.renderingscene = true;
3018 // render the normal view scene and copy into texture
3019 // (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)
3020 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3022 r_refdef.view.clipplane = p->plane;
3023 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3024 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3025 PlaneClassify(&r_refdef.view.clipplane);
3027 R_RenderScene(false);
3029 // copy view into the screen texture
3030 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3031 GL_ActiveTexture(0);
3033 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
3036 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3038 // render reflected scene and copy into texture
3039 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3040 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3041 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3042 r_refdef.view.clipplane = p->plane;
3043 // reverse the cullface settings for this render
3044 r_refdef.view.cullface_front = GL_FRONT;
3045 r_refdef.view.cullface_back = GL_BACK;
3046 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3048 r_refdef.view.usecustompvs = true;
3050 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3052 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3055 R_ResetViewRendering3D();
3056 R_ClearScreen(r_refdef.fogenabled);
3057 if (r_timereport_active)
3058 R_TimeReport("viewclear");
3060 R_RenderScene(false);
3062 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3063 GL_ActiveTexture(0);
3065 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
3067 R_ResetViewRendering3D();
3068 R_ClearScreen(r_refdef.fogenabled);
3069 if (r_timereport_active)
3070 R_TimeReport("viewclear");
3073 r_refdef.view = originalview;
3074 r_refdef.view.clear = true;
3075 r_waterstate.renderingscene = false;
3079 r_refdef.view = originalview;
3080 r_waterstate.renderingscene = false;
3081 Cvar_SetValueQuick(&r_water, 0);
3082 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3086 void R_Bloom_StartFrame(void)
3088 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3090 // set bloomwidth and bloomheight to the bloom resolution that will be
3091 // used (often less than the screen resolution for faster rendering)
3092 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3093 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3094 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3095 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3096 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3098 // calculate desired texture sizes
3099 if (gl_support_arb_texture_non_power_of_two)
3101 screentexturewidth = r_refdef.view.width;
3102 screentextureheight = r_refdef.view.height;
3103 bloomtexturewidth = r_bloomstate.bloomwidth;
3104 bloomtextureheight = r_bloomstate.bloomheight;
3108 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3109 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3110 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3111 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3114 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3116 Cvar_SetValueQuick(&r_hdr, 0);
3117 Cvar_SetValueQuick(&r_bloom, 0);
3120 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3121 screentexturewidth = screentextureheight = 0;
3122 if (!r_hdr.integer && !r_bloom.integer)
3123 bloomtexturewidth = bloomtextureheight = 0;
3125 // allocate textures as needed
3126 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3128 if (r_bloomstate.texture_screen)
3129 R_FreeTexture(r_bloomstate.texture_screen);
3130 r_bloomstate.texture_screen = NULL;
3131 r_bloomstate.screentexturewidth = screentexturewidth;
3132 r_bloomstate.screentextureheight = screentextureheight;
3133 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3134 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);
3136 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3138 if (r_bloomstate.texture_bloom)
3139 R_FreeTexture(r_bloomstate.texture_bloom);
3140 r_bloomstate.texture_bloom = NULL;
3141 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3142 r_bloomstate.bloomtextureheight = bloomtextureheight;
3143 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3144 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);
3147 // set up a texcoord array for the full resolution screen image
3148 // (we have to keep this around to copy back during final render)
3149 r_bloomstate.screentexcoord2f[0] = 0;
3150 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3151 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3152 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3153 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3154 r_bloomstate.screentexcoord2f[5] = 0;
3155 r_bloomstate.screentexcoord2f[6] = 0;
3156 r_bloomstate.screentexcoord2f[7] = 0;
3158 // set up a texcoord array for the reduced resolution bloom image
3159 // (which will be additive blended over the screen image)
3160 r_bloomstate.bloomtexcoord2f[0] = 0;
3161 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3162 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3163 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3164 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3165 r_bloomstate.bloomtexcoord2f[5] = 0;
3166 r_bloomstate.bloomtexcoord2f[6] = 0;
3167 r_bloomstate.bloomtexcoord2f[7] = 0;
3169 if (r_hdr.integer || r_bloom.integer)
3171 r_bloomstate.enabled = true;
3172 r_bloomstate.hdr = r_hdr.integer != 0;
3176 void R_Bloom_CopyBloomTexture(float colorscale)
3178 r_refdef.stats.bloom++;
3180 // scale down screen texture to the bloom texture size
3182 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3183 GL_BlendFunc(GL_ONE, GL_ZERO);
3184 GL_Color(colorscale, colorscale, colorscale, 1);
3185 // TODO: optimize with multitexture or GLSL
3186 R_SetupGenericShader(true);
3187 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3188 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3189 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3190 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3192 // we now have a bloom image in the framebuffer
3193 // copy it into the bloom image texture for later processing
3194 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3195 GL_ActiveTexture(0);
3197 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
3198 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3201 void R_Bloom_CopyHDRTexture(void)
3203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204 GL_ActiveTexture(0);
3206 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
3207 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3210 void R_Bloom_MakeTexture(void)
3213 float xoffset, yoffset, r, brighten;
3215 r_refdef.stats.bloom++;
3217 R_ResetViewRendering2D();
3218 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3219 R_Mesh_ColorPointer(NULL, 0, 0);
3220 R_SetupGenericShader(true);
3222 // we have a bloom image in the framebuffer
3224 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3226 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3229 r = bound(0, r_bloom_colorexponent.value / x, 1);
3230 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3231 GL_Color(r, r, r, 1);
3232 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3233 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3234 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3235 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3237 // copy the vertically blurred bloom view to a texture
3238 GL_ActiveTexture(0);
3240 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
3241 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3244 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3245 brighten = r_bloom_brighten.value;
3247 brighten *= r_hdr_range.value;
3248 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3251 for (dir = 0;dir < 2;dir++)
3253 // blend on at multiple vertical offsets to achieve a vertical blur
3254 // TODO: do offset blends using GLSL
3255 GL_BlendFunc(GL_ONE, GL_ZERO);
3256 for (x = -range;x <= range;x++)
3258 if (!dir){xoffset = 0;yoffset = x;}
3259 else {xoffset = x;yoffset = 0;}
3260 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3261 yoffset /= (float)r_bloomstate.bloomtextureheight;
3262 // compute a texcoord array with the specified x and y offset
3263 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3264 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3265 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3266 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3267 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3268 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3269 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3270 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3271 // this r value looks like a 'dot' particle, fading sharply to
3272 // black at the edges
3273 // (probably not realistic but looks good enough)
3274 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3275 //r = (dir ? 1.0f : brighten)/(range*2+1);
3276 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3277 GL_Color(r, r, r, 1);
3278 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3279 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3280 GL_BlendFunc(GL_ONE, GL_ONE);
3283 // copy the vertically blurred bloom view to a texture
3284 GL_ActiveTexture(0);
3286 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
3287 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3290 // apply subtract last
3291 // (just like it would be in a GLSL shader)
3292 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3294 GL_BlendFunc(GL_ONE, GL_ZERO);
3295 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3296 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3297 GL_Color(1, 1, 1, 1);
3298 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3299 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301 GL_BlendFunc(GL_ONE, GL_ONE);
3302 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3303 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3304 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3305 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3306 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3307 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3310 // copy the darkened bloom view to a texture
3311 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3312 GL_ActiveTexture(0);
3314 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3315 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3319 void R_HDR_RenderBloomTexture(void)
3321 int oldwidth, oldheight;
3322 float oldcolorscale;
3324 oldcolorscale = r_refdef.view.colorscale;
3325 oldwidth = r_refdef.view.width;
3326 oldheight = r_refdef.view.height;
3327 r_refdef.view.width = r_bloomstate.bloomwidth;
3328 r_refdef.view.height = r_bloomstate.bloomheight;
3330 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3331 // TODO: add exposure compensation features
3332 // TODO: add fp16 framebuffer support
3334 r_refdef.view.showdebug = false;
3335 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3337 R_ClearScreen(r_refdef.fogenabled);
3338 if (r_timereport_active)
3339 R_TimeReport("HDRclear");
3341 r_waterstate.numwaterplanes = 0;
3342 R_RenderScene(r_waterstate.enabled);
3343 r_refdef.view.showdebug = true;
3345 R_ResetViewRendering2D();
3347 R_Bloom_CopyHDRTexture();
3348 R_Bloom_MakeTexture();
3350 // restore the view settings
3351 r_refdef.view.width = oldwidth;
3352 r_refdef.view.height = oldheight;
3353 r_refdef.view.colorscale = oldcolorscale;
3355 R_ResetViewRendering3D();
3357 R_ClearScreen(r_refdef.fogenabled);
3358 if (r_timereport_active)
3359 R_TimeReport("viewclear");
3362 static void R_BlendView(void)
3364 if (r_bloomstate.texture_screen)
3366 // copy view into the screen texture
3367 R_ResetViewRendering2D();
3368 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3369 R_Mesh_ColorPointer(NULL, 0, 0);
3370 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3371 GL_ActiveTexture(0);CHECKGLERROR
3372 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
3373 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3376 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3378 unsigned int permutation =
3379 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3380 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3381 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3382 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3384 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3386 // render simple bloom effect
3387 // copy the screen and shrink it and darken it for the bloom process
3388 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3389 // make the bloom texture
3390 R_Bloom_MakeTexture();
3393 R_ResetViewRendering2D();
3394 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3395 R_Mesh_ColorPointer(NULL, 0, 0);
3396 GL_Color(1, 1, 1, 1);
3397 GL_BlendFunc(GL_ONE, GL_ZERO);
3398 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3399 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3400 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3401 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3402 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3403 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3404 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3405 if (r_glsl_permutation->loc_TintColor >= 0)
3406 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3407 if (r_glsl_permutation->loc_ClientTime >= 0)
3408 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3409 if (r_glsl_permutation->loc_UserVec1 >= 0)
3411 float a=0, b=0, c=0, d=0;
3412 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3413 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3415 if (r_glsl_permutation->loc_UserVec2 >= 0)
3417 float a=0, b=0, c=0, d=0;
3418 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3419 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3421 if (r_glsl_permutation->loc_UserVec3 >= 0)
3423 float a=0, b=0, c=0, d=0;
3424 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3425 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3427 if (r_glsl_permutation->loc_UserVec4 >= 0)
3429 float a=0, b=0, c=0, d=0;
3430 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3431 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3433 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3434 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3440 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3442 // render high dynamic range bloom effect
3443 // the bloom texture was made earlier this render, so we just need to
3444 // blend it onto the screen...
3445 R_ResetViewRendering2D();
3446 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3447 R_Mesh_ColorPointer(NULL, 0, 0);
3448 R_SetupGenericShader(true);
3449 GL_Color(1, 1, 1, 1);
3450 GL_BlendFunc(GL_ONE, GL_ONE);
3451 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3452 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3453 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3454 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3456 else if (r_bloomstate.texture_bloom)
3458 // render simple bloom effect
3459 // copy the screen and shrink it and darken it for the bloom process
3460 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3461 // make the bloom texture
3462 R_Bloom_MakeTexture();
3463 // put the original screen image back in place and blend the bloom
3465 R_ResetViewRendering2D();
3466 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3467 R_Mesh_ColorPointer(NULL, 0, 0);
3468 GL_Color(1, 1, 1, 1);
3469 GL_BlendFunc(GL_ONE, GL_ZERO);
3470 // do both in one pass if possible
3471 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3472 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3473 if (r_textureunits.integer >= 2 && gl_combine.integer)
3475 R_SetupGenericTwoTextureShader(GL_ADD);
3476 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3477 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3481 R_SetupGenericShader(true);
3482 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3483 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3484 // now blend on the bloom texture
3485 GL_BlendFunc(GL_ONE, GL_ONE);
3486 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3487 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3489 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3490 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3492 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3494 // apply a color tint to the whole view
3495 R_ResetViewRendering2D();
3496 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3497 R_Mesh_ColorPointer(NULL, 0, 0);
3498 R_SetupGenericShader(false);
3499 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3500 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3501 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3505 void R_RenderScene(qboolean addwaterplanes);
3507 matrix4x4_t r_waterscrollmatrix;
3509 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3511 if (r_refdef.fog_density)
3513 r_refdef.fogcolor[0] = r_refdef.fog_red;
3514 r_refdef.fogcolor[1] = r_refdef.fog_green;
3515 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3519 VectorCopy(r_refdef.fogcolor, fogvec);
3520 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3522 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3523 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3524 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3525 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3527 // color.rgb *= ContrastBoost * SceneBrightness;
3528 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3529 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3530 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3531 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3536 void R_UpdateVariables(void)
3540 r_refdef.farclip = 4096;
3541 if (r_refdef.scene.worldmodel)
3542 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3543 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3545 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3546 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3547 r_refdef.polygonfactor = 0;
3548 r_refdef.polygonoffset = 0;
3549 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3550 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3552 r_refdef.rtworld = r_shadow_realtime_world.integer;
3553 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3554 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3555 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3556 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3557 if (r_showsurfaces.integer)
3559 r_refdef.rtworld = false;
3560 r_refdef.rtworldshadows = false;
3561 r_refdef.rtdlight = false;
3562 r_refdef.rtdlightshadows = false;
3563 r_refdef.lightmapintensity = 0;
3566 if (gamemode == GAME_NEHAHRA)
3568 if (gl_fogenable.integer)
3570 r_refdef.oldgl_fogenable = true;
3571 r_refdef.fog_density = gl_fogdensity.value;
3572 r_refdef.fog_red = gl_fogred.value;
3573 r_refdef.fog_green = gl_foggreen.value;
3574 r_refdef.fog_blue = gl_fogblue.value;
3575 r_refdef.fog_alpha = 1;
3576 r_refdef.fog_start = 0;
3577 r_refdef.fog_end = gl_skyclip.value;
3579 else if (r_refdef.oldgl_fogenable)
3581 r_refdef.oldgl_fogenable = false;
3582 r_refdef.fog_density = 0;
3583 r_refdef.fog_red = 0;
3584 r_refdef.fog_green = 0;
3585 r_refdef.fog_blue = 0;
3586 r_refdef.fog_alpha = 0;
3587 r_refdef.fog_start = 0;
3588 r_refdef.fog_end = 0;
3592 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3593 r_refdef.fog_start = max(0, r_refdef.fog_start);
3594 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3596 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3598 if (r_refdef.fog_density)
3600 r_refdef.fogenabled = true;
3601 // this is the point where the fog reaches 0.9986 alpha, which we
3602 // consider a good enough cutoff point for the texture
3603 // (0.9986 * 256 == 255.6)
3604 if (r_fog_exp2.integer)
3605 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3607 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3608 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3609 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3610 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3611 // fog color was already set
3612 // update the fog texture
3613 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)
3614 R_BuildFogTexture();
3617 r_refdef.fogenabled = false;
3619 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3621 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3623 // build GLSL gamma texture
3624 #define RAMPWIDTH 256
3625 unsigned short ramp[RAMPWIDTH * 3];
3626 unsigned char ramprgb[RAMPWIDTH][4];
3629 r_texture_gammaramps_serial = vid_gammatables_serial;
3631 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3632 for(i = 0; i < RAMPWIDTH; ++i)
3634 ramprgb[i][0] = ramp[i] >> 8;
3635 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3636 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3639 if (r_texture_gammaramps)
3641 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3645 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3651 // remove GLSL gamma texture
3655 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3656 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3662 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3663 if( scenetype != r_currentscenetype ) {
3664 // store the old scenetype
3665 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3666 r_currentscenetype = scenetype;
3667 // move in the new scene
3668 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3677 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3679 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3680 if( scenetype == r_currentscenetype ) {
3681 return &r_refdef.scene;
3683 return &r_scenes_store[ scenetype ];
3692 void R_RenderView(void)
3694 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3695 return; //Host_Error ("R_RenderView: NULL worldmodel");
3697 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3699 // break apart the view matrix into vectors for various purposes
3700 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3701 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3702 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3703 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3704 // make an inverted copy of the view matrix for tracking sprites
3705 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3707 R_Shadow_UpdateWorldLightSelection();
3709 R_Bloom_StartFrame();
3710 R_Water_StartFrame();
3713 if (r_timereport_active)
3714 R_TimeReport("viewsetup");
3716 R_ResetViewRendering3D();
3718 if (r_refdef.view.clear || r_refdef.fogenabled)
3720 R_ClearScreen(r_refdef.fogenabled);
3721 if (r_timereport_active)
3722 R_TimeReport("viewclear");
3724 r_refdef.view.clear = true;
3726 r_refdef.view.showdebug = true;
3728 // this produces a bloom texture to be used in R_BlendView() later
3730 R_HDR_RenderBloomTexture();
3732 r_waterstate.numwaterplanes = 0;
3733 R_RenderScene(r_waterstate.enabled);
3736 if (r_timereport_active)
3737 R_TimeReport("blendview");
3739 GL_Scissor(0, 0, vid.width, vid.height);
3740 GL_ScissorTest(false);
3744 extern void R_DrawLightningBeams (void);
3745 extern void VM_CL_AddPolygonsToMeshQueue (void);
3746 extern void R_DrawPortals (void);
3747 extern cvar_t cl_locs_show;
3748 static void R_DrawLocs(void);
3749 static void R_DrawEntityBBoxes(void);
3750 void R_RenderScene(qboolean addwaterplanes)
3752 r_refdef.stats.renders++;
3758 R_ResetViewRendering3D();
3761 if (r_timereport_active)
3762 R_TimeReport("watervis");
3764 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3766 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3767 if (r_timereport_active)
3768 R_TimeReport("waterworld");
3771 // don't let sound skip if going slow
3772 if (r_refdef.scene.extraupdate)
3775 R_DrawModelsAddWaterPlanes();
3776 if (r_timereport_active)
3777 R_TimeReport("watermodels");
3779 R_Water_ProcessPlanes();
3780 if (r_timereport_active)
3781 R_TimeReport("waterscenes");
3784 R_ResetViewRendering3D();
3786 // don't let sound skip if going slow
3787 if (r_refdef.scene.extraupdate)
3790 R_MeshQueue_BeginScene();
3795 if (r_timereport_active)
3796 R_TimeReport("visibility");
3798 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);
3800 if (cl.csqc_vidvars.drawworld)
3802 // don't let sound skip if going slow
3803 if (r_refdef.scene.extraupdate)
3806 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3808 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3809 if (r_timereport_active)
3810 R_TimeReport("worldsky");
3813 if (R_DrawBrushModelsSky() && r_timereport_active)
3814 R_TimeReport("bmodelsky");
3817 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3819 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3820 if (r_timereport_active)
3821 R_TimeReport("worlddepth");
3823 if (r_depthfirst.integer >= 2)
3825 R_DrawModelsDepth();
3826 if (r_timereport_active)
3827 R_TimeReport("modeldepth");
3830 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3832 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3833 if (r_timereport_active)
3834 R_TimeReport("world");
3837 // don't let sound skip if going slow
3838 if (r_refdef.scene.extraupdate)
3842 if (r_timereport_active)
3843 R_TimeReport("models");
3845 // don't let sound skip if going slow
3846 if (r_refdef.scene.extraupdate)
3849 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3851 R_DrawModelShadows();
3853 R_ResetViewRendering3D();
3855 // don't let sound skip if going slow
3856 if (r_refdef.scene.extraupdate)
3860 R_ShadowVolumeLighting(false);
3861 if (r_timereport_active)
3862 R_TimeReport("rtlights");
3864 // don't let sound skip if going slow
3865 if (r_refdef.scene.extraupdate)
3868 if (cl.csqc_vidvars.drawworld)
3870 R_DrawLightningBeams();
3871 if (r_timereport_active)
3872 R_TimeReport("lightning");
3875 if (r_timereport_active)
3876 R_TimeReport("decals");
3879 if (r_timereport_active)
3880 R_TimeReport("particles");
3883 if (r_timereport_active)
3884 R_TimeReport("explosions");
3887 R_SetupGenericShader(true);
3888 VM_CL_AddPolygonsToMeshQueue();
3890 if (r_refdef.view.showdebug)
3892 if (cl_locs_show.integer)
3895 if (r_timereport_active)
3896 R_TimeReport("showlocs");
3899 if (r_drawportals.integer)
3902 if (r_timereport_active)
3903 R_TimeReport("portals");
3906 if (r_showbboxes.value > 0)
3908 R_DrawEntityBBoxes();
3909 if (r_timereport_active)
3910 R_TimeReport("bboxes");
3914 R_SetupGenericShader(true);
3915 R_MeshQueue_RenderTransparent();
3916 if (r_timereport_active)
3917 R_TimeReport("drawtrans");
3919 R_SetupGenericShader(true);
3921 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))
3923 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3924 if (r_timereport_active)
3925 R_TimeReport("worlddebug");
3926 R_DrawModelsDebug();
3927 if (r_timereport_active)
3928 R_TimeReport("modeldebug");
3931 R_SetupGenericShader(true);
3933 if (cl.csqc_vidvars.drawworld)
3936 if (r_timereport_active)
3937 R_TimeReport("coronas");
3940 // don't let sound skip if going slow
3941 if (r_refdef.scene.extraupdate)
3944 R_ResetViewRendering2D();
3947 static const int bboxelements[36] =
3957 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3960 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3961 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3962 GL_DepthMask(false);
3963 GL_DepthRange(0, 1);
3964 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3965 R_Mesh_Matrix(&identitymatrix);
3966 R_Mesh_ResetTextureState();
3968 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3969 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3970 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3971 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3972 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3973 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3974 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3975 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3976 R_FillColors(color4f, 8, cr, cg, cb, ca);
3977 if (r_refdef.fogenabled)
3979 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3981 f1 = FogPoint_World(v);
3983 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3984 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3985 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3988 R_Mesh_VertexPointer(vertex3f, 0, 0);
3989 R_Mesh_ColorPointer(color4f, 0, 0);
3990 R_Mesh_ResetTextureState();
3991 R_SetupGenericShader(false);
3992 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3995 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3999 prvm_edict_t *edict;
4000 // this function draws bounding boxes of server entities
4003 R_SetupGenericShader(false);
4005 for (i = 0;i < numsurfaces;i++)
4007 edict = PRVM_EDICT_NUM(surfacelist[i]);
4008 switch ((int)edict->fields.server->solid)
4010 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4011 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4012 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4013 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4014 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4015 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4017 color[3] *= r_showbboxes.value;
4018 color[3] = bound(0, color[3], 1);
4019 GL_DepthTest(!r_showdisabledepthtest.integer);
4020 GL_CullFace(r_refdef.view.cullface_front);
4021 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4026 static void R_DrawEntityBBoxes(void)
4029 prvm_edict_t *edict;
4031 // this function draws bounding boxes of server entities
4035 for (i = 0;i < prog->num_edicts;i++)
4037 edict = PRVM_EDICT_NUM(i);
4038 if (edict->priv.server->free)
4040 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4041 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4046 int nomodelelements[24] =
4058 float nomodelvertex3f[6*3] =
4068 float nomodelcolor4f[6*4] =
4070 0.0f, 0.0f, 0.5f, 1.0f,
4071 0.0f, 0.0f, 0.5f, 1.0f,
4072 0.0f, 0.5f, 0.0f, 1.0f,
4073 0.0f, 0.5f, 0.0f, 1.0f,
4074 0.5f, 0.0f, 0.0f, 1.0f,
4075 0.5f, 0.0f, 0.0f, 1.0f
4078 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4083 // this is only called once per entity so numsurfaces is always 1, and
4084 // surfacelist is always {0}, so this code does not handle batches
4085 R_Mesh_Matrix(&ent->matrix);
4087 if (ent->flags & EF_ADDITIVE)
4089 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4090 GL_DepthMask(false);
4092 else if (ent->alpha < 1)
4094 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4095 GL_DepthMask(false);
4099 GL_BlendFunc(GL_ONE, GL_ZERO);
4102 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4103 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4104 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4105 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4106 R_SetupGenericShader(false);
4107 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4108 if (r_refdef.fogenabled)
4111 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4112 R_Mesh_ColorPointer(color4f, 0, 0);
4113 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4114 f1 = FogPoint_World(org);
4116 for (i = 0, c = color4f;i < 6;i++, c += 4)
4118 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4119 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4120 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4124 else if (ent->alpha != 1)
4126 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4127 R_Mesh_ColorPointer(color4f, 0, 0);
4128 for (i = 0, c = color4f;i < 6;i++, c += 4)
4132 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4133 R_Mesh_ResetTextureState();
4134 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4137 void R_DrawNoModel(entity_render_t *ent)
4140 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4141 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4142 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4144 // R_DrawNoModelCallback(ent, 0);
4147 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4149 vec3_t right1, right2, diff, normal;
4151 VectorSubtract (org2, org1, normal);
4153 // calculate 'right' vector for start
4154 VectorSubtract (r_refdef.view.origin, org1, diff);
4155 CrossProduct (normal, diff, right1);
4156 VectorNormalize (right1);
4158 // calculate 'right' vector for end
4159 VectorSubtract (r_refdef.view.origin, org2, diff);
4160 CrossProduct (normal, diff, right2);
4161 VectorNormalize (right2);
4163 vert[ 0] = org1[0] + width * right1[0];
4164 vert[ 1] = org1[1] + width * right1[1];
4165 vert[ 2] = org1[2] + width * right1[2];
4166 vert[ 3] = org1[0] - width * right1[0];
4167 vert[ 4] = org1[1] - width * right1[1];
4168 vert[ 5] = org1[2] - width * right1[2];
4169 vert[ 6] = org2[0] - width * right2[0];
4170 vert[ 7] = org2[1] - width * right2[1];
4171 vert[ 8] = org2[2] - width * right2[2];
4172 vert[ 9] = org2[0] + width * right2[0];
4173 vert[10] = org2[1] + width * right2[1];
4174 vert[11] = org2[2] + width * right2[2];
4177 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4179 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)
4184 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4185 fog = FogPoint_World(origin);
4187 R_Mesh_Matrix(&identitymatrix);
4188 GL_BlendFunc(blendfunc1, blendfunc2);
4194 GL_CullFace(r_refdef.view.cullface_front);
4197 GL_CullFace(r_refdef.view.cullface_back);
4198 GL_CullFace(GL_NONE);
4200 GL_DepthMask(false);
4201 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4202 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4203 GL_DepthTest(!depthdisable);
4205 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4206 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4207 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4208 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4209 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4210 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4211 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4212 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4213 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4214 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4215 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4216 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4218 R_Mesh_VertexPointer(vertex3f, 0, 0);
4219 R_Mesh_ColorPointer(NULL, 0, 0);
4220 R_Mesh_ResetTextureState();
4221 R_SetupGenericShader(true);
4222 R_Mesh_TexBind(0, R_GetTexture(texture));
4223 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4224 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4225 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4226 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4228 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4230 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4231 GL_BlendFunc(blendfunc1, GL_ONE);
4233 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4234 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4238 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4243 VectorSet(v, x, y, z);
4244 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4245 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4247 if (i == mesh->numvertices)
4249 if (mesh->numvertices < mesh->maxvertices)
4251 VectorCopy(v, vertex3f);
4252 mesh->numvertices++;
4254 return mesh->numvertices;
4260 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4264 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4265 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4266 e = mesh->element3i + mesh->numtriangles * 3;
4267 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4269 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4270 if (mesh->numtriangles < mesh->maxtriangles)
4275 mesh->numtriangles++;
4277 element[1] = element[2];
4281 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4285 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4286 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4287 e = mesh->element3i + mesh->numtriangles * 3;
4288 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4290 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4291 if (mesh->numtriangles < mesh->maxtriangles)
4296 mesh->numtriangles++;
4298 element[1] = element[2];
4302 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4303 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4305 int planenum, planenum2;
4308 mplane_t *plane, *plane2;
4310 double temppoints[2][256*3];
4311 // figure out how large a bounding box we need to properly compute this brush
4313 for (w = 0;w < numplanes;w++)
4314 maxdist = max(maxdist, planes[w].dist);
4315 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4316 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4317 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4321 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4322 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4324 if (planenum2 == planenum)
4326 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);
4329 if (tempnumpoints < 3)
4331 // generate elements forming a triangle fan for this polygon
4332 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4336 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)
4338 texturelayer_t *layer;
4339 layer = t->currentlayers + t->currentnumlayers++;
4341 layer->depthmask = depthmask;
4342 layer->blendfunc1 = blendfunc1;
4343 layer->blendfunc2 = blendfunc2;
4344 layer->texture = texture;
4345 layer->texmatrix = *matrix;
4346 layer->color[0] = r * r_refdef.view.colorscale;
4347 layer->color[1] = g * r_refdef.view.colorscale;
4348 layer->color[2] = b * r_refdef.view.colorscale;
4349 layer->color[3] = a;
4352 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4355 index = parms[2] + r_refdef.scene.time * parms[3];
4356 index -= floor(index);
4360 case Q3WAVEFUNC_NONE:
4361 case Q3WAVEFUNC_NOISE:
4362 case Q3WAVEFUNC_COUNT:
4365 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4366 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4367 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4368 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4369 case Q3WAVEFUNC_TRIANGLE:
4371 f = index - floor(index);
4382 return (float)(parms[0] + parms[1] * f);
4385 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4388 model_t *model = ent->model;
4391 q3shaderinfo_layer_tcmod_t *tcmod;
4393 // switch to an alternate material if this is a q1bsp animated material
4395 texture_t *texture = t;
4396 int s = ent->skinnum;
4397 if ((unsigned int)s >= (unsigned int)model->numskins)
4399 if (model->skinscenes)
4401 if (model->skinscenes[s].framecount > 1)
4402 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4404 s = model->skinscenes[s].firstframe;
4407 t = t + s * model->num_surfaces;
4410 // use an alternate animation if the entity's frame is not 0,
4411 // and only if the texture has an alternate animation
4412 if (ent->frame2 != 0 && t->anim_total[1])
4413 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4415 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4417 texture->currentframe = t;
4420 // update currentskinframe to be a qw skin or animation frame
4421 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4423 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4425 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4426 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4427 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);
4429 t->currentskinframe = r_qwskincache_skinframe[i];
4430 if (t->currentskinframe == NULL)
4431 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4433 else if (t->numskinframes >= 2)
4434 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4435 if (t->backgroundnumskinframes >= 2)
4436 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4438 t->currentmaterialflags = t->basematerialflags;
4439 t->currentalpha = ent->alpha;
4440 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4442 t->currentalpha *= r_wateralpha.value;
4444 * FIXME what is this supposed to do?
4445 // if rendering refraction/reflection, disable transparency
4446 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4447 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4450 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4451 t->currentalpha *= t->r_water_wateralpha;
4452 if(!r_waterstate.enabled)
4453 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4454 if (!(ent->flags & RENDER_LIGHT))
4455 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4456 else if (rsurface.modeltexcoordlightmap2f == NULL)
4458 // pick a model lighting mode
4459 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4460 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4462 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4464 if (ent->effects & EF_ADDITIVE)
4465 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4466 else if (t->currentalpha < 1)
4467 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4468 if (ent->effects & EF_DOUBLESIDED)
4469 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4470 if (ent->effects & EF_NODEPTHTEST)
4471 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4472 if (ent->flags & RENDER_VIEWMODEL)
4473 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4474 if (t->backgroundnumskinframes)
4475 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4476 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4478 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4479 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4482 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4484 // there is no tcmod
4485 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4486 t->currenttexmatrix = r_waterscrollmatrix;
4488 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4491 switch(tcmod->tcmod)
4495 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4496 matrix = r_waterscrollmatrix;
4498 matrix = identitymatrix;
4500 case Q3TCMOD_ENTITYTRANSLATE:
4501 // this is used in Q3 to allow the gamecode to control texcoord
4502 // scrolling on the entity, which is not supported in darkplaces yet.
4503 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4505 case Q3TCMOD_ROTATE:
4506 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4507 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4508 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4511 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4513 case Q3TCMOD_SCROLL:
4514 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4516 case Q3TCMOD_STRETCH:
4517 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4518 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4520 case Q3TCMOD_TRANSFORM:
4521 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4522 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4523 VectorSet(tcmat + 6, 0 , 0 , 1);
4524 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4525 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4527 case Q3TCMOD_TURBULENT:
4528 // this is handled in the RSurf_PrepareVertices function
4529 matrix = identitymatrix;
4532 // either replace or concatenate the transformation
4534 t->currenttexmatrix = matrix;
4537 matrix4x4_t temp = t->currenttexmatrix;
4538 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4542 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4543 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4544 t->glosstexture = r_texture_black;
4545 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4546 t->backgroundglosstexture = r_texture_black;
4547 t->specularpower = r_shadow_glossexponent.value;
4548 // TODO: store reference values for these in the texture?
4549 t->specularscale = 0;
4550 if (r_shadow_gloss.integer > 0)
4552 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4554 if (r_shadow_glossintensity.value > 0)
4556 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4557 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4558 t->specularscale = r_shadow_glossintensity.value;
4561 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4563 t->glosstexture = r_texture_white;
4564 t->backgroundglosstexture = r_texture_white;
4565 t->specularscale = r_shadow_gloss2intensity.value;
4569 // lightmaps mode looks bad with dlights using actual texturing, so turn
4570 // off the colormap and glossmap, but leave the normalmap on as it still
4571 // accurately represents the shading involved
4572 if (gl_lightmaps.integer)
4574 t->basetexture = r_texture_grey128;
4575 t->backgroundbasetexture = NULL;
4576 t->specularscale = 0;
4577 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4578 t->currentmaterialflags |= MATERIALFLAG_WALL;
4581 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4582 VectorClear(t->dlightcolor);
4583 t->currentnumlayers = 0;
4584 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4586 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4588 int blendfunc1, blendfunc2, depthmask;
4589 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4591 blendfunc1 = GL_SRC_ALPHA;
4592 blendfunc2 = GL_ONE;
4594 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4596 blendfunc1 = GL_SRC_ALPHA;
4597 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4599 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4601 blendfunc1 = t->customblendfunc[0];
4602 blendfunc2 = t->customblendfunc[1];
4606 blendfunc1 = GL_ONE;
4607 blendfunc2 = GL_ZERO;
4609 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4610 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4613 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4614 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4615 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4617 // fullbright is not affected by r_refdef.lightmapintensity
4618 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]);
4619 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4620 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]);
4621 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4622 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]);
4626 vec3_t ambientcolor;
4628 // set the color tint used for lights affecting this surface
4629 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4631 // q3bsp has no lightmap updates, so the lightstylevalue that
4632 // would normally be baked into the lightmap must be
4633 // applied to the color
4634 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4635 if (ent->model->type == mod_brushq3)
4636 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4637 colorscale *= r_refdef.lightmapintensity;
4638 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4639 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4640 // basic lit geometry
4641 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]);
4642 // add pants/shirt if needed
4643 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4644 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]);
4645 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4646 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]);
4647 // now add ambient passes if needed
4648 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4650 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]);
4651 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4652 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]);
4653 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4654 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]);
4657 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4658 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]);
4659 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4661 // if this is opaque use alpha blend which will darken the earlier
4664 // if this is an alpha blended material, all the earlier passes
4665 // were darkened by fog already, so we only need to add the fog
4666 // color ontop through the fog mask texture
4668 // if this is an additive blended material, all the earlier passes
4669 // were darkened by fog already, and we should not add fog color
4670 // (because the background was not darkened, there is no fog color
4671 // that was lost behind it).
4672 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]);
4679 void R_UpdateAllTextureInfo(entity_render_t *ent)
4683 for (i = 0;i < ent->model->num_texturesperskin;i++)
4684 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4687 rsurfacestate_t rsurface;
4689 void R_Mesh_ResizeArrays(int newvertices)
4692 if (rsurface.array_size >= newvertices)
4694 if (rsurface.array_modelvertex3f)
4695 Mem_Free(rsurface.array_modelvertex3f);
4696 rsurface.array_size = (newvertices + 1023) & ~1023;
4697 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4698 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4699 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4700 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4701 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4702 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4703 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4704 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4705 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4706 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4707 rsurface.array_color4f = base + rsurface.array_size * 27;
4708 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4711 void RSurf_ActiveWorldEntity(void)
4713 model_t *model = r_refdef.scene.worldmodel;
4714 if (rsurface.array_size < model->surfmesh.num_vertices)
4715 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4716 rsurface.matrix = identitymatrix;
4717 rsurface.inversematrix = identitymatrix;
4718 R_Mesh_Matrix(&identitymatrix);
4719 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4720 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4721 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4722 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4723 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4724 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4725 rsurface.frameblend[0].frame = 0;
4726 rsurface.frameblend[0].lerp = 1;
4727 rsurface.frameblend[1].frame = 0;
4728 rsurface.frameblend[1].lerp = 0;
4729 rsurface.frameblend[2].frame = 0;
4730 rsurface.frameblend[2].lerp = 0;
4731 rsurface.frameblend[3].frame = 0;
4732 rsurface.frameblend[3].lerp = 0;
4733 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4734 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4735 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4736 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4737 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4738 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4739 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4740 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4741 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4742 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4743 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4744 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4745 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4746 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4747 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4748 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4749 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4750 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4751 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4752 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4753 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4754 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4755 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4756 rsurface.modelelement3i = model->surfmesh.data_element3i;
4757 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4758 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4759 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4760 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4761 rsurface.modelsurfaces = model->data_surfaces;
4762 rsurface.generatedvertex = false;
4763 rsurface.vertex3f = rsurface.modelvertex3f;
4764 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4765 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4766 rsurface.svector3f = rsurface.modelsvector3f;
4767 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4768 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4769 rsurface.tvector3f = rsurface.modeltvector3f;
4770 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4771 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4772 rsurface.normal3f = rsurface.modelnormal3f;
4773 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4774 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4775 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4778 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4780 model_t *model = ent->model;
4781 if (rsurface.array_size < model->surfmesh.num_vertices)
4782 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4783 rsurface.matrix = ent->matrix;
4784 rsurface.inversematrix = ent->inversematrix;
4785 R_Mesh_Matrix(&rsurface.matrix);
4786 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4787 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4788 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4789 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4790 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4791 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4792 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4793 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4794 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4795 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4796 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4797 rsurface.frameblend[0] = ent->frameblend[0];
4798 rsurface.frameblend[1] = ent->frameblend[1];
4799 rsurface.frameblend[2] = ent->frameblend[2];
4800 rsurface.frameblend[3] = ent->frameblend[3];
4801 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4802 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4803 if (ent->model->brush.submodel)
4805 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4806 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4808 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4812 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4813 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4814 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4815 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4816 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4818 else if (wantnormals)
4820 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4821 rsurface.modelsvector3f = NULL;
4822 rsurface.modeltvector3f = NULL;
4823 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4824 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4828 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4829 rsurface.modelsvector3f = NULL;
4830 rsurface.modeltvector3f = NULL;
4831 rsurface.modelnormal3f = NULL;
4832 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4834 rsurface.modelvertex3f_bufferobject = 0;
4835 rsurface.modelvertex3f_bufferoffset = 0;
4836 rsurface.modelsvector3f_bufferobject = 0;
4837 rsurface.modelsvector3f_bufferoffset = 0;
4838 rsurface.modeltvector3f_bufferobject = 0;
4839 rsurface.modeltvector3f_bufferoffset = 0;
4840 rsurface.modelnormal3f_bufferobject = 0;
4841 rsurface.modelnormal3f_bufferoffset = 0;
4842 rsurface.generatedvertex = true;
4846 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4847 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4848 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4849 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4850 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4851 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4852 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4853 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4854 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4855 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4856 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4857 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4858 rsurface.generatedvertex = false;
4860 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4861 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4862 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4863 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4864 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4865 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4866 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4867 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4868 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4869 rsurface.modelelement3i = model->surfmesh.data_element3i;
4870 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4871 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4872 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4873 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4874 rsurface.modelsurfaces = model->data_surfaces;
4875 rsurface.vertex3f = rsurface.modelvertex3f;
4876 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4877 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4878 rsurface.svector3f = rsurface.modelsvector3f;
4879 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4880 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4881 rsurface.tvector3f = rsurface.modeltvector3f;
4882 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4883 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4884 rsurface.normal3f = rsurface.modelnormal3f;
4885 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4886 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4887 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4890 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4891 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4894 int texturesurfaceindex;
4899 const float *v1, *in_tc;
4901 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4903 q3shaderinfo_deform_t *deform;
4904 // 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
4905 if (rsurface.generatedvertex)
4907 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4908 generatenormals = true;
4909 for (i = 0;i < Q3MAXDEFORMS;i++)
4911 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4913 generatetangents = true;
4914 generatenormals = true;
4916 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4917 generatenormals = true;
4919 if (generatenormals && !rsurface.modelnormal3f)
4921 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4922 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4923 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4924 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4926 if (generatetangents && !rsurface.modelsvector3f)
4928 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4929 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4930 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4931 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4932 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4933 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4934 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);
4937 rsurface.vertex3f = rsurface.modelvertex3f;
4938 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4939 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4940 rsurface.svector3f = rsurface.modelsvector3f;
4941 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4942 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4943 rsurface.tvector3f = rsurface.modeltvector3f;
4944 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4945 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4946 rsurface.normal3f = rsurface.modelnormal3f;
4947 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4948 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4949 // if vertices are deformed (sprite flares and things in maps, possibly
4950 // water waves, bulges and other deformations), generate them into
4951 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4952 // (may be static model data or generated data for an animated model, or
4953 // the previous deform pass)
4954 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4956 switch (deform->deform)
4959 case Q3DEFORM_PROJECTIONSHADOW:
4960 case Q3DEFORM_TEXT0:
4961 case Q3DEFORM_TEXT1:
4962 case Q3DEFORM_TEXT2:
4963 case Q3DEFORM_TEXT3:
4964 case Q3DEFORM_TEXT4:
4965 case Q3DEFORM_TEXT5:
4966 case Q3DEFORM_TEXT6:
4967 case Q3DEFORM_TEXT7:
4970 case Q3DEFORM_AUTOSPRITE:
4971 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4972 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4974 VectorNormalize(newforward);
4975 VectorNormalize(newright);
4976 VectorNormalize(newup);
4977 // make deformed versions of only the model vertices used by the specified surfaces
4978 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4980 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4981 // a single autosprite surface can contain multiple sprites...
4982 for (j = 0;j < surface->num_vertices - 3;j += 4)
4984 VectorClear(center);
4985 for (i = 0;i < 4;i++)
4986 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4987 VectorScale(center, 0.25f, center);
4988 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4989 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4990 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4991 for (i = 0;i < 4;i++)
4993 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4994 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4997 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);
4998 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);
5000 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5001 rsurface.vertex3f_bufferobject = 0;
5002 rsurface.vertex3f_bufferoffset = 0;
5003 rsurface.svector3f = rsurface.array_deformedsvector3f;
5004 rsurface.svector3f_bufferobject = 0;
5005 rsurface.svector3f_bufferoffset = 0;
5006 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5007 rsurface.tvector3f_bufferobject = 0;
5008 rsurface.tvector3f_bufferoffset = 0;
5009 rsurface.normal3f = rsurface.array_deformednormal3f;
5010 rsurface.normal3f_bufferobject = 0;
5011 rsurface.normal3f_bufferoffset = 0;
5013 case Q3DEFORM_AUTOSPRITE2:
5014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5015 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5017 VectorNormalize(newforward);
5018 VectorNormalize(newright);
5019 VectorNormalize(newup);
5020 // make deformed versions of only the model vertices used by the specified surfaces
5021 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5023 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5024 const float *v1, *v2;
5034 memset(shortest, 0, sizeof(shortest));
5035 // a single autosprite surface can contain multiple sprites...
5036 for (j = 0;j < surface->num_vertices - 3;j += 4)
5038 VectorClear(center);
5039 for (i = 0;i < 4;i++)
5040 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5041 VectorScale(center, 0.25f, center);
5042 // find the two shortest edges, then use them to define the
5043 // axis vectors for rotating around the central axis
5044 for (i = 0;i < 6;i++)
5046 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5047 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5049 Debug_PolygonBegin(NULL, 0);
5050 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5051 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);
5052 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5055 l = VectorDistance2(v1, v2);
5056 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5058 l += (1.0f / 1024.0f);
5059 if (shortest[0].length2 > l || i == 0)
5061 shortest[1] = shortest[0];
5062 shortest[0].length2 = l;
5063 shortest[0].v1 = v1;
5064 shortest[0].v2 = v2;
5066 else if (shortest[1].length2 > l || i == 1)
5068 shortest[1].length2 = l;
5069 shortest[1].v1 = v1;
5070 shortest[1].v2 = v2;
5073 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5074 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5076 Debug_PolygonBegin(NULL, 0);
5077 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5078 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);
5079 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5082 // this calculates the right vector from the shortest edge
5083 // and the up vector from the edge midpoints
5084 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5085 VectorNormalize(right);
5086 VectorSubtract(end, start, up);
5087 VectorNormalize(up);
5088 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5089 //VectorSubtract(rsurface.modelorg, center, forward);
5090 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5091 VectorNegate(forward, forward);
5092 VectorReflect(forward, 0, up, forward);
5093 VectorNormalize(forward);
5094 CrossProduct(up, forward, newright);
5095 VectorNormalize(newright);
5097 Debug_PolygonBegin(NULL, 0);
5098 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);
5099 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5100 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5104 Debug_PolygonBegin(NULL, 0);
5105 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5106 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5107 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5110 // rotate the quad around the up axis vector, this is made
5111 // especially easy by the fact we know the quad is flat,
5112 // so we only have to subtract the center position and
5113 // measure distance along the right vector, and then
5114 // multiply that by the newright vector and add back the
5116 // we also need to subtract the old position to undo the
5117 // displacement from the center, which we do with a
5118 // DotProduct, the subtraction/addition of center is also
5119 // optimized into DotProducts here
5120 l = DotProduct(right, center);
5121 for (i = 0;i < 4;i++)
5123 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5124 f = DotProduct(right, v1) - l;
5125 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5128 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);
5129 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);
5131 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5132 rsurface.vertex3f_bufferobject = 0;
5133 rsurface.vertex3f_bufferoffset = 0;
5134 rsurface.svector3f = rsurface.array_deformedsvector3f;
5135 rsurface.svector3f_bufferobject = 0;
5136 rsurface.svector3f_bufferoffset = 0;
5137 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5138 rsurface.tvector3f_bufferobject = 0;
5139 rsurface.tvector3f_bufferoffset = 0;
5140 rsurface.normal3f = rsurface.array_deformednormal3f;
5141 rsurface.normal3f_bufferobject = 0;
5142 rsurface.normal3f_bufferoffset = 0;
5144 case Q3DEFORM_NORMAL:
5145 // deform the normals to make reflections wavey
5146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5149 for (j = 0;j < surface->num_vertices;j++)
5152 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5153 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5154 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5155 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5157 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158 VectorNormalize(normal);
5160 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);
5162 rsurface.svector3f = rsurface.array_deformedsvector3f;
5163 rsurface.svector3f_bufferobject = 0;
5164 rsurface.svector3f_bufferoffset = 0;
5165 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5166 rsurface.tvector3f_bufferobject = 0;
5167 rsurface.tvector3f_bufferoffset = 0;
5168 rsurface.normal3f = rsurface.array_deformednormal3f;
5169 rsurface.normal3f_bufferobject = 0;
5170 rsurface.normal3f_bufferoffset = 0;
5173 // deform vertex array to make wavey water and flags and such
5174 waveparms[0] = deform->waveparms[0];
5175 waveparms[1] = deform->waveparms[1];
5176 waveparms[2] = deform->waveparms[2];
5177 waveparms[3] = deform->waveparms[3];
5178 // this is how a divisor of vertex influence on deformation
5179 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5180 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5181 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5183 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5184 for (j = 0;j < surface->num_vertices;j++)
5186 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5187 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5188 // if the wavefunc depends on time, evaluate it per-vertex
5191 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5192 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5194 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5197 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5198 rsurface.vertex3f_bufferobject = 0;
5199 rsurface.vertex3f_bufferoffset = 0;
5201 case Q3DEFORM_BULGE:
5202 // deform vertex array to make the surface have moving bulges
5203 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5205 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5206 for (j = 0;j < surface->num_vertices;j++)
5208 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5209 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5212 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5213 rsurface.vertex3f_bufferobject = 0;
5214 rsurface.vertex3f_bufferoffset = 0;
5217 // deform vertex array
5218 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5219 VectorScale(deform->parms, scale, waveparms);
5220 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5222 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5223 for (j = 0;j < surface->num_vertices;j++)
5224 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5226 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5227 rsurface.vertex3f_bufferobject = 0;
5228 rsurface.vertex3f_bufferoffset = 0;
5232 // generate texcoords based on the chosen texcoord source
5233 switch(rsurface.texture->tcgen.tcgen)
5236 case Q3TCGEN_TEXTURE:
5237 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5238 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5239 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5241 case Q3TCGEN_LIGHTMAP:
5242 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5243 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5244 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5246 case Q3TCGEN_VECTOR:
5247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5250 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)
5252 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5253 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5256 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5257 rsurface.texcoordtexture2f_bufferobject = 0;
5258 rsurface.texcoordtexture2f_bufferoffset = 0;
5260 case Q3TCGEN_ENVIRONMENT:
5261 // make environment reflections using a spheremap
5262 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5264 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5265 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5266 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5267 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5268 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5270 float l, d, eyedir[3];
5271 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5272 l = 0.5f / VectorLength(eyedir);
5273 d = DotProduct(normal, eyedir)*2;
5274 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5275 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5278 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5279 rsurface.texcoordtexture2f_bufferobject = 0;
5280 rsurface.texcoordtexture2f_bufferoffset = 0;
5283 // the only tcmod that needs software vertex processing is turbulent, so
5284 // check for it here and apply the changes if needed
5285 // and we only support that as the first one
5286 // (handling a mixture of turbulent and other tcmods would be problematic
5287 // without punting it entirely to a software path)
5288 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5290 amplitude = rsurface.texture->tcmods[0].parms[1];
5291 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5292 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5294 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5295 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)
5297 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5298 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5301 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5302 rsurface.texcoordtexture2f_bufferobject = 0;
5303 rsurface.texcoordtexture2f_bufferoffset = 0;
5305 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5306 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5307 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5308 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5311 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5314 const msurface_t *surface = texturesurfacelist[0];
5315 const msurface_t *surface2;
5320 // TODO: lock all array ranges before render, rather than on each surface
5321 if (texturenumsurfaces == 1)
5323 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5324 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5326 else if (r_batchmode.integer == 2)
5328 #define MAXBATCHTRIANGLES 4096
5329 int batchtriangles = 0;
5330 int batchelements[MAXBATCHTRIANGLES*3];
5331 for (i = 0;i < texturenumsurfaces;i = j)
5333 surface = texturesurfacelist[i];
5335 if (surface->num_triangles > MAXBATCHTRIANGLES)
5337 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5340 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5341 batchtriangles = surface->num_triangles;
5342 firstvertex = surface->num_firstvertex;
5343 endvertex = surface->num_firstvertex + surface->num_vertices;
5344 for (;j < texturenumsurfaces;j++)
5346 surface2 = texturesurfacelist[j];
5347 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5349 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5350 batchtriangles += surface2->num_triangles;
5351 firstvertex = min(firstvertex, surface2->num_firstvertex);
5352 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5354 surface2 = texturesurfacelist[j-1];
5355 numvertices = endvertex - firstvertex;
5356 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5359 else if (r_batchmode.integer == 1)
5361 for (i = 0;i < texturenumsurfaces;i = j)
5363 surface = texturesurfacelist[i];
5364 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5365 if (texturesurfacelist[j] != surface2)
5367 surface2 = texturesurfacelist[j-1];
5368 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5369 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5370 GL_LockArrays(surface->num_firstvertex, numvertices);
5371 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5376 for (i = 0;i < texturenumsurfaces;i++)
5378 surface = texturesurfacelist[i];
5379 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5380 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5385 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5387 int i, planeindex, vertexindex;
5391 r_waterstate_waterplane_t *p, *bestp;
5392 msurface_t *surface;
5393 if (r_waterstate.renderingscene)
5395 for (i = 0;i < texturenumsurfaces;i++)
5397 surface = texturesurfacelist[i];
5398 if (lightmaptexunit >= 0)
5399 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5400 if (deluxemaptexunit >= 0)
5401 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5402 // pick the closest matching water plane
5405 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5408 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5410 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5411 d += fabs(PlaneDiff(vert, &p->plane));
5413 if (bestd > d || !bestp)
5421 if (refractiontexunit >= 0)
5422 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5423 if (reflectiontexunit >= 0)
5424 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5428 if (refractiontexunit >= 0)
5429 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5430 if (reflectiontexunit >= 0)
5431 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5433 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5434 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5438 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5442 const msurface_t *surface = texturesurfacelist[0];
5443 const msurface_t *surface2;
5448 // TODO: lock all array ranges before render, rather than on each surface
5449 if (texturenumsurfaces == 1)
5451 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5452 if (deluxemaptexunit >= 0)
5453 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5454 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5455 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5457 else if (r_batchmode.integer == 2)
5459 #define MAXBATCHTRIANGLES 4096
5460 int batchtriangles = 0;
5461 int batchelements[MAXBATCHTRIANGLES*3];
5462 for (i = 0;i < texturenumsurfaces;i = j)
5464 surface = texturesurfacelist[i];
5465 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5466 if (deluxemaptexunit >= 0)
5467 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5469 if (surface->num_triangles > MAXBATCHTRIANGLES)
5471 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5474 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5475 batchtriangles = surface->num_triangles;
5476 firstvertex = surface->num_firstvertex;
5477 endvertex = surface->num_firstvertex + surface->num_vertices;
5478 for (;j < texturenumsurfaces;j++)
5480 surface2 = texturesurfacelist[j];
5481 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5483 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5484 batchtriangles += surface2->num_triangles;
5485 firstvertex = min(firstvertex, surface2->num_firstvertex);
5486 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5488 surface2 = texturesurfacelist[j-1];
5489 numvertices = endvertex - firstvertex;
5490 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5493 else if (r_batchmode.integer == 1)
5496 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5497 for (i = 0;i < texturenumsurfaces;i = j)
5499 surface = texturesurfacelist[i];
5500 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5501 if (texturesurfacelist[j] != surface2)
5503 Con_Printf(" %i", j - i);
5506 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5508 for (i = 0;i < texturenumsurfaces;i = j)
5510 surface = texturesurfacelist[i];
5511 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5512 if (deluxemaptexunit >= 0)
5513 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5514 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5515 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5518 Con_Printf(" %i", j - i);
5520 surface2 = texturesurfacelist[j-1];
5521 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5522 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5523 GL_LockArrays(surface->num_firstvertex, numvertices);
5524 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5532 for (i = 0;i < texturenumsurfaces;i++)
5534 surface = texturesurfacelist[i];
5535 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5536 if (deluxemaptexunit >= 0)
5537 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5538 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5539 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5544 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5547 int texturesurfaceindex;
5548 if (r_showsurfaces.integer == 2)
5550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5553 for (j = 0;j < surface->num_triangles;j++)
5555 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5556 GL_Color(f, f, f, 1);
5557 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5563 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5565 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5566 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5567 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);
5568 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5569 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5574 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5576 int texturesurfaceindex;
5580 if (rsurface.lightmapcolor4f)
5582 // generate color arrays for the surfaces in this list
5583 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5585 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5586 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)
5588 f = FogPoint_Model(v);
5598 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5600 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5601 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)
5603 f = FogPoint_Model(v);
5611 rsurface.lightmapcolor4f = rsurface.array_color4f;
5612 rsurface.lightmapcolor4f_bufferobject = 0;
5613 rsurface.lightmapcolor4f_bufferoffset = 0;
5616 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5618 int texturesurfaceindex;
5621 if (!rsurface.lightmapcolor4f)
5623 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5625 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5626 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)
5634 rsurface.lightmapcolor4f = rsurface.array_color4f;
5635 rsurface.lightmapcolor4f_bufferobject = 0;
5636 rsurface.lightmapcolor4f_bufferoffset = 0;
5639 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5642 rsurface.lightmapcolor4f = NULL;
5643 rsurface.lightmapcolor4f_bufferobject = 0;
5644 rsurface.lightmapcolor4f_bufferoffset = 0;
5645 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5646 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5647 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5648 GL_Color(r, g, b, a);
5649 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5652 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5654 // TODO: optimize applyfog && applycolor case
5655 // just apply fog if necessary, and tint the fog color array if necessary
5656 rsurface.lightmapcolor4f = NULL;
5657 rsurface.lightmapcolor4f_bufferobject = 0;
5658 rsurface.lightmapcolor4f_bufferoffset = 0;
5659 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5660 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5661 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5662 GL_Color(r, g, b, a);
5663 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5666 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5668 int texturesurfaceindex;
5672 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5674 // generate color arrays for the surfaces in this list
5675 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5677 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5678 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5680 if (surface->lightmapinfo->samples)
5682 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5683 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5684 VectorScale(lm, scale, c);
5685 if (surface->lightmapinfo->styles[1] != 255)
5687 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5689 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5690 VectorMA(c, scale, lm, c);
5691 if (surface->lightmapinfo->styles[2] != 255)
5694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5695 VectorMA(c, scale, lm, c);
5696 if (surface->lightmapinfo->styles[3] != 255)
5699 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5700 VectorMA(c, scale, lm, c);
5710 rsurface.lightmapcolor4f = rsurface.array_color4f;
5711 rsurface.lightmapcolor4f_bufferobject = 0;
5712 rsurface.lightmapcolor4f_bufferoffset = 0;
5716 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5717 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5718 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5720 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5721 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5722 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5723 GL_Color(r, g, b, a);
5724 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5727 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5729 int texturesurfaceindex;
5733 vec3_t ambientcolor;
5734 vec3_t diffusecolor;
5738 VectorCopy(rsurface.modellight_lightdir, lightdir);
5739 f = 0.5f * r_refdef.lightmapintensity;
5740 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5741 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5742 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5743 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5744 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5745 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5746 if (VectorLength2(diffusecolor) > 0)
5748 // generate color arrays for the surfaces in this list
5749 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5752 int numverts = surface->num_vertices;
5753 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5754 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5755 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5756 // q3-style directional shading
5757 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5759 if ((f = DotProduct(c2, lightdir)) > 0)
5760 VectorMA(ambientcolor, f, diffusecolor, c);
5762 VectorCopy(ambientcolor, c);
5771 rsurface.lightmapcolor4f = rsurface.array_color4f;
5772 rsurface.lightmapcolor4f_bufferobject = 0;
5773 rsurface.lightmapcolor4f_bufferoffset = 0;
5777 r = ambientcolor[0];
5778 g = ambientcolor[1];
5779 b = ambientcolor[2];
5780 rsurface.lightmapcolor4f = NULL;
5781 rsurface.lightmapcolor4f_bufferobject = 0;
5782 rsurface.lightmapcolor4f_bufferoffset = 0;
5784 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5785 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5786 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5787 GL_Color(r, g, b, a);
5788 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5791 void RSurf_SetupDepthAndCulling(void)
5793 // submodels are biased to avoid z-fighting with world surfaces that they
5794 // may be exactly overlapping (avoids z-fighting artifacts on certain
5795 // doors and things in Quake maps)
5796 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5797 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5798 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5799 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5802 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5804 // transparent sky would be ridiculous
5805 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5807 R_SetupGenericShader(false);
5810 skyrendernow = false;
5811 // we have to force off the water clipping plane while rendering sky
5815 // restore entity matrix
5816 R_Mesh_Matrix(&rsurface.matrix);
5818 RSurf_SetupDepthAndCulling();
5820 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5821 // skymasking on them, and Quake3 never did sky masking (unlike
5822 // software Quake and software Quake2), so disable the sky masking
5823 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5824 // and skymasking also looks very bad when noclipping outside the
5825 // level, so don't use it then either.
5826 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5828 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5829 R_Mesh_ColorPointer(NULL, 0, 0);
5830 R_Mesh_ResetTextureState();
5831 if (skyrendermasked)
5833 R_SetupDepthOrShadowShader();
5834 // depth-only (masking)
5835 GL_ColorMask(0,0,0,0);
5836 // just to make sure that braindead drivers don't draw
5837 // anything despite that colormask...
5838 GL_BlendFunc(GL_ZERO, GL_ONE);
5842 R_SetupGenericShader(false);
5844 GL_BlendFunc(GL_ONE, GL_ZERO);
5846 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5847 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5848 if (skyrendermasked)
5849 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5851 R_Mesh_ResetTextureState();
5852 GL_Color(1, 1, 1, 1);
5855 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5857 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5860 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5861 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5862 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5863 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5864 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5865 if (rsurface.texture->backgroundcurrentskinframe)
5867 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5868 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5869 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5870 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5872 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5873 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5874 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5875 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5876 R_Mesh_ColorPointer(NULL, 0, 0);
5878 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5880 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5882 // render background
5883 GL_BlendFunc(GL_ONE, GL_ZERO);
5885 GL_AlphaTest(false);
5887 GL_Color(1, 1, 1, 1);
5888 R_Mesh_ColorPointer(NULL, 0, 0);
5890 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5891 if (r_glsl_permutation)
5893 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5894 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5895 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5897 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5898 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5899 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);
5901 GL_LockArrays(0, 0);
5903 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5904 GL_DepthMask(false);
5905 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5906 R_Mesh_ColorPointer(NULL, 0, 0);
5908 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5909 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5910 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5913 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5914 if (!r_glsl_permutation)
5917 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5918 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5919 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5920 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5921 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5922 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5924 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5926 GL_BlendFunc(GL_ONE, GL_ZERO);
5928 GL_AlphaTest(false);
5932 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5933 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5934 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5937 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5939 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5940 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);
5942 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5946 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5947 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);
5949 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5951 GL_LockArrays(0, 0);
5954 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5956 // OpenGL 1.3 path - anything not completely ancient
5957 int texturesurfaceindex;
5958 qboolean applycolor;
5962 const texturelayer_t *layer;
5963 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5965 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5968 int layertexrgbscale;
5969 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971 if (layerindex == 0)
5975 GL_AlphaTest(false);
5976 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5979 GL_DepthMask(layer->depthmask && writedepth);
5980 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5981 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5983 layertexrgbscale = 4;
5984 VectorScale(layer->color, 0.25f, layercolor);
5986 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5988 layertexrgbscale = 2;
5989 VectorScale(layer->color, 0.5f, layercolor);
5993 layertexrgbscale = 1;
5994 VectorScale(layer->color, 1.0f, layercolor);
5996 layercolor[3] = layer->color[3];
5997 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5998 R_Mesh_ColorPointer(NULL, 0, 0);
5999 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6000 switch (layer->type)
6002 case TEXTURELAYERTYPE_LITTEXTURE:
6003 memset(&m, 0, sizeof(m));
6004 m.tex[0] = R_GetTexture(r_texture_white);
6005 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6006 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6007 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6008 m.tex[1] = R_GetTexture(layer->texture);
6009 m.texmatrix[1] = layer->texmatrix;
6010 m.texrgbscale[1] = layertexrgbscale;
6011 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6012 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6013 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6014 R_Mesh_TextureState(&m);
6015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6016 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6017 else if (rsurface.uselightmaptexture)
6018 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022 case TEXTURELAYERTYPE_TEXTURE:
6023 memset(&m, 0, sizeof(m));
6024 m.tex[0] = R_GetTexture(layer->texture);
6025 m.texmatrix[0] = layer->texmatrix;
6026 m.texrgbscale[0] = layertexrgbscale;
6027 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6028 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6029 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6030 R_Mesh_TextureState(&m);
6031 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6033 case TEXTURELAYERTYPE_FOG:
6034 memset(&m, 0, sizeof(m));
6035 m.texrgbscale[0] = layertexrgbscale;
6038 m.tex[0] = R_GetTexture(layer->texture);
6039 m.texmatrix[0] = layer->texmatrix;
6040 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6041 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6042 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6044 R_Mesh_TextureState(&m);
6045 // generate a color array for the fog pass
6046 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6047 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6051 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6052 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)
6054 f = 1 - FogPoint_Model(v);
6055 c[0] = layercolor[0];
6056 c[1] = layercolor[1];
6057 c[2] = layercolor[2];
6058 c[3] = f * layercolor[3];
6061 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6064 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6066 GL_LockArrays(0, 0);
6069 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6071 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6072 GL_AlphaTest(false);
6076 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6078 // OpenGL 1.1 - crusty old voodoo path
6079 int texturesurfaceindex;
6083 const texturelayer_t *layer;
6084 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6086 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6088 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6090 if (layerindex == 0)
6094 GL_AlphaTest(false);
6095 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6098 GL_DepthMask(layer->depthmask && writedepth);
6099 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6100 R_Mesh_ColorPointer(NULL, 0, 0);
6101 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6102 switch (layer->type)
6104 case TEXTURELAYERTYPE_LITTEXTURE:
6105 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6107 // two-pass lit texture with 2x rgbscale
6108 // first the lightmap pass
6109 memset(&m, 0, sizeof(m));
6110 m.tex[0] = R_GetTexture(r_texture_white);
6111 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6112 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6113 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6114 R_Mesh_TextureState(&m);
6115 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6116 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6117 else if (rsurface.uselightmaptexture)
6118 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6120 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6121 GL_LockArrays(0, 0);
6122 // then apply the texture to it
6123 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6124 memset(&m, 0, sizeof(m));
6125 m.tex[0] = R_GetTexture(layer->texture);
6126 m.texmatrix[0] = layer->texmatrix;
6127 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6128 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6129 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6130 R_Mesh_TextureState(&m);
6131 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);
6135 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6136 memset(&m, 0, sizeof(m));
6137 m.tex[0] = R_GetTexture(layer->texture);
6138 m.texmatrix[0] = layer->texmatrix;
6139 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6140 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6141 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6142 R_Mesh_TextureState(&m);
6143 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6144 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);
6146 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);
6149 case TEXTURELAYERTYPE_TEXTURE:
6150 // singletexture unlit texture with transparency support
6151 memset(&m, 0, sizeof(m));
6152 m.tex[0] = R_GetTexture(layer->texture);
6153 m.texmatrix[0] = layer->texmatrix;
6154 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6155 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6156 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6157 R_Mesh_TextureState(&m);
6158 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);
6160 case TEXTURELAYERTYPE_FOG:
6161 // singletexture fogging
6162 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6165 memset(&m, 0, sizeof(m));
6166 m.tex[0] = R_GetTexture(layer->texture);
6167 m.texmatrix[0] = layer->texmatrix;
6168 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6169 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6170 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6171 R_Mesh_TextureState(&m);
6174 R_Mesh_ResetTextureState();
6175 // generate a color array for the fog pass
6176 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6181 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)
6183 f = 1 - FogPoint_Model(v);
6184 c[0] = layer->color[0];
6185 c[1] = layer->color[1];
6186 c[2] = layer->color[2];
6187 c[3] = f * layer->color[3];
6190 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6193 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6195 GL_LockArrays(0, 0);
6198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6200 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6201 GL_AlphaTest(false);
6205 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6208 RSurf_SetupDepthAndCulling();
6209 if (r_glsl.integer && gl_support_fragment_shader)
6210 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6211 else if (gl_combine.integer && r_textureunits.integer >= 2)
6212 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6214 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6218 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6221 int texturenumsurfaces, endsurface;
6223 msurface_t *surface;
6224 msurface_t *texturesurfacelist[1024];
6226 // if the model is static it doesn't matter what value we give for
6227 // wantnormals and wanttangents, so this logic uses only rules applicable
6228 // to a model, knowing that they are meaningless otherwise
6229 if (ent == r_refdef.scene.worldentity)
6230 RSurf_ActiveWorldEntity();
6231 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6232 RSurf_ActiveModelEntity(ent, false, false);
6234 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6236 for (i = 0;i < numsurfaces;i = j)
6239 surface = rsurface.modelsurfaces + surfacelist[i];
6240 texture = surface->texture;
6241 R_UpdateTextureInfo(ent, texture);
6242 rsurface.texture = texture->currentframe;
6243 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6244 // scan ahead until we find a different texture
6245 endsurface = min(i + 1024, numsurfaces);
6246 texturenumsurfaces = 0;
6247 texturesurfacelist[texturenumsurfaces++] = surface;
6248 for (;j < endsurface;j++)
6250 surface = rsurface.modelsurfaces + surfacelist[j];
6251 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6253 texturesurfacelist[texturenumsurfaces++] = surface;
6255 // render the range of surfaces
6256 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6258 GL_AlphaTest(false);
6261 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6266 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6268 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6270 RSurf_SetupDepthAndCulling();
6271 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6272 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6274 else if (r_showsurfaces.integer)
6276 RSurf_SetupDepthAndCulling();
6278 GL_BlendFunc(GL_ONE, GL_ZERO);
6280 GL_AlphaTest(false);
6281 R_Mesh_ColorPointer(NULL, 0, 0);
6282 R_Mesh_ResetTextureState();
6283 R_SetupGenericShader(false);
6284 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6285 if (!r_refdef.view.showdebug)
6287 GL_Color(0, 0, 0, 1);
6288 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6291 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6293 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6294 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6295 else if (!rsurface.texture->currentnumlayers)
6297 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6299 // transparent surfaces get pushed off into the transparent queue
6300 int surfacelistindex;
6301 const msurface_t *surface;
6302 vec3_t tempcenter, center;
6303 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6305 surface = texturesurfacelist[surfacelistindex];
6306 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6307 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6308 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6309 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6310 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6315 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6316 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6321 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6325 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6328 for (i = 0;i < numsurfaces;i++)
6329 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6330 R_Water_AddWaterPlane(surfacelist[i]);
6333 // break the surface list down into batches by texture and use of lightmapping
6334 for (i = 0;i < numsurfaces;i = j)
6337 // texture is the base texture pointer, rsurface.texture is the
6338 // current frame/skin the texture is directing us to use (for example
6339 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6340 // use skin 1 instead)
6341 texture = surfacelist[i]->texture;
6342 rsurface.texture = texture->currentframe;
6343 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6344 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6346 // if this texture is not the kind we want, skip ahead to the next one
6347 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6351 // simply scan ahead until we find a different texture or lightmap state
6352 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6354 // render the range of surfaces
6355 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6359 float locboxvertex3f[6*4*3] =
6361 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6362 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6363 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6364 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6365 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6366 1,0,0, 0,0,0, 0,1,0, 1,1,0
6369 int locboxelement3i[6*2*3] =
6379 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6382 cl_locnode_t *loc = (cl_locnode_t *)ent;
6384 float vertex3f[6*4*3];
6386 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6387 GL_DepthMask(false);
6388 GL_DepthRange(0, 1);
6389 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6391 GL_CullFace(GL_NONE);
6392 R_Mesh_Matrix(&identitymatrix);
6394 R_Mesh_VertexPointer(vertex3f, 0, 0);
6395 R_Mesh_ColorPointer(NULL, 0, 0);
6396 R_Mesh_ResetTextureState();
6397 R_SetupGenericShader(false);
6400 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6401 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403 surfacelist[0] < 0 ? 0.5f : 0.125f);
6405 if (VectorCompare(loc->mins, loc->maxs))
6407 VectorSet(size, 2, 2, 2);
6408 VectorMA(loc->mins, -0.5f, size, mins);
6412 VectorCopy(loc->mins, mins);
6413 VectorSubtract(loc->maxs, loc->mins, size);
6416 for (i = 0;i < 6*4*3;)
6417 for (j = 0;j < 3;j++, i++)
6418 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6420 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6423 void R_DrawLocs(void)
6426 cl_locnode_t *loc, *nearestloc;
6428 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6429 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6431 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6432 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6436 void R_DrawDebugModel(entity_render_t *ent)
6438 int i, j, k, l, flagsmask;
6439 const int *elements;
6441 msurface_t *surface;
6442 model_t *model = ent->model;
6445 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6447 R_Mesh_ColorPointer(NULL, 0, 0);
6448 R_Mesh_ResetTextureState();
6449 R_SetupGenericShader(false);
6450 GL_DepthRange(0, 1);
6451 GL_DepthTest(!r_showdisabledepthtest.integer);
6452 GL_DepthMask(false);
6453 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6457 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6458 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6460 if (brush->colbrushf && brush->colbrushf->numtriangles)
6462 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6463 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);
6464 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6467 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6469 if (surface->num_collisiontriangles)
6471 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6472 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);
6473 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6480 if (r_showtris.integer || r_shownormals.integer)
6482 if (r_showdisabledepthtest.integer)
6484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6485 GL_DepthMask(false);
6489 GL_BlendFunc(GL_ONE, GL_ZERO);
6492 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6494 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6496 rsurface.texture = surface->texture->currentframe;
6497 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6499 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6500 if (r_showtris.value > 0)
6502 if (!rsurface.texture->currentlayers->depthmask)
6503 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6504 else if (ent == r_refdef.scene.worldentity)
6505 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6507 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6508 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6511 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6513 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6514 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6515 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6516 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6521 if (r_shownormals.value > 0)
6524 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6526 VectorCopy(rsurface.vertex3f + l * 3, v);
6527 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6528 qglVertex3f(v[0], v[1], v[2]);
6529 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6530 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6531 qglVertex3f(v[0], v[1], v[2]);
6536 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6538 VectorCopy(rsurface.vertex3f + l * 3, v);
6539 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6540 qglVertex3f(v[0], v[1], v[2]);
6541 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6542 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6543 qglVertex3f(v[0], v[1], v[2]);
6548 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6550 VectorCopy(rsurface.vertex3f + l * 3, v);
6551 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6552 qglVertex3f(v[0], v[1], v[2]);
6553 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6554 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6555 qglVertex3f(v[0], v[1], v[2]);
6562 rsurface.texture = NULL;
6566 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6567 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6569 int i, j, endj, f, flagsmask;
6570 msurface_t *surface;
6572 model_t *model = r_refdef.scene.worldmodel;
6573 const int maxsurfacelist = 1024;
6574 int numsurfacelist = 0;
6575 msurface_t *surfacelist[1024];
6579 RSurf_ActiveWorldEntity();
6581 // update light styles on this submodel
6582 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6584 model_brush_lightstyleinfo_t *style;
6585 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6587 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6589 msurface_t *surfaces = model->data_surfaces;
6590 int *list = style->surfacelist;
6591 style->value = r_refdef.scene.lightstylevalue[style->style];
6592 for (j = 0;j < style->numsurfaces;j++)
6593 surfaces[list[j]].cached_dlight = true;
6598 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6599 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6603 R_DrawDebugModel(r_refdef.scene.worldentity);
6609 rsurface.uselightmaptexture = false;
6610 rsurface.texture = NULL;
6611 rsurface.rtlight = NULL;
6613 j = model->firstmodelsurface;
6614 endj = j + model->nummodelsurfaces;
6617 // quickly skip over non-visible surfaces
6618 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6620 // quickly iterate over visible surfaces
6621 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6623 // process this surface
6624 surface = model->data_surfaces + j;
6625 // if this surface fits the criteria, add it to the list
6626 if (surface->num_triangles)
6628 // if lightmap parameters changed, rebuild lightmap texture
6629 if (surface->cached_dlight)
6630 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6631 // add face to draw list
6632 surfacelist[numsurfacelist++] = surface;
6633 r_refdef.stats.world_triangles += surface->num_triangles;
6634 if (numsurfacelist >= maxsurfacelist)
6636 r_refdef.stats.world_surfaces += numsurfacelist;
6637 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6643 r_refdef.stats.world_surfaces += numsurfacelist;
6645 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6646 GL_AlphaTest(false);
6649 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6651 int i, j, f, flagsmask;
6652 msurface_t *surface, *endsurface;
6654 model_t *model = ent->model;
6655 const int maxsurfacelist = 1024;
6656 int numsurfacelist = 0;
6657 msurface_t *surfacelist[1024];
6661 // if the model is static it doesn't matter what value we give for
6662 // wantnormals and wanttangents, so this logic uses only rules applicable
6663 // to a model, knowing that they are meaningless otherwise
6664 if (ent == r_refdef.scene.worldentity)
6665 RSurf_ActiveWorldEntity();
6666 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6667 RSurf_ActiveModelEntity(ent, false, false);
6669 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6671 // update light styles
6672 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6674 model_brush_lightstyleinfo_t *style;
6675 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6677 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6679 msurface_t *surfaces = model->data_surfaces;
6680 int *list = style->surfacelist;
6681 style->value = r_refdef.scene.lightstylevalue[style->style];
6682 for (j = 0;j < style->numsurfaces;j++)
6683 surfaces[list[j]].cached_dlight = true;
6688 R_UpdateAllTextureInfo(ent);
6689 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6693 R_DrawDebugModel(ent);
6699 rsurface.uselightmaptexture = false;
6700 rsurface.texture = NULL;
6701 rsurface.rtlight = NULL;
6703 surface = model->data_surfaces + model->firstmodelsurface;
6704 endsurface = surface + model->nummodelsurfaces;
6705 for (;surface < endsurface;surface++)
6707 // if this surface fits the criteria, add it to the list
6708 if (surface->num_triangles)
6710 // if lightmap parameters changed, rebuild lightmap texture
6711 if (surface->cached_dlight)
6712 R_BuildLightMap(ent, surface);
6713 // add face to draw list
6714 surfacelist[numsurfacelist++] = surface;
6715 r_refdef.stats.entities_triangles += surface->num_triangles;
6716 if (numsurfacelist >= maxsurfacelist)
6718 r_refdef.stats.entities_surfaces += numsurfacelist;
6719 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6724 r_refdef.stats.entities_surfaces += numsurfacelist;
6726 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6727 GL_AlphaTest(false);