2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_contrastboost = {CVAR_SAVE, "r_glsl_postprocess_contrastboost", "1", "brightening effect (1 is no change, higher values brighten the view)"};
86 cvar_t r_glsl_postprocess_gamma = {CVAR_SAVE, "r_glsl_postprocess_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
87 cvar_t r_glsl_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)"};
88 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)"};
89 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)"};
90 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)"};
91 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)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 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"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 typedef struct r_waterstate_waterplane_s
156 rtexture_t *texture_refraction;
157 rtexture_t *texture_reflection;
159 int materialflags; // combined flags of all water surfaces on this plane
160 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
163 r_waterstate_waterplane_t;
165 #define MAX_WATERPLANES 16
167 static struct r_waterstate_s
171 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
173 int waterwidth, waterheight;
174 int texturewidth, textureheight;
176 int maxwaterplanes; // same as MAX_WATERPLANES
178 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
180 float screenscale[2];
181 float screencenter[2];
185 // shadow volume bsp struct with automatically growing nodes buffer
188 rtexture_t *r_texture_blanknormalmap;
189 rtexture_t *r_texture_white;
190 rtexture_t *r_texture_grey128;
191 rtexture_t *r_texture_black;
192 rtexture_t *r_texture_notexture;
193 rtexture_t *r_texture_whitecube;
194 rtexture_t *r_texture_normalizationcube;
195 rtexture_t *r_texture_fogattenuation;
196 rtexture_t *r_texture_gammaramps;
197 unsigned int r_texture_gammaramps_serial;
198 //rtexture_t *r_texture_fogintensity;
200 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
201 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
203 // vertex coordinates for a quad that covers the screen exactly
204 const static float r_screenvertex3f[12] =
212 extern void R_DrawModelShadows(void);
214 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
217 for (i = 0;i < verts;i++)
228 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
231 for (i = 0;i < verts;i++)
241 // FIXME: move this to client?
244 if (gamemode == GAME_NEHAHRA)
246 Cvar_Set("gl_fogenable", "0");
247 Cvar_Set("gl_fogdensity", "0.2");
248 Cvar_Set("gl_fogred", "0.3");
249 Cvar_Set("gl_foggreen", "0.3");
250 Cvar_Set("gl_fogblue", "0.3");
252 r_refdef.fog_density = 0;
253 r_refdef.fog_red = 0;
254 r_refdef.fog_green = 0;
255 r_refdef.fog_blue = 0;
256 r_refdef.fog_alpha = 1;
257 r_refdef.fog_start = 0;
258 r_refdef.fog_end = 0;
261 float FogForDistance(vec_t dist)
263 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
264 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
267 float FogPoint_World(const vec3_t p)
269 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
272 float FogPoint_Model(const vec3_t p)
274 return FogForDistance(VectorDistance((p), rsurface.modelorg));
277 static void R_BuildBlankTextures(void)
279 unsigned char data[4];
280 data[2] = 128; // normal X
281 data[1] = 128; // normal Y
282 data[0] = 255; // normal Z
283 data[3] = 128; // height
284 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 static void R_BuildNoTexture(void)
305 unsigned char pix[16][16][4];
306 // this makes a light grey/dark grey checkerboard texture
307 for (y = 0;y < 16;y++)
309 for (x = 0;x < 16;x++)
311 if ((y < 8) ^ (x < 8))
327 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 static void R_BuildWhiteCube(void)
332 unsigned char data[6*1*1*4];
333 memset(data, 255, sizeof(data));
334 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 static void R_BuildNormalizationCube(void)
341 vec_t s, t, intensity;
343 unsigned char data[6][NORMSIZE][NORMSIZE][4];
344 for (side = 0;side < 6;side++)
346 for (y = 0;y < NORMSIZE;y++)
348 for (x = 0;x < NORMSIZE;x++)
350 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
351 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
386 intensity = 127.0f / sqrt(DotProduct(v, v));
387 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
388 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
389 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
390 data[side][y][x][3] = 255;
394 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 static void R_BuildFogTexture(void)
401 unsigned char data1[FOGWIDTH][4];
402 //unsigned char data2[FOGWIDTH][4];
405 r_refdef.fogmasktable_start = r_refdef.fog_start;
406 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
407 r_refdef.fogmasktable_range = r_refdef.fogrange;
408 r_refdef.fogmasktable_density = r_refdef.fog_density;
410 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
413 d = (x * r - r_refdef.fogmasktable_start);
414 if(developer.integer >= 100)
415 Con_Printf("%f ", d);
417 if (r_fog_exp2.integer)
418 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
420 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
421 if(developer.integer >= 100)
422 Con_Printf(" : %f ", alpha);
423 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
424 if(developer.integer >= 100)
425 Con_Printf(" = %f\n", alpha);
426 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429 for (x = 0;x < FOGWIDTH;x++)
431 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
436 //data2[x][0] = 255 - b;
437 //data2[x][1] = 255 - b;
438 //data2[x][2] = 255 - b;
441 if (r_texture_fogattenuation)
443 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
444 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
448 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);
449 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
453 static const char *builtinshaderstring =
454 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
455 "// written by Forest 'LordHavoc' Hale\n"
457 "// common definitions between vertex shader and fragment shader:\n"
459 "//#ifdef __GLSL_CG_DATA_TYPES\n"
460 "//# define myhalf half\n"
461 "//# define myhalf2 half2\n"
462 "//# define myhalf3 half3\n"
463 "//# define myhalf4 half4\n"
465 "# define myhalf float\n"
466 "# define myhalf2 vec2\n"
467 "# define myhalf3 vec3\n"
468 "# define myhalf4 vec4\n"
471 "#ifdef MODE_DEPTH_OR_SHADOW\n"
473 "# ifdef VERTEX_SHADER\n"
476 " gl_Position = ftransform();\n"
482 "#ifdef MODE_POSTPROCESS\n"
483 "# ifdef VERTEX_SHADER\n"
486 " gl_FrontColor = gl_Color;\n"
487 " gl_Position = ftransform();\n"
488 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
490 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
494 "# ifdef FRAGMENT_SHADER\n"
496 "uniform sampler2D Texture_First;\n"
498 "uniform sampler2D Texture_Second;\n"
500 "#ifdef USEGAMMARAMPS\n"
501 "uniform sampler2D Texture_Attenuation;\n"
503 "#ifdef USEVERTEXTEXTUREBLEND\n"
504 "uniform vec4 TintColor;\n"
506 "#ifdef USECOLORMOD\n"
507 "uniform vec3 Gamma;\n"
509 "//uncomment these if you want to use them:\n"
510 "// uniform vec4 UserVec1;\n"
511 "// uniform vec4 UserVec2;\n"
512 "// uniform vec4 UserVec3;\n"
513 "// uniform vec4 UserVec4;\n"
514 "// uniform float ClientTime;\n"
517 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
519 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
521 "#ifdef USEVERTEXTEXTUREBLEND\n"
522 " gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
525 "#ifdef USEPOSTPROCESSING\n"
526 "// add your own postprocessing here or make your own ifdef for it\n"
529 "#ifdef USEGAMMARAMPS\n"
530 " gl_FragColor.r = texture2D(Texture_Attenuation, vec2(gl_FragColor.r, 0)).r;\n"
531 " gl_FragColor.g = texture2D(Texture_Attenuation, vec2(gl_FragColor.g, 0)).g;\n"
532 " gl_FragColor.b = texture2D(Texture_Attenuation, vec2(gl_FragColor.b, 0)).b;\n"
539 "#ifdef MODE_GENERIC\n"
540 "# ifdef VERTEX_SHADER\n"
543 " gl_FrontColor = gl_Color;\n"
544 "# ifdef USEDIFFUSE\n"
545 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
547 "# ifdef USESPECULAR\n"
548 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
550 " gl_Position = ftransform();\n"
553 "# ifdef FRAGMENT_SHADER\n"
555 "# ifdef USEDIFFUSE\n"
556 "uniform sampler2D Texture_First;\n"
558 "# ifdef USESPECULAR\n"
559 "uniform sampler2D Texture_Second;\n"
564 " gl_FragColor = gl_Color;\n"
565 "# ifdef USEDIFFUSE\n"
566 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
569 "# ifdef USESPECULAR\n"
570 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
572 "# ifdef USECOLORMAPPING\n"
573 " gl_FragColor *= tex2;\n"
576 " gl_FragColor += tex2;\n"
578 "# ifdef USEVERTEXTEXTUREBLEND\n"
579 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
584 "#else // !MODE_GENERIC\n"
586 "varying vec2 TexCoord;\n"
587 "varying vec2 TexCoordLightmap;\n"
589 "#ifdef MODE_LIGHTSOURCE\n"
590 "varying vec3 CubeVector;\n"
593 "#ifdef MODE_LIGHTSOURCE\n"
594 "varying vec3 LightVector;\n"
596 "#ifdef MODE_LIGHTDIRECTION\n"
597 "varying vec3 LightVector;\n"
600 "varying vec3 EyeVector;\n"
602 "varying vec3 EyeVectorModelSpace;\n"
605 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
606 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
607 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
609 "#ifdef MODE_WATER\n"
610 "varying vec4 ModelViewProjectionPosition;\n"
611 "#ifdef MODE_REFRACTION\n"
612 "varying vec4 ModelViewProjectionPosition;\n"
614 "# ifdef USEREFLECTION\n"
615 "varying vec4 ModelViewProjectionPosition;\n"
624 "// vertex shader specific:\n"
625 "#ifdef VERTEX_SHADER\n"
627 "uniform vec3 LightPosition;\n"
628 "uniform vec3 EyePosition;\n"
629 "uniform vec3 LightDir;\n"
631 "// 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"
635 " gl_FrontColor = gl_Color;\n"
636 " // copy the surface texcoord\n"
637 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
638 "#ifndef MODE_LIGHTSOURCE\n"
639 "# ifndef MODE_LIGHTDIRECTION\n"
640 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 " // transform vertex position into light attenuation/cubemap space\n"
646 " // (-1 to +1 across the light box)\n"
647 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
649 " // transform unnormalized light direction into tangent space\n"
650 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
651 " // normalize it per pixel)\n"
652 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
653 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
654 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
655 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
658 "#ifdef MODE_LIGHTDIRECTION\n"
659 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
660 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
661 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
664 " // transform unnormalized eye direction into tangent space\n"
666 " vec3 EyeVectorModelSpace;\n"
668 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
669 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
670 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
671 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
673 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
674 " VectorS = gl_MultiTexCoord1.xyz;\n"
675 " VectorT = gl_MultiTexCoord2.xyz;\n"
676 " VectorR = gl_MultiTexCoord3.xyz;\n"
679 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
680 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
681 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
682 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
685 "// transform vertex to camera space, using ftransform to match non-VS\n"
687 " gl_Position = ftransform();\n"
689 "#ifdef MODE_WATER\n"
690 " ModelViewProjectionPosition = gl_Position;\n"
692 "#ifdef MODE_REFRACTION\n"
693 " ModelViewProjectionPosition = gl_Position;\n"
695 "#ifdef USEREFLECTION\n"
696 " ModelViewProjectionPosition = gl_Position;\n"
700 "#endif // VERTEX_SHADER\n"
705 "// fragment shader specific:\n"
706 "#ifdef FRAGMENT_SHADER\n"
708 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
709 "uniform sampler2D Texture_Normal;\n"
710 "uniform sampler2D Texture_Color;\n"
711 "uniform sampler2D Texture_Gloss;\n"
712 "uniform sampler2D Texture_Glow;\n"
713 "uniform sampler2D Texture_SecondaryNormal;\n"
714 "uniform sampler2D Texture_SecondaryColor;\n"
715 "uniform sampler2D Texture_SecondaryGloss;\n"
716 "uniform sampler2D Texture_SecondaryGlow;\n"
717 "uniform sampler2D Texture_Pants;\n"
718 "uniform sampler2D Texture_Shirt;\n"
719 "uniform sampler2D Texture_FogMask;\n"
720 "uniform sampler2D Texture_Lightmap;\n"
721 "uniform sampler2D Texture_Deluxemap;\n"
722 "uniform sampler2D Texture_Refraction;\n"
723 "uniform sampler2D Texture_Reflection;\n"
724 "uniform sampler2D Texture_Attenuation;\n"
725 "uniform samplerCube Texture_Cube;\n"
727 "uniform myhalf3 LightColor;\n"
728 "uniform myhalf3 AmbientColor;\n"
729 "uniform myhalf3 DiffuseColor;\n"
730 "uniform myhalf3 SpecularColor;\n"
731 "uniform myhalf3 Color_Pants;\n"
732 "uniform myhalf3 Color_Shirt;\n"
733 "uniform myhalf3 FogColor;\n"
735 "uniform myhalf4 TintColor;\n"
738 "//#ifdef MODE_WATER\n"
739 "uniform vec4 DistortScaleRefractReflect;\n"
740 "uniform vec4 ScreenScaleRefractReflect;\n"
741 "uniform vec4 ScreenCenterRefractReflect;\n"
742 "uniform myhalf4 RefractColor;\n"
743 "uniform myhalf4 ReflectColor;\n"
744 "uniform myhalf ReflectFactor;\n"
745 "uniform myhalf ReflectOffset;\n"
747 "//# ifdef MODE_REFRACTION\n"
748 "//uniform vec4 DistortScaleRefractReflect;\n"
749 "//uniform vec4 ScreenScaleRefractReflect;\n"
750 "//uniform vec4 ScreenCenterRefractReflect;\n"
751 "//uniform myhalf4 RefractColor;\n"
752 "//# ifdef USEREFLECTION\n"
753 "//uniform myhalf4 ReflectColor;\n"
756 "//# ifdef USEREFLECTION\n"
757 "//uniform vec4 DistortScaleRefractReflect;\n"
758 "//uniform vec4 ScreenScaleRefractReflect;\n"
759 "//uniform vec4 ScreenCenterRefractReflect;\n"
760 "//uniform myhalf4 ReflectColor;\n"
765 "uniform myhalf GlowScale;\n"
766 "uniform myhalf SceneBrightness;\n"
767 "#ifdef USECONTRASTBOOST\n"
768 "uniform myhalf ContrastBoostCoeff;\n"
771 "uniform float OffsetMapping_Scale;\n"
772 "uniform float OffsetMapping_Bias;\n"
773 "uniform float FogRangeRecip;\n"
775 "uniform myhalf AmbientScale;\n"
776 "uniform myhalf DiffuseScale;\n"
777 "uniform myhalf SpecularScale;\n"
778 "uniform myhalf SpecularPower;\n"
780 "#ifdef USEOFFSETMAPPING\n"
781 "vec2 OffsetMapping(vec2 TexCoord)\n"
783 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
784 " // 14 sample relief mapping: linear search and then binary search\n"
785 " // this basically steps forward a small amount repeatedly until it finds\n"
786 " // itself inside solid, then jitters forward and back using decreasing\n"
787 " // amounts to find the impact\n"
788 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
789 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
790 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
791 " vec3 RT = vec3(TexCoord, 1);\n"
792 " OffsetVector *= 0.1;\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);\n"
801 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
802 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
805 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
806 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
809 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
810 " // this basically moves forward the full distance, and then backs up based\n"
811 " // on height of samples\n"
812 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
813 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
814 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
815 " TexCoord += OffsetVector;\n"
816 " OffsetVector *= 0.333;\n"
817 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
819 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
820 " return TexCoord;\n"
823 "#endif // USEOFFSETMAPPING\n"
825 "#ifdef MODE_WATER\n"
830 "#ifdef USEOFFSETMAPPING\n"
831 " // apply offsetmapping\n"
832 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
833 "#define TexCoord TexCoordOffset\n"
836 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
837 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
838 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
839 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
840 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
843 "#else // !MODE_WATER\n"
844 "#ifdef MODE_REFRACTION\n"
846 "// refraction pass\n"
849 "#ifdef USEOFFSETMAPPING\n"
850 " // apply offsetmapping\n"
851 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
852 "#define TexCoord TexCoordOffset\n"
855 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
856 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
857 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
858 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
861 "#else // !MODE_REFRACTION\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 " // apply offsetmapping\n"
866 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
867 "#define TexCoord TexCoordOffset\n"
870 " // combine the diffuse textures (base, pants, shirt)\n"
871 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
872 "#ifdef USECOLORMAPPING\n"
873 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
875 "#ifdef USEVERTEXTEXTUREBLEND\n"
876 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
877 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
878 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
879 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
880 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
883 "#ifdef USEDIFFUSE\n"
884 " // get the surface normal and the gloss color\n"
885 "# ifdef USEVERTEXTEXTUREBLEND\n"
886 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
887 "# ifdef USESPECULAR\n"
888 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
891 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
892 "# ifdef USESPECULAR\n"
893 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
900 "#ifdef MODE_LIGHTSOURCE\n"
903 " // calculate surface normal, light normal, and specular normal\n"
904 " // compute color intensity for the two textures (colormap and glossmap)\n"
905 " // scale by light color and attenuation as efficiently as possible\n"
906 " // (do as much scalar math as possible rather than vector math)\n"
907 "# ifdef USEDIFFUSE\n"
908 " // get the light normal\n"
909 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
911 "# ifdef USESPECULAR\n"
912 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
914 " // calculate directional shading\n"
915 " 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"
917 "# ifdef USEDIFFUSE\n"
918 " // calculate directional shading\n"
919 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
921 " // calculate directionless shading\n"
922 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
926 "# ifdef USECUBEFILTER\n"
927 " // apply light cubemap filter\n"
928 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
929 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
931 "#endif // MODE_LIGHTSOURCE\n"
936 "#ifdef MODE_LIGHTDIRECTION\n"
937 " // directional model lighting\n"
938 "# ifdef USEDIFFUSE\n"
939 " // get the light normal\n"
940 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
942 "# ifdef USESPECULAR\n"
943 " // calculate directional shading\n"
944 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
945 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
946 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
948 "# ifdef USEDIFFUSE\n"
950 " // calculate directional shading\n"
951 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
953 " color.rgb *= AmbientColor;\n"
956 "#endif // MODE_LIGHTDIRECTION\n"
961 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
962 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
964 " // get the light normal\n"
965 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
966 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
967 " // calculate directional shading\n"
968 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
969 "# ifdef USESPECULAR\n"
970 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
971 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
974 " // apply lightmap color\n"
975 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
976 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
981 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
982 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
984 " // get the light normal\n"
985 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
986 " // calculate directional shading\n"
987 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
988 "# ifdef USESPECULAR\n"
989 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
990 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
993 " // apply lightmap color\n"
994 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
995 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1000 "#ifdef MODE_LIGHTMAP\n"
1001 " // apply lightmap color\n"
1002 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1003 "#endif // MODE_LIGHTMAP\n"
1008 "#ifdef MODE_VERTEXCOLOR\n"
1009 " // apply lightmap color\n"
1010 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1011 "#endif // MODE_VERTEXCOLOR\n"
1016 "#ifdef MODE_FLATCOLOR\n"
1017 "#endif // MODE_FLATCOLOR\n"
1025 " color *= TintColor;\n"
1028 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1031 "#ifdef USECONTRASTBOOST\n"
1032 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1035 " color.rgb *= SceneBrightness;\n"
1037 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1039 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1042 " // 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"
1043 "#ifdef USEREFLECTION\n"
1044 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1045 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1046 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1047 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1050 " gl_FragColor = vec4(color);\n"
1052 "#endif // !MODE_REFRACTION\n"
1053 "#endif // !MODE_WATER\n"
1055 "#endif // FRAGMENT_SHADER\n"
1057 "#endif // !MODE_GENERIC\n"
1058 "#endif // !MODE_POSTPROCESS\n"
1059 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1062 typedef struct shaderpermutationinfo_s
1064 const char *pretext;
1067 shaderpermutationinfo_t;
1069 typedef struct shadermodeinfo_s
1071 const char *vertexfilename;
1072 const char *geometryfilename;
1073 const char *fragmentfilename;
1074 const char *pretext;
1079 typedef enum shaderpermutation_e
1081 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1082 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1083 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1084 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1085 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1086 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1087 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1088 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1089 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1090 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1091 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1092 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1093 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1094 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1095 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1097 shaderpermutation_t;
1099 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1100 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1102 {"#define USEDIFFUSE\n", " diffuse"},
1103 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1104 {"#define USECOLORMAPPING\n", " colormapping"},
1105 {"#define USECONTRASTBOOST\n", " contrastboost"},
1106 {"#define USEFOG\n", " fog"},
1107 {"#define USECUBEFILTER\n", " cubefilter"},
1108 {"#define USEGLOW\n", " glow"},
1109 {"#define USESPECULAR\n", " specular"},
1110 {"#define USEREFLECTION\n", " reflection"},
1111 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1112 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1113 {"#define USEGAMMARAMPS\n", " gammaramps"},
1114 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1117 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1118 typedef enum shadermode_e
1120 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1121 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1122 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1123 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1124 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1125 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1126 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1127 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1128 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1129 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1130 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1131 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1136 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1137 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1139 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1141 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1153 typedef struct r_glsl_permutation_s
1155 // indicates if we have tried compiling this permutation already
1157 // 0 if compilation failed
1159 // locations of detected uniforms in program object, or -1 if not found
1160 int loc_Texture_First;
1161 int loc_Texture_Second;
1162 int loc_Texture_Normal;
1163 int loc_Texture_Color;
1164 int loc_Texture_Gloss;
1165 int loc_Texture_Glow;
1166 int loc_Texture_SecondaryNormal;
1167 int loc_Texture_SecondaryColor;
1168 int loc_Texture_SecondaryGloss;
1169 int loc_Texture_SecondaryGlow;
1170 int loc_Texture_Pants;
1171 int loc_Texture_Shirt;
1172 int loc_Texture_FogMask;
1173 int loc_Texture_Lightmap;
1174 int loc_Texture_Deluxemap;
1175 int loc_Texture_Attenuation;
1176 int loc_Texture_Cube;
1177 int loc_Texture_Refraction;
1178 int loc_Texture_Reflection;
1180 int loc_LightPosition;
1181 int loc_EyePosition;
1182 int loc_Color_Pants;
1183 int loc_Color_Shirt;
1184 int loc_FogRangeRecip;
1185 int loc_AmbientScale;
1186 int loc_DiffuseScale;
1187 int loc_SpecularScale;
1188 int loc_SpecularPower;
1190 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1191 int loc_OffsetMapping_Scale;
1193 int loc_AmbientColor;
1194 int loc_DiffuseColor;
1195 int loc_SpecularColor;
1197 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1198 int loc_GammaCoeff; // 1 / gamma
1199 int loc_DistortScaleRefractReflect;
1200 int loc_ScreenScaleRefractReflect;
1201 int loc_ScreenCenterRefractReflect;
1202 int loc_RefractColor;
1203 int loc_ReflectColor;
1204 int loc_ReflectFactor;
1205 int loc_ReflectOffset;
1212 r_glsl_permutation_t;
1214 // information about each possible shader permutation
1215 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1216 // currently selected permutation
1217 r_glsl_permutation_t *r_glsl_permutation;
1219 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1222 if (!filename || !filename[0])
1224 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1227 if (printfromdisknotice)
1228 Con_DPrint("from disk... ");
1229 return shaderstring;
1231 else if (!strcmp(filename, "glsl/default.glsl"))
1233 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1234 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1236 return shaderstring;
1239 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1242 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1243 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1244 int vertstrings_count = 0;
1245 int geomstrings_count = 0;
1246 int fragstrings_count = 0;
1247 char *vertexstring, *geometrystring, *fragmentstring;
1248 const char *vertstrings_list[32+3];
1249 const char *geomstrings_list[32+3];
1250 const char *fragstrings_list[32+3];
1251 char permutationname[256];
1258 permutationname[0] = 0;
1259 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1260 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1261 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1263 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1265 // the first pretext is which type of shader to compile as
1266 // (later these will all be bound together as a program object)
1267 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1268 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1269 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1271 // the second pretext is the mode (for example a light source)
1272 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1273 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1274 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1275 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1277 // now add all the permutation pretexts
1278 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1280 if (permutation & (1<<i))
1282 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1283 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1284 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1285 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1289 // keep line numbers correct
1290 vertstrings_list[vertstrings_count++] = "\n";
1291 geomstrings_list[geomstrings_count++] = "\n";
1292 fragstrings_list[fragstrings_count++] = "\n";
1296 // now append the shader text itself
1297 vertstrings_list[vertstrings_count++] = vertexstring;
1298 geomstrings_list[geomstrings_count++] = geometrystring;
1299 fragstrings_list[fragstrings_count++] = fragmentstring;
1301 // if any sources were NULL, clear the respective list
1303 vertstrings_count = 0;
1304 if (!geometrystring)
1305 geomstrings_count = 0;
1306 if (!fragmentstring)
1307 fragstrings_count = 0;
1309 // compile the shader program
1310 if (vertstrings_count + geomstrings_count + fragstrings_count)
1311 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1315 qglUseProgramObjectARB(p->program);CHECKGLERROR
1316 // look up all the uniform variable names we care about, so we don't
1317 // have to look them up every time we set them
1318 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1319 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1320 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1321 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1322 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1323 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1324 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1325 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1326 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1327 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1328 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1329 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1330 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1331 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1332 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1333 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1334 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1335 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1336 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1337 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1338 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1339 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1340 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1341 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1342 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1343 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1344 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1345 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1346 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1347 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1348 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1349 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1350 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1351 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1352 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1353 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1354 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1355 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1356 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1357 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1358 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1359 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1360 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1361 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1362 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1363 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1364 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1365 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1366 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1367 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1368 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1369 // initialize the samplers to refer to the texture units we use
1370 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1371 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
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_contrastboost);
2288 Cvar_RegisterVariable(&r_glsl_postprocess_gamma);
2289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2292 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2293 Cvar_RegisterVariable(&r_glsl_usegeneric);
2294 Cvar_RegisterVariable(&r_water);
2295 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2296 Cvar_RegisterVariable(&r_water_clippingplanebias);
2297 Cvar_RegisterVariable(&r_water_refractdistort);
2298 Cvar_RegisterVariable(&r_water_reflectdistort);
2299 Cvar_RegisterVariable(&r_lerpsprites);
2300 Cvar_RegisterVariable(&r_lerpmodels);
2301 Cvar_RegisterVariable(&r_lerplightstyles);
2302 Cvar_RegisterVariable(&r_waterscroll);
2303 Cvar_RegisterVariable(&r_bloom);
2304 Cvar_RegisterVariable(&r_bloom_colorscale);
2305 Cvar_RegisterVariable(&r_bloom_brighten);
2306 Cvar_RegisterVariable(&r_bloom_blur);
2307 Cvar_RegisterVariable(&r_bloom_resolution);
2308 Cvar_RegisterVariable(&r_bloom_colorexponent);
2309 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2310 Cvar_RegisterVariable(&r_hdr);
2311 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2312 Cvar_RegisterVariable(&r_hdr_glowintensity);
2313 Cvar_RegisterVariable(&r_hdr_range);
2314 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2315 Cvar_RegisterVariable(&developer_texturelogging);
2316 Cvar_RegisterVariable(&gl_lightmaps);
2317 Cvar_RegisterVariable(&r_test);
2318 Cvar_RegisterVariable(&r_batchmode);
2319 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2320 Cvar_SetValue("r_fullbrights", 0);
2321 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2323 Cvar_RegisterVariable(&r_track_sprites);
2324 Cvar_RegisterVariable(&r_track_sprites_flags);
2325 Cvar_RegisterVariable(&r_track_sprites_scalew);
2326 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2329 extern void R_Textures_Init(void);
2330 extern void GL_Draw_Init(void);
2331 extern void GL_Main_Init(void);
2332 extern void R_Shadow_Init(void);
2333 extern void R_Sky_Init(void);
2334 extern void GL_Surf_Init(void);
2335 extern void R_Particles_Init(void);
2336 extern void R_Explosion_Init(void);
2337 extern void gl_backend_init(void);
2338 extern void Sbar_Init(void);
2339 extern void R_LightningBeams_Init(void);
2340 extern void Mod_RenderInit(void);
2342 void Render_Init(void)
2354 R_LightningBeams_Init();
2363 extern char *ENGINE_EXTENSIONS;
2366 VID_CheckExtensions();
2368 // LordHavoc: report supported extensions
2369 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2371 // clear to black (loading plaque will be seen over this)
2373 qglClearColor(0,0,0,1);CHECKGLERROR
2374 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2377 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2381 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2383 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2386 p = r_refdef.view.frustum + i;
2391 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2395 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2399 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2403 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2407 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2411 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2415 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2419 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2427 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2431 for (i = 0;i < numplanes;i++)
2438 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2442 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2446 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2450 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2454 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2458 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2462 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2466 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2474 //==================================================================================
2476 static void R_View_UpdateEntityVisible (void)
2479 entity_render_t *ent;
2481 if (!r_drawentities.integer)
2484 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2485 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2487 // worldmodel can check visibility
2488 for (i = 0;i < r_refdef.scene.numentities;i++)
2490 ent = r_refdef.scene.entities[i];
2491 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));
2494 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2496 for (i = 0;i < r_refdef.scene.numentities;i++)
2498 ent = r_refdef.scene.entities[i];
2499 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2501 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))
2502 ent->last_trace_visibility = realtime;
2503 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2504 r_refdef.viewcache.entityvisible[i] = 0;
2511 // no worldmodel or it can't check visibility
2512 for (i = 0;i < r_refdef.scene.numentities;i++)
2514 ent = r_refdef.scene.entities[i];
2515 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));
2520 // only used if skyrendermasked, and normally returns false
2521 int R_DrawBrushModelsSky (void)
2524 entity_render_t *ent;
2526 if (!r_drawentities.integer)
2530 for (i = 0;i < r_refdef.scene.numentities;i++)
2532 if (!r_refdef.viewcache.entityvisible[i])
2534 ent = r_refdef.scene.entities[i];
2535 if (!ent->model || !ent->model->DrawSky)
2537 ent->model->DrawSky(ent);
2543 static void R_DrawNoModel(entity_render_t *ent);
2544 static void R_DrawModels(void)
2547 entity_render_t *ent;
2549 if (!r_drawentities.integer)
2552 for (i = 0;i < r_refdef.scene.numentities;i++)
2554 if (!r_refdef.viewcache.entityvisible[i])
2556 ent = r_refdef.scene.entities[i];
2557 r_refdef.stats.entities++;
2558 if (ent->model && ent->model->Draw != NULL)
2559 ent->model->Draw(ent);
2565 static void R_DrawModelsDepth(void)
2568 entity_render_t *ent;
2570 if (!r_drawentities.integer)
2573 for (i = 0;i < r_refdef.scene.numentities;i++)
2575 if (!r_refdef.viewcache.entityvisible[i])
2577 ent = r_refdef.scene.entities[i];
2578 if (ent->model && ent->model->DrawDepth != NULL)
2579 ent->model->DrawDepth(ent);
2583 static void R_DrawModelsDebug(void)
2586 entity_render_t *ent;
2588 if (!r_drawentities.integer)
2591 for (i = 0;i < r_refdef.scene.numentities;i++)
2593 if (!r_refdef.viewcache.entityvisible[i])
2595 ent = r_refdef.scene.entities[i];
2596 if (ent->model && ent->model->DrawDebug != NULL)
2597 ent->model->DrawDebug(ent);
2601 static void R_DrawModelsAddWaterPlanes(void)
2604 entity_render_t *ent;
2606 if (!r_drawentities.integer)
2609 for (i = 0;i < r_refdef.scene.numentities;i++)
2611 if (!r_refdef.viewcache.entityvisible[i])
2613 ent = r_refdef.scene.entities[i];
2614 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2615 ent->model->DrawAddWaterPlanes(ent);
2619 static void R_View_SetFrustum(void)
2622 double slopex, slopey;
2623 vec3_t forward, left, up, origin;
2625 // we can't trust r_refdef.view.forward and friends in reflected scenes
2626 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2629 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2630 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2631 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2632 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2633 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2634 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2635 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2636 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2637 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2638 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2639 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2640 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2644 zNear = r_refdef.nearclip;
2645 nudge = 1.0 - 1.0 / (1<<23);
2646 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2647 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2648 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2649 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2650 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2651 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2652 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2653 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2659 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2660 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2661 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2662 r_refdef.view.frustum[0].dist = m[15] - m[12];
2664 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2665 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2666 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2667 r_refdef.view.frustum[1].dist = m[15] + m[12];
2669 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2670 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2671 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2672 r_refdef.view.frustum[2].dist = m[15] - m[13];
2674 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2675 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2676 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2677 r_refdef.view.frustum[3].dist = m[15] + m[13];
2679 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2680 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2681 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2682 r_refdef.view.frustum[4].dist = m[15] - m[14];
2684 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2685 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2686 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2687 r_refdef.view.frustum[5].dist = m[15] + m[14];
2690 if (r_refdef.view.useperspective)
2692 slopex = 1.0 / r_refdef.view.frustum_x;
2693 slopey = 1.0 / r_refdef.view.frustum_y;
2694 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2695 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2696 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2697 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2698 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2700 // Leaving those out was a mistake, those were in the old code, and they
2701 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2702 // I couldn't reproduce it after adding those normalizations. --blub
2703 VectorNormalize(r_refdef.view.frustum[0].normal);
2704 VectorNormalize(r_refdef.view.frustum[1].normal);
2705 VectorNormalize(r_refdef.view.frustum[2].normal);
2706 VectorNormalize(r_refdef.view.frustum[3].normal);
2708 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2709 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2712 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2714 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2715 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2716 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2717 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2718 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2722 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2723 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2724 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2725 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2726 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2727 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2728 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2729 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2730 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2731 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2733 r_refdef.view.numfrustumplanes = 5;
2735 if (r_refdef.view.useclipplane)
2737 r_refdef.view.numfrustumplanes = 6;
2738 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2741 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2742 PlaneClassify(r_refdef.view.frustum + i);
2744 // LordHavoc: note to all quake engine coders, Quake had a special case
2745 // for 90 degrees which assumed a square view (wrong), so I removed it,
2746 // Quake2 has it disabled as well.
2748 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2749 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2750 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2751 //PlaneClassify(&frustum[0]);
2753 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2754 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2755 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2756 //PlaneClassify(&frustum[1]);
2758 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2759 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2760 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2761 //PlaneClassify(&frustum[2]);
2763 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2764 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2765 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2766 //PlaneClassify(&frustum[3]);
2769 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2770 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2771 //PlaneClassify(&frustum[4]);
2774 void R_View_Update(void)
2776 R_View_SetFrustum();
2777 R_View_WorldVisibility(r_refdef.view.useclipplane);
2778 R_View_UpdateEntityVisible();
2781 void R_SetupView(qboolean allowwaterclippingplane)
2783 if (!r_refdef.view.useperspective)
2784 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);
2785 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2786 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2788 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2790 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2792 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2794 // LordHavoc: couldn't figure out how to make this approach the
2795 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2796 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2797 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2798 dist = r_refdef.view.clipplane.dist;
2799 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2803 void R_ResetViewRendering2D(void)
2807 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2808 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2809 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2810 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2811 GL_Color(1, 1, 1, 1);
2812 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2813 GL_BlendFunc(GL_ONE, GL_ZERO);
2814 GL_AlphaTest(false);
2815 GL_ScissorTest(false);
2816 GL_DepthMask(false);
2817 GL_DepthRange(0, 1);
2818 GL_DepthTest(false);
2819 R_Mesh_Matrix(&identitymatrix);
2820 R_Mesh_ResetTextureState();
2821 GL_PolygonOffset(0, 0);
2822 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2823 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2824 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2825 qglStencilMask(~0);CHECKGLERROR
2826 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2827 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2828 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2829 R_SetupGenericShader(true);
2832 void R_ResetViewRendering3D(void)
2836 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2837 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2839 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2840 GL_Color(1, 1, 1, 1);
2841 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2842 GL_BlendFunc(GL_ONE, GL_ZERO);
2843 GL_AlphaTest(false);
2844 GL_ScissorTest(true);
2846 GL_DepthRange(0, 1);
2848 R_Mesh_Matrix(&identitymatrix);
2849 R_Mesh_ResetTextureState();
2850 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2851 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2852 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2853 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2854 qglStencilMask(~0);CHECKGLERROR
2855 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2856 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2857 GL_CullFace(r_refdef.view.cullface_back);
2858 R_SetupGenericShader(true);
2861 void R_RenderScene(qboolean addwaterplanes);
2863 static void R_Water_StartFrame(void)
2866 int waterwidth, waterheight, texturewidth, textureheight;
2867 r_waterstate_waterplane_t *p;
2869 // set waterwidth and waterheight to the water resolution that will be
2870 // used (often less than the screen resolution for faster rendering)
2871 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2872 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2874 // calculate desired texture sizes
2875 // can't use water if the card does not support the texture size
2876 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2877 texturewidth = textureheight = waterwidth = waterheight = 0;
2878 else if (gl_support_arb_texture_non_power_of_two)
2880 texturewidth = waterwidth;
2881 textureheight = waterheight;
2885 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2886 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2889 // allocate textures as needed
2890 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2892 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2893 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2895 if (p->texture_refraction)
2896 R_FreeTexture(p->texture_refraction);
2897 p->texture_refraction = NULL;
2898 if (p->texture_reflection)
2899 R_FreeTexture(p->texture_reflection);
2900 p->texture_reflection = NULL;
2902 memset(&r_waterstate, 0, sizeof(r_waterstate));
2903 r_waterstate.waterwidth = waterwidth;
2904 r_waterstate.waterheight = waterheight;
2905 r_waterstate.texturewidth = texturewidth;
2906 r_waterstate.textureheight = textureheight;
2909 if (r_waterstate.waterwidth)
2911 r_waterstate.enabled = true;
2913 // set up variables that will be used in shader setup
2914 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2915 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2916 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2917 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2920 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2921 r_waterstate.numwaterplanes = 0;
2924 static void R_Water_AddWaterPlane(msurface_t *surface)
2926 int triangleindex, planeindex;
2931 r_waterstate_waterplane_t *p;
2932 // just use the first triangle with a valid normal for any decisions
2933 VectorClear(normal);
2934 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2936 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2937 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2938 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2939 TriangleNormal(vert[0], vert[1], vert[2], normal);
2940 if (VectorLength2(normal) >= 0.001)
2944 // find a matching plane if there is one
2945 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2946 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2948 if (planeindex >= r_waterstate.maxwaterplanes)
2949 return; // nothing we can do, out of planes
2951 // if this triangle does not fit any known plane rendered this frame, add one
2952 if (planeindex >= r_waterstate.numwaterplanes)
2954 // store the new plane
2955 r_waterstate.numwaterplanes++;
2956 VectorCopy(normal, p->plane.normal);
2957 VectorNormalize(p->plane.normal);
2958 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2959 PlaneClassify(&p->plane);
2960 // flip the plane if it does not face the viewer
2961 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2963 VectorNegate(p->plane.normal, p->plane.normal);
2964 p->plane.dist *= -1;
2965 PlaneClassify(&p->plane);
2967 // clear materialflags and pvs
2968 p->materialflags = 0;
2969 p->pvsvalid = false;
2971 // merge this surface's materialflags into the waterplane
2972 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2973 // merge this surface's PVS into the waterplane
2974 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2975 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2976 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2978 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2983 static void R_Water_ProcessPlanes(void)
2985 r_refdef_view_t originalview;
2987 r_waterstate_waterplane_t *p;
2989 originalview = r_refdef.view;
2991 // make sure enough textures are allocated
2992 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2994 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2996 if (!p->texture_refraction)
2997 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);
2998 if (!p->texture_refraction)
3002 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3004 if (!p->texture_reflection)
3005 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);
3006 if (!p->texture_reflection)
3012 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3014 r_refdef.view.showdebug = false;
3015 r_refdef.view.width = r_waterstate.waterwidth;
3016 r_refdef.view.height = r_waterstate.waterheight;
3017 r_refdef.view.useclipplane = true;
3018 r_waterstate.renderingscene = true;
3020 // render the normal view scene and copy into texture
3021 // (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)
3022 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3024 r_refdef.view.clipplane = p->plane;
3025 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3026 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3027 PlaneClassify(&r_refdef.view.clipplane);
3029 R_RenderScene(false);
3031 // copy view into the screen texture
3032 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3033 GL_ActiveTexture(0);
3035 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3038 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3040 // render reflected scene and copy into texture
3041 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3042 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3043 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3044 r_refdef.view.clipplane = p->plane;
3045 // reverse the cullface settings for this render
3046 r_refdef.view.cullface_front = GL_FRONT;
3047 r_refdef.view.cullface_back = GL_BACK;
3048 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3050 r_refdef.view.usecustompvs = true;
3052 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3054 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3057 R_ResetViewRendering3D();
3058 R_ClearScreen(r_refdef.fogenabled);
3059 if (r_timereport_active)
3060 R_TimeReport("viewclear");
3062 R_RenderScene(false);
3064 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3065 GL_ActiveTexture(0);
3067 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
3069 R_ResetViewRendering3D();
3070 R_ClearScreen(r_refdef.fogenabled);
3071 if (r_timereport_active)
3072 R_TimeReport("viewclear");
3075 r_refdef.view = originalview;
3076 r_refdef.view.clear = true;
3077 r_waterstate.renderingscene = false;
3081 r_refdef.view = originalview;
3082 r_waterstate.renderingscene = false;
3083 Cvar_SetValueQuick(&r_water, 0);
3084 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3088 void R_Bloom_StartFrame(void)
3090 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3092 // set bloomwidth and bloomheight to the bloom resolution that will be
3093 // used (often less than the screen resolution for faster rendering)
3094 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3095 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3096 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3097 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3098 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3100 // calculate desired texture sizes
3101 if (gl_support_arb_texture_non_power_of_two)
3103 screentexturewidth = r_refdef.view.width;
3104 screentextureheight = r_refdef.view.height;
3105 bloomtexturewidth = r_bloomstate.bloomwidth;
3106 bloomtextureheight = r_bloomstate.bloomheight;
3110 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3111 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3112 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3113 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3116 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))
3118 Cvar_SetValueQuick(&r_hdr, 0);
3119 Cvar_SetValueQuick(&r_bloom, 0);
3122 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3123 screentexturewidth = screentextureheight = 0;
3124 if (!r_hdr.integer && !r_bloom.integer)
3125 bloomtexturewidth = bloomtextureheight = 0;
3127 // allocate textures as needed
3128 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3130 if (r_bloomstate.texture_screen)
3131 R_FreeTexture(r_bloomstate.texture_screen);
3132 r_bloomstate.texture_screen = NULL;
3133 r_bloomstate.screentexturewidth = screentexturewidth;
3134 r_bloomstate.screentextureheight = screentextureheight;
3135 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3136 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);
3138 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3140 if (r_bloomstate.texture_bloom)
3141 R_FreeTexture(r_bloomstate.texture_bloom);
3142 r_bloomstate.texture_bloom = NULL;
3143 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3144 r_bloomstate.bloomtextureheight = bloomtextureheight;
3145 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3146 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);
3149 // set up a texcoord array for the full resolution screen image
3150 // (we have to keep this around to copy back during final render)
3151 r_bloomstate.screentexcoord2f[0] = 0;
3152 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3153 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3154 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3155 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3156 r_bloomstate.screentexcoord2f[5] = 0;
3157 r_bloomstate.screentexcoord2f[6] = 0;
3158 r_bloomstate.screentexcoord2f[7] = 0;
3160 // set up a texcoord array for the reduced resolution bloom image
3161 // (which will be additive blended over the screen image)
3162 r_bloomstate.bloomtexcoord2f[0] = 0;
3163 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3164 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3165 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3166 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3167 r_bloomstate.bloomtexcoord2f[5] = 0;
3168 r_bloomstate.bloomtexcoord2f[6] = 0;
3169 r_bloomstate.bloomtexcoord2f[7] = 0;
3171 if (r_hdr.integer || r_bloom.integer)
3173 r_bloomstate.enabled = true;
3174 r_bloomstate.hdr = r_hdr.integer != 0;
3178 void R_Bloom_CopyBloomTexture(float colorscale)
3180 r_refdef.stats.bloom++;
3182 // scale down screen texture to the bloom texture size
3184 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3185 GL_BlendFunc(GL_ONE, GL_ZERO);
3186 GL_Color(colorscale, colorscale, colorscale, 1);
3187 // TODO: optimize with multitexture or GLSL
3188 R_SetupGenericShader(true);
3189 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3190 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3191 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3192 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 // we now have a bloom image in the framebuffer
3195 // copy it into the bloom image texture for later processing
3196 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3197 GL_ActiveTexture(0);
3199 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
3200 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3203 void R_Bloom_CopyHDRTexture(void)
3205 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3206 GL_ActiveTexture(0);
3208 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
3209 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3212 void R_Bloom_MakeTexture(void)
3215 float xoffset, yoffset, r, brighten;
3217 r_refdef.stats.bloom++;
3219 R_ResetViewRendering2D();
3220 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3221 R_Mesh_ColorPointer(NULL, 0, 0);
3222 R_SetupGenericShader(true);
3224 // we have a bloom image in the framebuffer
3226 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3228 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3231 r = bound(0, r_bloom_colorexponent.value / x, 1);
3232 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3233 GL_Color(r, r, r, 1);
3234 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3235 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3236 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3237 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3239 // copy the vertically blurred bloom view to a texture
3240 GL_ActiveTexture(0);
3242 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
3243 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3246 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3247 brighten = r_bloom_brighten.value;
3249 brighten *= r_hdr_range.value;
3250 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3251 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3253 for (dir = 0;dir < 2;dir++)
3255 // blend on at multiple vertical offsets to achieve a vertical blur
3256 // TODO: do offset blends using GLSL
3257 GL_BlendFunc(GL_ONE, GL_ZERO);
3258 for (x = -range;x <= range;x++)
3260 if (!dir){xoffset = 0;yoffset = x;}
3261 else {xoffset = x;yoffset = 0;}
3262 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3263 yoffset /= (float)r_bloomstate.bloomtextureheight;
3264 // compute a texcoord array with the specified x and y offset
3265 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3266 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3267 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3268 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3269 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3270 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3271 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3272 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3273 // this r value looks like a 'dot' particle, fading sharply to
3274 // black at the edges
3275 // (probably not realistic but looks good enough)
3276 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3277 //r = (dir ? 1.0f : brighten)/(range*2+1);
3278 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3279 GL_Color(r, r, r, 1);
3280 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3281 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3282 GL_BlendFunc(GL_ONE, GL_ONE);
3285 // copy the vertically blurred bloom view to a texture
3286 GL_ActiveTexture(0);
3288 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
3289 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3292 // apply subtract last
3293 // (just like it would be in a GLSL shader)
3294 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3296 GL_BlendFunc(GL_ONE, GL_ZERO);
3297 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3298 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3299 GL_Color(1, 1, 1, 1);
3300 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3301 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3303 GL_BlendFunc(GL_ONE, GL_ONE);
3304 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3305 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3306 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3307 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3308 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3309 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3312 // copy the darkened bloom view to a texture
3313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3314 GL_ActiveTexture(0);
3316 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
3317 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3321 void R_HDR_RenderBloomTexture(void)
3323 int oldwidth, oldheight;
3324 float oldcolorscale;
3326 oldcolorscale = r_refdef.view.colorscale;
3327 oldwidth = r_refdef.view.width;
3328 oldheight = r_refdef.view.height;
3329 r_refdef.view.width = r_bloomstate.bloomwidth;
3330 r_refdef.view.height = r_bloomstate.bloomheight;
3332 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3333 // TODO: add exposure compensation features
3334 // TODO: add fp16 framebuffer support
3336 r_refdef.view.showdebug = false;
3337 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3339 R_ClearScreen(r_refdef.fogenabled);
3340 if (r_timereport_active)
3341 R_TimeReport("HDRclear");
3343 r_waterstate.numwaterplanes = 0;
3344 R_RenderScene(r_waterstate.enabled);
3345 r_refdef.view.showdebug = true;
3347 R_ResetViewRendering2D();
3349 R_Bloom_CopyHDRTexture();
3350 R_Bloom_MakeTexture();
3352 // restore the view settings
3353 r_refdef.view.width = oldwidth;
3354 r_refdef.view.height = oldheight;
3355 r_refdef.view.colorscale = oldcolorscale;
3357 R_ResetViewRendering3D();
3359 R_ClearScreen(r_refdef.fogenabled);
3360 if (r_timereport_active)
3361 R_TimeReport("viewclear");
3364 static void R_BlendView(void)
3366 if (r_bloomstate.texture_screen)
3368 // copy view into the screen texture
3369 R_ResetViewRendering2D();
3370 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3371 R_Mesh_ColorPointer(NULL, 0, 0);
3372 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3373 GL_ActiveTexture(0);CHECKGLERROR
3374 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
3375 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3378 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3380 unsigned int permutation =
3381 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3382 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3383 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3384 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3386 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3388 // render simple bloom effect
3389 // copy the screen and shrink it and darken it for the bloom process
3390 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3391 // make the bloom texture
3392 R_Bloom_MakeTexture();
3395 R_ResetViewRendering2D();
3396 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3397 R_Mesh_ColorPointer(NULL, 0, 0);
3398 GL_Color(1, 1, 1, 1);
3399 GL_BlendFunc(GL_ONE, GL_ZERO);
3400 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3401 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3402 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3403 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3404 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3405 if (r_glsl_permutation->loc_Texture_Attenuation >= 0)
3406 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_texture_gammaramps));
3407 if (r_glsl_permutation->loc_TintColor >= 0)
3408 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3409 if (r_glsl_permutation->loc_ClientTime >= 0)
3410 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3411 if (r_glsl_permutation->loc_UserVec1 >= 0)
3413 float a=0, b=0, c=0, d=0;
3414 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3415 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3417 if (r_glsl_permutation->loc_UserVec2 >= 0)
3419 float a=0, b=0, c=0, d=0;
3420 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3421 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3423 if (r_glsl_permutation->loc_UserVec3 >= 0)
3425 float a=0, b=0, c=0, d=0;
3426 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3427 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3429 if (r_glsl_permutation->loc_UserVec4 >= 0)
3431 float a=0, b=0, c=0, d=0;
3432 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3433 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3435 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3436 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3442 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3444 // render high dynamic range bloom effect
3445 // the bloom texture was made earlier this render, so we just need to
3446 // blend it onto the screen...
3447 R_ResetViewRendering2D();
3448 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3449 R_Mesh_ColorPointer(NULL, 0, 0);
3450 R_SetupGenericShader(true);
3451 GL_Color(1, 1, 1, 1);
3452 GL_BlendFunc(GL_ONE, GL_ONE);
3453 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3454 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3455 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3456 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3458 else if (r_bloomstate.texture_bloom)
3460 // render simple bloom effect
3461 // copy the screen and shrink it and darken it for the bloom process
3462 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3463 // make the bloom texture
3464 R_Bloom_MakeTexture();
3465 // put the original screen image back in place and blend the bloom
3467 R_ResetViewRendering2D();
3468 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3469 R_Mesh_ColorPointer(NULL, 0, 0);
3470 GL_Color(1, 1, 1, 1);
3471 GL_BlendFunc(GL_ONE, GL_ZERO);
3472 // do both in one pass if possible
3473 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3474 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3475 if (r_textureunits.integer >= 2 && gl_combine.integer)
3477 R_SetupGenericTwoTextureShader(GL_ADD);
3478 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3479 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3483 R_SetupGenericShader(true);
3484 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3485 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3486 // now blend on the bloom texture
3487 GL_BlendFunc(GL_ONE, GL_ONE);
3488 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3489 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3491 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3492 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3494 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3496 // apply a color tint to the whole view
3497 R_ResetViewRendering2D();
3498 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3499 R_Mesh_ColorPointer(NULL, 0, 0);
3500 R_SetupGenericShader(false);
3501 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3502 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3503 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3507 void R_RenderScene(qboolean addwaterplanes);
3509 matrix4x4_t r_waterscrollmatrix;
3511 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3513 if (r_refdef.fog_density)
3515 r_refdef.fogcolor[0] = r_refdef.fog_red;
3516 r_refdef.fogcolor[1] = r_refdef.fog_green;
3517 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3521 VectorCopy(r_refdef.fogcolor, fogvec);
3522 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3524 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3525 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3526 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3527 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3529 // color.rgb *= ContrastBoost * SceneBrightness;
3530 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3531 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3532 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3533 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3538 void R_UpdateVariables(void)
3542 r_refdef.farclip = 4096;
3543 if (r_refdef.scene.worldmodel)
3544 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3545 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3547 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3548 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3549 r_refdef.polygonfactor = 0;
3550 r_refdef.polygonoffset = 0;
3551 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3552 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3554 r_refdef.rtworld = r_shadow_realtime_world.integer;
3555 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3556 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3557 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3558 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3559 if (r_showsurfaces.integer)
3561 r_refdef.rtworld = false;
3562 r_refdef.rtworldshadows = false;
3563 r_refdef.rtdlight = false;
3564 r_refdef.rtdlightshadows = false;
3565 r_refdef.lightmapintensity = 0;
3568 if (gamemode == GAME_NEHAHRA)
3570 if (gl_fogenable.integer)
3572 r_refdef.oldgl_fogenable = true;
3573 r_refdef.fog_density = gl_fogdensity.value;
3574 r_refdef.fog_red = gl_fogred.value;
3575 r_refdef.fog_green = gl_foggreen.value;
3576 r_refdef.fog_blue = gl_fogblue.value;
3577 r_refdef.fog_alpha = 1;
3578 r_refdef.fog_start = 0;
3579 r_refdef.fog_end = gl_skyclip.value;
3581 else if (r_refdef.oldgl_fogenable)
3583 r_refdef.oldgl_fogenable = false;
3584 r_refdef.fog_density = 0;
3585 r_refdef.fog_red = 0;
3586 r_refdef.fog_green = 0;
3587 r_refdef.fog_blue = 0;
3588 r_refdef.fog_alpha = 0;
3589 r_refdef.fog_start = 0;
3590 r_refdef.fog_end = 0;
3594 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3595 r_refdef.fog_start = max(0, r_refdef.fog_start);
3596 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3598 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3600 if (r_refdef.fog_density)
3602 r_refdef.fogenabled = true;
3603 // this is the point where the fog reaches 0.9986 alpha, which we
3604 // consider a good enough cutoff point for the texture
3605 // (0.9986 * 256 == 255.6)
3606 if (r_fog_exp2.integer)
3607 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3609 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3610 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3611 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3612 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3613 // fog color was already set
3614 // update the fog texture
3615 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)
3616 R_BuildFogTexture();
3619 r_refdef.fogenabled = false;
3621 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3623 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3625 // build GLSL gamma texture
3626 #define RAMPWIDTH 256
3627 unsigned short ramp[RAMPWIDTH * 3];
3628 unsigned char ramprgb[RAMPWIDTH][4];
3631 r_texture_gammaramps_serial = vid_gammatables_serial;
3633 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3634 for(i = 0; i < RAMPWIDTH; ++i)
3636 ramprgb[i][0] = ramp[i] >> 8;
3637 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3638 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3641 if (r_texture_gammaramps)
3643 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3647 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);
3653 // remove GLSL gamma texture
3657 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3658 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3664 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3665 if( scenetype != r_currentscenetype ) {
3666 // store the old scenetype
3667 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3668 r_currentscenetype = scenetype;
3669 // move in the new scene
3670 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3679 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3681 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3682 if( scenetype == r_currentscenetype ) {
3683 return &r_refdef.scene;
3685 return &r_scenes_store[ scenetype ];
3694 void R_RenderView(void)
3696 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3697 return; //Host_Error ("R_RenderView: NULL worldmodel");
3699 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3701 // break apart the view matrix into vectors for various purposes
3702 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3703 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3704 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3705 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3706 // make an inverted copy of the view matrix for tracking sprites
3707 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3709 R_Shadow_UpdateWorldLightSelection();
3711 R_Bloom_StartFrame();
3712 R_Water_StartFrame();
3715 if (r_timereport_active)
3716 R_TimeReport("viewsetup");
3718 R_ResetViewRendering3D();
3720 if (r_refdef.view.clear || r_refdef.fogenabled)
3722 R_ClearScreen(r_refdef.fogenabled);
3723 if (r_timereport_active)
3724 R_TimeReport("viewclear");
3726 r_refdef.view.clear = true;
3728 r_refdef.view.showdebug = true;
3730 // this produces a bloom texture to be used in R_BlendView() later
3732 R_HDR_RenderBloomTexture();
3734 r_waterstate.numwaterplanes = 0;
3735 R_RenderScene(r_waterstate.enabled);
3738 if (r_timereport_active)
3739 R_TimeReport("blendview");
3741 GL_Scissor(0, 0, vid.width, vid.height);
3742 GL_ScissorTest(false);
3746 extern void R_DrawLightningBeams (void);
3747 extern void VM_CL_AddPolygonsToMeshQueue (void);
3748 extern void R_DrawPortals (void);
3749 extern cvar_t cl_locs_show;
3750 static void R_DrawLocs(void);
3751 static void R_DrawEntityBBoxes(void);
3752 void R_RenderScene(qboolean addwaterplanes)
3754 r_refdef.stats.renders++;
3760 R_ResetViewRendering3D();
3763 if (r_timereport_active)
3764 R_TimeReport("watervis");
3766 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3768 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3769 if (r_timereport_active)
3770 R_TimeReport("waterworld");
3773 // don't let sound skip if going slow
3774 if (r_refdef.scene.extraupdate)
3777 R_DrawModelsAddWaterPlanes();
3778 if (r_timereport_active)
3779 R_TimeReport("watermodels");
3781 R_Water_ProcessPlanes();
3782 if (r_timereport_active)
3783 R_TimeReport("waterscenes");
3786 R_ResetViewRendering3D();
3788 // don't let sound skip if going slow
3789 if (r_refdef.scene.extraupdate)
3792 R_MeshQueue_BeginScene();
3797 if (r_timereport_active)
3798 R_TimeReport("visibility");
3800 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);
3802 if (cl.csqc_vidvars.drawworld)
3804 // don't let sound skip if going slow
3805 if (r_refdef.scene.extraupdate)
3808 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3810 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3811 if (r_timereport_active)
3812 R_TimeReport("worldsky");
3815 if (R_DrawBrushModelsSky() && r_timereport_active)
3816 R_TimeReport("bmodelsky");
3819 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3821 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3822 if (r_timereport_active)
3823 R_TimeReport("worlddepth");
3825 if (r_depthfirst.integer >= 2)
3827 R_DrawModelsDepth();
3828 if (r_timereport_active)
3829 R_TimeReport("modeldepth");
3832 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3834 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3835 if (r_timereport_active)
3836 R_TimeReport("world");
3839 // don't let sound skip if going slow
3840 if (r_refdef.scene.extraupdate)
3844 if (r_timereport_active)
3845 R_TimeReport("models");
3847 // don't let sound skip if going slow
3848 if (r_refdef.scene.extraupdate)
3851 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3853 R_DrawModelShadows();
3855 R_ResetViewRendering3D();
3857 // don't let sound skip if going slow
3858 if (r_refdef.scene.extraupdate)
3862 R_ShadowVolumeLighting(false);
3863 if (r_timereport_active)
3864 R_TimeReport("rtlights");
3866 // don't let sound skip if going slow
3867 if (r_refdef.scene.extraupdate)
3870 if (cl.csqc_vidvars.drawworld)
3872 R_DrawLightningBeams();
3873 if (r_timereport_active)
3874 R_TimeReport("lightning");
3877 if (r_timereport_active)
3878 R_TimeReport("decals");
3881 if (r_timereport_active)
3882 R_TimeReport("particles");
3885 if (r_timereport_active)
3886 R_TimeReport("explosions");
3889 R_SetupGenericShader(true);
3890 VM_CL_AddPolygonsToMeshQueue();
3892 if (r_refdef.view.showdebug)
3894 if (cl_locs_show.integer)
3897 if (r_timereport_active)
3898 R_TimeReport("showlocs");
3901 if (r_drawportals.integer)
3904 if (r_timereport_active)
3905 R_TimeReport("portals");
3908 if (r_showbboxes.value > 0)
3910 R_DrawEntityBBoxes();
3911 if (r_timereport_active)
3912 R_TimeReport("bboxes");
3916 R_SetupGenericShader(true);
3917 R_MeshQueue_RenderTransparent();
3918 if (r_timereport_active)
3919 R_TimeReport("drawtrans");
3921 R_SetupGenericShader(true);
3923 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))
3925 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3926 if (r_timereport_active)
3927 R_TimeReport("worlddebug");
3928 R_DrawModelsDebug();
3929 if (r_timereport_active)
3930 R_TimeReport("modeldebug");
3933 R_SetupGenericShader(true);
3935 if (cl.csqc_vidvars.drawworld)
3938 if (r_timereport_active)
3939 R_TimeReport("coronas");
3942 // don't let sound skip if going slow
3943 if (r_refdef.scene.extraupdate)
3946 R_ResetViewRendering2D();
3949 static const int bboxelements[36] =
3959 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3962 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3963 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3964 GL_DepthMask(false);
3965 GL_DepthRange(0, 1);
3966 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3967 R_Mesh_Matrix(&identitymatrix);
3968 R_Mesh_ResetTextureState();
3970 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3971 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3972 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3973 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3974 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3975 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3976 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3977 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3978 R_FillColors(color4f, 8, cr, cg, cb, ca);
3979 if (r_refdef.fogenabled)
3981 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3983 f1 = FogPoint_World(v);
3985 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3986 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3987 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3990 R_Mesh_VertexPointer(vertex3f, 0, 0);
3991 R_Mesh_ColorPointer(color4f, 0, 0);
3992 R_Mesh_ResetTextureState();
3993 R_SetupGenericShader(false);
3994 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3997 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4001 prvm_edict_t *edict;
4002 // this function draws bounding boxes of server entities
4005 R_SetupGenericShader(false);
4007 for (i = 0;i < numsurfaces;i++)
4009 edict = PRVM_EDICT_NUM(surfacelist[i]);
4010 switch ((int)edict->fields.server->solid)
4012 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4013 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4014 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4015 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4016 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4017 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4019 color[3] *= r_showbboxes.value;
4020 color[3] = bound(0, color[3], 1);
4021 GL_DepthTest(!r_showdisabledepthtest.integer);
4022 GL_CullFace(r_refdef.view.cullface_front);
4023 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4028 static void R_DrawEntityBBoxes(void)
4031 prvm_edict_t *edict;
4033 // this function draws bounding boxes of server entities
4037 for (i = 0;i < prog->num_edicts;i++)
4039 edict = PRVM_EDICT_NUM(i);
4040 if (edict->priv.server->free)
4042 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4043 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4048 int nomodelelements[24] =
4060 float nomodelvertex3f[6*3] =
4070 float nomodelcolor4f[6*4] =
4072 0.0f, 0.0f, 0.5f, 1.0f,
4073 0.0f, 0.0f, 0.5f, 1.0f,
4074 0.0f, 0.5f, 0.0f, 1.0f,
4075 0.0f, 0.5f, 0.0f, 1.0f,
4076 0.5f, 0.0f, 0.0f, 1.0f,
4077 0.5f, 0.0f, 0.0f, 1.0f
4080 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4085 // this is only called once per entity so numsurfaces is always 1, and
4086 // surfacelist is always {0}, so this code does not handle batches
4087 R_Mesh_Matrix(&ent->matrix);
4089 if (ent->flags & EF_ADDITIVE)
4091 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4092 GL_DepthMask(false);
4094 else if (ent->alpha < 1)
4096 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4097 GL_DepthMask(false);
4101 GL_BlendFunc(GL_ONE, GL_ZERO);
4104 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4105 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4106 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4107 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4108 R_SetupGenericShader(false);
4109 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4110 if (r_refdef.fogenabled)
4113 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4114 R_Mesh_ColorPointer(color4f, 0, 0);
4115 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4116 f1 = FogPoint_World(org);
4118 for (i = 0, c = color4f;i < 6;i++, c += 4)
4120 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4121 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4122 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4126 else if (ent->alpha != 1)
4128 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4129 R_Mesh_ColorPointer(color4f, 0, 0);
4130 for (i = 0, c = color4f;i < 6;i++, c += 4)
4134 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4135 R_Mesh_ResetTextureState();
4136 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4139 void R_DrawNoModel(entity_render_t *ent)
4142 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4143 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4144 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4146 // R_DrawNoModelCallback(ent, 0);
4149 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4151 vec3_t right1, right2, diff, normal;
4153 VectorSubtract (org2, org1, normal);
4155 // calculate 'right' vector for start
4156 VectorSubtract (r_refdef.view.origin, org1, diff);
4157 CrossProduct (normal, diff, right1);
4158 VectorNormalize (right1);
4160 // calculate 'right' vector for end
4161 VectorSubtract (r_refdef.view.origin, org2, diff);
4162 CrossProduct (normal, diff, right2);
4163 VectorNormalize (right2);
4165 vert[ 0] = org1[0] + width * right1[0];
4166 vert[ 1] = org1[1] + width * right1[1];
4167 vert[ 2] = org1[2] + width * right1[2];
4168 vert[ 3] = org1[0] - width * right1[0];
4169 vert[ 4] = org1[1] - width * right1[1];
4170 vert[ 5] = org1[2] - width * right1[2];
4171 vert[ 6] = org2[0] - width * right2[0];
4172 vert[ 7] = org2[1] - width * right2[1];
4173 vert[ 8] = org2[2] - width * right2[2];
4174 vert[ 9] = org2[0] + width * right2[0];
4175 vert[10] = org2[1] + width * right2[1];
4176 vert[11] = org2[2] + width * right2[2];
4179 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4181 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)
4186 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4187 fog = FogPoint_World(origin);
4189 R_Mesh_Matrix(&identitymatrix);
4190 GL_BlendFunc(blendfunc1, blendfunc2);
4196 GL_CullFace(r_refdef.view.cullface_front);
4199 GL_CullFace(r_refdef.view.cullface_back);
4200 GL_CullFace(GL_NONE);
4202 GL_DepthMask(false);
4203 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4204 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4205 GL_DepthTest(!depthdisable);
4207 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4208 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4209 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4210 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4211 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4212 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4213 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4214 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4215 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4216 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4217 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4218 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4220 R_Mesh_VertexPointer(vertex3f, 0, 0);
4221 R_Mesh_ColorPointer(NULL, 0, 0);
4222 R_Mesh_ResetTextureState();
4223 R_SetupGenericShader(true);
4224 R_Mesh_TexBind(0, R_GetTexture(texture));
4225 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4226 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4227 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4228 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4230 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4232 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4233 GL_BlendFunc(blendfunc1, GL_ONE);
4235 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4236 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4240 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4245 VectorSet(v, x, y, z);
4246 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4247 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4249 if (i == mesh->numvertices)
4251 if (mesh->numvertices < mesh->maxvertices)
4253 VectorCopy(v, vertex3f);
4254 mesh->numvertices++;
4256 return mesh->numvertices;
4262 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4266 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4267 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4268 e = mesh->element3i + mesh->numtriangles * 3;
4269 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4271 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4272 if (mesh->numtriangles < mesh->maxtriangles)
4277 mesh->numtriangles++;
4279 element[1] = element[2];
4283 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4287 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4288 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4289 e = mesh->element3i + mesh->numtriangles * 3;
4290 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4292 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4293 if (mesh->numtriangles < mesh->maxtriangles)
4298 mesh->numtriangles++;
4300 element[1] = element[2];
4304 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4305 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4307 int planenum, planenum2;
4310 mplane_t *plane, *plane2;
4312 double temppoints[2][256*3];
4313 // figure out how large a bounding box we need to properly compute this brush
4315 for (w = 0;w < numplanes;w++)
4316 maxdist = max(maxdist, planes[w].dist);
4317 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4318 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4319 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4323 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4324 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4326 if (planenum2 == planenum)
4328 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);
4331 if (tempnumpoints < 3)
4333 // generate elements forming a triangle fan for this polygon
4334 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4338 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)
4340 texturelayer_t *layer;
4341 layer = t->currentlayers + t->currentnumlayers++;
4343 layer->depthmask = depthmask;
4344 layer->blendfunc1 = blendfunc1;
4345 layer->blendfunc2 = blendfunc2;
4346 layer->texture = texture;
4347 layer->texmatrix = *matrix;
4348 layer->color[0] = r * r_refdef.view.colorscale;
4349 layer->color[1] = g * r_refdef.view.colorscale;
4350 layer->color[2] = b * r_refdef.view.colorscale;
4351 layer->color[3] = a;
4354 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4357 index = parms[2] + r_refdef.scene.time * parms[3];
4358 index -= floor(index);
4362 case Q3WAVEFUNC_NONE:
4363 case Q3WAVEFUNC_NOISE:
4364 case Q3WAVEFUNC_COUNT:
4367 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4368 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4369 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4370 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4371 case Q3WAVEFUNC_TRIANGLE:
4373 f = index - floor(index);
4384 return (float)(parms[0] + parms[1] * f);
4387 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4390 model_t *model = ent->model;
4393 q3shaderinfo_layer_tcmod_t *tcmod;
4395 // switch to an alternate material if this is a q1bsp animated material
4397 texture_t *texture = t;
4398 int s = ent->skinnum;
4399 if ((unsigned int)s >= (unsigned int)model->numskins)
4401 if (model->skinscenes)
4403 if (model->skinscenes[s].framecount > 1)
4404 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4406 s = model->skinscenes[s].firstframe;
4409 t = t + s * model->num_surfaces;
4412 // use an alternate animation if the entity's frame is not 0,
4413 // and only if the texture has an alternate animation
4414 if (ent->frame2 != 0 && t->anim_total[1])
4415 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4417 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4419 texture->currentframe = t;
4422 // update currentskinframe to be a qw skin or animation frame
4423 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4425 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4427 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4428 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4429 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);
4431 t->currentskinframe = r_qwskincache_skinframe[i];
4432 if (t->currentskinframe == NULL)
4433 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4435 else if (t->numskinframes >= 2)
4436 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4437 if (t->backgroundnumskinframes >= 2)
4438 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4440 t->currentmaterialflags = t->basematerialflags;
4441 t->currentalpha = ent->alpha;
4442 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4444 t->currentalpha *= r_wateralpha.value;
4446 * FIXME what is this supposed to do?
4447 // if rendering refraction/reflection, disable transparency
4448 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4449 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4452 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4453 t->currentalpha *= t->r_water_wateralpha;
4454 if(!r_waterstate.enabled)
4455 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4456 if (!(ent->flags & RENDER_LIGHT))
4457 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4458 else if (rsurface.modeltexcoordlightmap2f == NULL)
4460 // pick a model lighting mode
4461 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4462 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4464 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4466 if (ent->effects & EF_ADDITIVE)
4467 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4468 else if (t->currentalpha < 1)
4469 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4470 if (ent->effects & EF_DOUBLESIDED)
4471 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4472 if (ent->effects & EF_NODEPTHTEST)
4473 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4474 if (ent->flags & RENDER_VIEWMODEL)
4475 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4476 if (t->backgroundnumskinframes)
4477 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4478 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4480 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4481 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4484 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4486 // there is no tcmod
4487 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4488 t->currenttexmatrix = r_waterscrollmatrix;
4490 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4493 switch(tcmod->tcmod)
4497 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4498 matrix = r_waterscrollmatrix;
4500 matrix = identitymatrix;
4502 case Q3TCMOD_ENTITYTRANSLATE:
4503 // this is used in Q3 to allow the gamecode to control texcoord
4504 // scrolling on the entity, which is not supported in darkplaces yet.
4505 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4507 case Q3TCMOD_ROTATE:
4508 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4509 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4510 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4513 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4515 case Q3TCMOD_SCROLL:
4516 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4518 case Q3TCMOD_STRETCH:
4519 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4520 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4522 case Q3TCMOD_TRANSFORM:
4523 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4524 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4525 VectorSet(tcmat + 6, 0 , 0 , 1);
4526 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4527 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4529 case Q3TCMOD_TURBULENT:
4530 // this is handled in the RSurf_PrepareVertices function
4531 matrix = identitymatrix;
4534 // either replace or concatenate the transformation
4536 t->currenttexmatrix = matrix;
4539 matrix4x4_t temp = t->currenttexmatrix;
4540 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4544 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4545 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4546 t->glosstexture = r_texture_black;
4547 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4548 t->backgroundglosstexture = r_texture_black;
4549 t->specularpower = r_shadow_glossexponent.value;
4550 // TODO: store reference values for these in the texture?
4551 t->specularscale = 0;
4552 if (r_shadow_gloss.integer > 0)
4554 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4556 if (r_shadow_glossintensity.value > 0)
4558 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4559 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4560 t->specularscale = r_shadow_glossintensity.value;
4563 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4565 t->glosstexture = r_texture_white;
4566 t->backgroundglosstexture = r_texture_white;
4567 t->specularscale = r_shadow_gloss2intensity.value;
4571 // lightmaps mode looks bad with dlights using actual texturing, so turn
4572 // off the colormap and glossmap, but leave the normalmap on as it still
4573 // accurately represents the shading involved
4574 if (gl_lightmaps.integer)
4576 t->basetexture = r_texture_grey128;
4577 t->backgroundbasetexture = NULL;
4578 t->specularscale = 0;
4579 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4580 t->currentmaterialflags |= MATERIALFLAG_WALL;
4583 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4584 VectorClear(t->dlightcolor);
4585 t->currentnumlayers = 0;
4586 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4588 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4590 int blendfunc1, blendfunc2, depthmask;
4591 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4593 blendfunc1 = GL_SRC_ALPHA;
4594 blendfunc2 = GL_ONE;
4596 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4598 blendfunc1 = GL_SRC_ALPHA;
4599 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4601 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4603 blendfunc1 = t->customblendfunc[0];
4604 blendfunc2 = t->customblendfunc[1];
4608 blendfunc1 = GL_ONE;
4609 blendfunc2 = GL_ZERO;
4611 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4612 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4615 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4616 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4617 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4619 // fullbright is not affected by r_refdef.lightmapintensity
4620 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]);
4621 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4622 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]);
4623 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4624 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]);
4628 vec3_t ambientcolor;
4630 // set the color tint used for lights affecting this surface
4631 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4633 // q3bsp has no lightmap updates, so the lightstylevalue that
4634 // would normally be baked into the lightmap must be
4635 // applied to the color
4636 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4637 if (ent->model->type == mod_brushq3)
4638 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4639 colorscale *= r_refdef.lightmapintensity;
4640 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4641 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4642 // basic lit geometry
4643 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]);
4644 // add pants/shirt if needed
4645 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4646 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]);
4647 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4648 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]);
4649 // now add ambient passes if needed
4650 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4652 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]);
4653 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4654 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]);
4655 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4656 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]);
4659 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4660 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]);
4661 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4663 // if this is opaque use alpha blend which will darken the earlier
4666 // if this is an alpha blended material, all the earlier passes
4667 // were darkened by fog already, so we only need to add the fog
4668 // color ontop through the fog mask texture
4670 // if this is an additive blended material, all the earlier passes
4671 // were darkened by fog already, and we should not add fog color
4672 // (because the background was not darkened, there is no fog color
4673 // that was lost behind it).
4674 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]);
4681 void R_UpdateAllTextureInfo(entity_render_t *ent)
4685 for (i = 0;i < ent->model->num_texturesperskin;i++)
4686 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4689 rsurfacestate_t rsurface;
4691 void R_Mesh_ResizeArrays(int newvertices)
4694 if (rsurface.array_size >= newvertices)
4696 if (rsurface.array_modelvertex3f)
4697 Mem_Free(rsurface.array_modelvertex3f);
4698 rsurface.array_size = (newvertices + 1023) & ~1023;
4699 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4700 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4701 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4702 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4703 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4704 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4705 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4706 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4707 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4708 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4709 rsurface.array_color4f = base + rsurface.array_size * 27;
4710 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4713 void RSurf_ActiveWorldEntity(void)
4715 model_t *model = r_refdef.scene.worldmodel;
4716 if (rsurface.array_size < model->surfmesh.num_vertices)
4717 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4718 rsurface.matrix = identitymatrix;
4719 rsurface.inversematrix = identitymatrix;
4720 R_Mesh_Matrix(&identitymatrix);
4721 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4722 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4723 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4724 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4725 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4726 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4727 rsurface.frameblend[0].frame = 0;
4728 rsurface.frameblend[0].lerp = 1;
4729 rsurface.frameblend[1].frame = 0;
4730 rsurface.frameblend[1].lerp = 0;
4731 rsurface.frameblend[2].frame = 0;
4732 rsurface.frameblend[2].lerp = 0;
4733 rsurface.frameblend[3].frame = 0;
4734 rsurface.frameblend[3].lerp = 0;
4735 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4736 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4737 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4738 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4739 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4740 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4741 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4742 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4743 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4744 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4745 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4746 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4747 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4748 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4749 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4750 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4751 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4752 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4753 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4754 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4755 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4756 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4757 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4758 rsurface.modelelement3i = model->surfmesh.data_element3i;
4759 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4760 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4761 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4762 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4763 rsurface.modelsurfaces = model->data_surfaces;
4764 rsurface.generatedvertex = false;
4765 rsurface.vertex3f = rsurface.modelvertex3f;
4766 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4767 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4768 rsurface.svector3f = rsurface.modelsvector3f;
4769 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4770 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4771 rsurface.tvector3f = rsurface.modeltvector3f;
4772 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4773 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4774 rsurface.normal3f = rsurface.modelnormal3f;
4775 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4776 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4777 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4780 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4782 model_t *model = ent->model;
4783 if (rsurface.array_size < model->surfmesh.num_vertices)
4784 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4785 rsurface.matrix = ent->matrix;
4786 rsurface.inversematrix = ent->inversematrix;
4787 R_Mesh_Matrix(&rsurface.matrix);
4788 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4789 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4790 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4791 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4792 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4793 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4794 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4795 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4796 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4797 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4798 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4799 rsurface.frameblend[0] = ent->frameblend[0];
4800 rsurface.frameblend[1] = ent->frameblend[1];
4801 rsurface.frameblend[2] = ent->frameblend[2];
4802 rsurface.frameblend[3] = ent->frameblend[3];
4803 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4804 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4805 if (ent->model->brush.submodel)
4807 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4808 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4810 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4814 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4815 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4816 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4817 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4818 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4820 else if (wantnormals)
4822 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4823 rsurface.modelsvector3f = NULL;
4824 rsurface.modeltvector3f = NULL;
4825 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4826 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4830 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4831 rsurface.modelsvector3f = NULL;
4832 rsurface.modeltvector3f = NULL;
4833 rsurface.modelnormal3f = NULL;
4834 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4836 rsurface.modelvertex3f_bufferobject = 0;
4837 rsurface.modelvertex3f_bufferoffset = 0;
4838 rsurface.modelsvector3f_bufferobject = 0;
4839 rsurface.modelsvector3f_bufferoffset = 0;
4840 rsurface.modeltvector3f_bufferobject = 0;
4841 rsurface.modeltvector3f_bufferoffset = 0;
4842 rsurface.modelnormal3f_bufferobject = 0;
4843 rsurface.modelnormal3f_bufferoffset = 0;
4844 rsurface.generatedvertex = true;
4848 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4849 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4850 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4851 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4852 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4853 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4854 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4855 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4856 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4857 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4858 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4859 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4860 rsurface.generatedvertex = false;
4862 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4863 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4864 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4865 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4866 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4867 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4868 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4869 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4870 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4871 rsurface.modelelement3i = model->surfmesh.data_element3i;
4872 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4873 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4874 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4875 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4876 rsurface.modelsurfaces = model->data_surfaces;
4877 rsurface.vertex3f = rsurface.modelvertex3f;
4878 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4879 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4880 rsurface.svector3f = rsurface.modelsvector3f;
4881 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4882 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4883 rsurface.tvector3f = rsurface.modeltvector3f;
4884 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4885 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4886 rsurface.normal3f = rsurface.modelnormal3f;
4887 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4888 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4889 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4892 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4893 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4896 int texturesurfaceindex;
4901 const float *v1, *in_tc;
4903 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4905 q3shaderinfo_deform_t *deform;
4906 // 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
4907 if (rsurface.generatedvertex)
4909 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4910 generatenormals = true;
4911 for (i = 0;i < Q3MAXDEFORMS;i++)
4913 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4915 generatetangents = true;
4916 generatenormals = true;
4918 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4919 generatenormals = true;
4921 if (generatenormals && !rsurface.modelnormal3f)
4923 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4924 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4925 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4926 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4928 if (generatetangents && !rsurface.modelsvector3f)
4930 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4931 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4932 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4933 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4934 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4935 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4936 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);
4939 rsurface.vertex3f = rsurface.modelvertex3f;
4940 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4941 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4942 rsurface.svector3f = rsurface.modelsvector3f;
4943 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4944 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4945 rsurface.tvector3f = rsurface.modeltvector3f;
4946 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4947 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4948 rsurface.normal3f = rsurface.modelnormal3f;
4949 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4950 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4951 // if vertices are deformed (sprite flares and things in maps, possibly
4952 // water waves, bulges and other deformations), generate them into
4953 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4954 // (may be static model data or generated data for an animated model, or
4955 // the previous deform pass)
4956 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4958 switch (deform->deform)
4961 case Q3DEFORM_PROJECTIONSHADOW:
4962 case Q3DEFORM_TEXT0:
4963 case Q3DEFORM_TEXT1:
4964 case Q3DEFORM_TEXT2:
4965 case Q3DEFORM_TEXT3:
4966 case Q3DEFORM_TEXT4:
4967 case Q3DEFORM_TEXT5:
4968 case Q3DEFORM_TEXT6:
4969 case Q3DEFORM_TEXT7:
4972 case Q3DEFORM_AUTOSPRITE:
4973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4974 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4975 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4976 VectorNormalize(newforward);
4977 VectorNormalize(newright);
4978 VectorNormalize(newup);
4979 // make deformed versions of only the model vertices used by the specified surfaces
4980 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4982 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4983 // a single autosprite surface can contain multiple sprites...
4984 for (j = 0;j < surface->num_vertices - 3;j += 4)
4986 VectorClear(center);
4987 for (i = 0;i < 4;i++)
4988 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4989 VectorScale(center, 0.25f, center);
4990 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4991 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4992 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4993 for (i = 0;i < 4;i++)
4995 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4996 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4999 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);
5000 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);
5002 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5003 rsurface.vertex3f_bufferobject = 0;
5004 rsurface.vertex3f_bufferoffset = 0;
5005 rsurface.svector3f = rsurface.array_deformedsvector3f;
5006 rsurface.svector3f_bufferobject = 0;
5007 rsurface.svector3f_bufferoffset = 0;
5008 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5009 rsurface.tvector3f_bufferobject = 0;
5010 rsurface.tvector3f_bufferoffset = 0;
5011 rsurface.normal3f = rsurface.array_deformednormal3f;
5012 rsurface.normal3f_bufferobject = 0;
5013 rsurface.normal3f_bufferoffset = 0;
5015 case Q3DEFORM_AUTOSPRITE2:
5016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5017 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5018 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5019 VectorNormalize(newforward);
5020 VectorNormalize(newright);
5021 VectorNormalize(newup);
5022 // make deformed versions of only the model vertices used by the specified surfaces
5023 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5025 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5026 const float *v1, *v2;
5036 memset(shortest, 0, sizeof(shortest));
5037 // a single autosprite surface can contain multiple sprites...
5038 for (j = 0;j < surface->num_vertices - 3;j += 4)
5040 VectorClear(center);
5041 for (i = 0;i < 4;i++)
5042 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5043 VectorScale(center, 0.25f, center);
5044 // find the two shortest edges, then use them to define the
5045 // axis vectors for rotating around the central axis
5046 for (i = 0;i < 6;i++)
5048 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5049 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5051 Debug_PolygonBegin(NULL, 0);
5052 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5053 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);
5054 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5057 l = VectorDistance2(v1, v2);
5058 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5060 l += (1.0f / 1024.0f);
5061 if (shortest[0].length2 > l || i == 0)
5063 shortest[1] = shortest[0];
5064 shortest[0].length2 = l;
5065 shortest[0].v1 = v1;
5066 shortest[0].v2 = v2;
5068 else if (shortest[1].length2 > l || i == 1)
5070 shortest[1].length2 = l;
5071 shortest[1].v1 = v1;
5072 shortest[1].v2 = v2;
5075 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5076 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5078 Debug_PolygonBegin(NULL, 0);
5079 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5080 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);
5081 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5084 // this calculates the right vector from the shortest edge
5085 // and the up vector from the edge midpoints
5086 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5087 VectorNormalize(right);
5088 VectorSubtract(end, start, up);
5089 VectorNormalize(up);
5090 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5091 //VectorSubtract(rsurface.modelorg, center, forward);
5092 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5093 VectorNegate(forward, forward);
5094 VectorReflect(forward, 0, up, forward);
5095 VectorNormalize(forward);
5096 CrossProduct(up, forward, newright);
5097 VectorNormalize(newright);
5099 Debug_PolygonBegin(NULL, 0);
5100 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);
5101 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5102 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5106 Debug_PolygonBegin(NULL, 0);
5107 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5108 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5109 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5112 // rotate the quad around the up axis vector, this is made
5113 // especially easy by the fact we know the quad is flat,
5114 // so we only have to subtract the center position and
5115 // measure distance along the right vector, and then
5116 // multiply that by the newright vector and add back the
5118 // we also need to subtract the old position to undo the
5119 // displacement from the center, which we do with a
5120 // DotProduct, the subtraction/addition of center is also
5121 // optimized into DotProducts here
5122 l = DotProduct(right, center);
5123 for (i = 0;i < 4;i++)
5125 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5126 f = DotProduct(right, v1) - l;
5127 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5130 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);
5131 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);
5133 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5134 rsurface.vertex3f_bufferobject = 0;
5135 rsurface.vertex3f_bufferoffset = 0;
5136 rsurface.svector3f = rsurface.array_deformedsvector3f;
5137 rsurface.svector3f_bufferobject = 0;
5138 rsurface.svector3f_bufferoffset = 0;
5139 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5140 rsurface.tvector3f_bufferobject = 0;
5141 rsurface.tvector3f_bufferoffset = 0;
5142 rsurface.normal3f = rsurface.array_deformednormal3f;
5143 rsurface.normal3f_bufferobject = 0;
5144 rsurface.normal3f_bufferoffset = 0;
5146 case Q3DEFORM_NORMAL:
5147 // deform the normals to make reflections wavey
5148 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5150 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5151 for (j = 0;j < surface->num_vertices;j++)
5154 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5155 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5156 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5157 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5159 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5160 VectorNormalize(normal);
5162 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);
5164 rsurface.svector3f = rsurface.array_deformedsvector3f;
5165 rsurface.svector3f_bufferobject = 0;
5166 rsurface.svector3f_bufferoffset = 0;
5167 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5168 rsurface.tvector3f_bufferobject = 0;
5169 rsurface.tvector3f_bufferoffset = 0;
5170 rsurface.normal3f = rsurface.array_deformednormal3f;
5171 rsurface.normal3f_bufferobject = 0;
5172 rsurface.normal3f_bufferoffset = 0;
5175 // deform vertex array to make wavey water and flags and such
5176 waveparms[0] = deform->waveparms[0];
5177 waveparms[1] = deform->waveparms[1];
5178 waveparms[2] = deform->waveparms[2];
5179 waveparms[3] = deform->waveparms[3];
5180 // this is how a divisor of vertex influence on deformation
5181 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5182 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5183 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5185 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5186 for (j = 0;j < surface->num_vertices;j++)
5188 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5189 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5190 // if the wavefunc depends on time, evaluate it per-vertex
5193 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5194 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5196 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5199 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5200 rsurface.vertex3f_bufferobject = 0;
5201 rsurface.vertex3f_bufferoffset = 0;
5203 case Q3DEFORM_BULGE:
5204 // deform vertex array to make the surface have moving bulges
5205 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5207 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5208 for (j = 0;j < surface->num_vertices;j++)
5210 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5211 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5214 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5215 rsurface.vertex3f_bufferobject = 0;
5216 rsurface.vertex3f_bufferoffset = 0;
5219 // deform vertex array
5220 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5221 VectorScale(deform->parms, scale, waveparms);
5222 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5224 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5225 for (j = 0;j < surface->num_vertices;j++)
5226 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5228 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5229 rsurface.vertex3f_bufferobject = 0;
5230 rsurface.vertex3f_bufferoffset = 0;
5234 // generate texcoords based on the chosen texcoord source
5235 switch(rsurface.texture->tcgen.tcgen)
5238 case Q3TCGEN_TEXTURE:
5239 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5240 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5241 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5243 case Q3TCGEN_LIGHTMAP:
5244 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5245 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5246 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5248 case Q3TCGEN_VECTOR:
5249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5252 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)
5254 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5255 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5258 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5259 rsurface.texcoordtexture2f_bufferobject = 0;
5260 rsurface.texcoordtexture2f_bufferoffset = 0;
5262 case Q3TCGEN_ENVIRONMENT:
5263 // make environment reflections using a spheremap
5264 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5266 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5267 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5268 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5269 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5270 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5272 float l, d, eyedir[3];
5273 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5274 l = 0.5f / VectorLength(eyedir);
5275 d = DotProduct(normal, eyedir)*2;
5276 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5277 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5280 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5281 rsurface.texcoordtexture2f_bufferobject = 0;
5282 rsurface.texcoordtexture2f_bufferoffset = 0;
5285 // the only tcmod that needs software vertex processing is turbulent, so
5286 // check for it here and apply the changes if needed
5287 // and we only support that as the first one
5288 // (handling a mixture of turbulent and other tcmods would be problematic
5289 // without punting it entirely to a software path)
5290 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5292 amplitude = rsurface.texture->tcmods[0].parms[1];
5293 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5294 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5296 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5297 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)
5299 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5300 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5303 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5304 rsurface.texcoordtexture2f_bufferobject = 0;
5305 rsurface.texcoordtexture2f_bufferoffset = 0;
5307 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5308 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5309 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5310 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5313 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5316 const msurface_t *surface = texturesurfacelist[0];
5317 const msurface_t *surface2;
5322 // TODO: lock all array ranges before render, rather than on each surface
5323 if (texturenumsurfaces == 1)
5325 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5326 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));
5328 else if (r_batchmode.integer == 2)
5330 #define MAXBATCHTRIANGLES 4096
5331 int batchtriangles = 0;
5332 int batchelements[MAXBATCHTRIANGLES*3];
5333 for (i = 0;i < texturenumsurfaces;i = j)
5335 surface = texturesurfacelist[i];
5337 if (surface->num_triangles > MAXBATCHTRIANGLES)
5339 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));
5342 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5343 batchtriangles = surface->num_triangles;
5344 firstvertex = surface->num_firstvertex;
5345 endvertex = surface->num_firstvertex + surface->num_vertices;
5346 for (;j < texturenumsurfaces;j++)
5348 surface2 = texturesurfacelist[j];
5349 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5351 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5352 batchtriangles += surface2->num_triangles;
5353 firstvertex = min(firstvertex, surface2->num_firstvertex);
5354 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5356 surface2 = texturesurfacelist[j-1];
5357 numvertices = endvertex - firstvertex;
5358 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5361 else if (r_batchmode.integer == 1)
5363 for (i = 0;i < texturenumsurfaces;i = j)
5365 surface = texturesurfacelist[i];
5366 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5367 if (texturesurfacelist[j] != surface2)
5369 surface2 = texturesurfacelist[j-1];
5370 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5371 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5372 GL_LockArrays(surface->num_firstvertex, numvertices);
5373 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5378 for (i = 0;i < texturenumsurfaces;i++)
5380 surface = texturesurfacelist[i];
5381 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5382 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5387 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5389 int i, planeindex, vertexindex;
5393 r_waterstate_waterplane_t *p, *bestp;
5394 msurface_t *surface;
5395 if (r_waterstate.renderingscene)
5397 for (i = 0;i < texturenumsurfaces;i++)
5399 surface = texturesurfacelist[i];
5400 if (lightmaptexunit >= 0)
5401 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5402 if (deluxemaptexunit >= 0)
5403 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5404 // pick the closest matching water plane
5407 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5410 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5412 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5413 d += fabs(PlaneDiff(vert, &p->plane));
5415 if (bestd > d || !bestp)
5423 if (refractiontexunit >= 0)
5424 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5425 if (reflectiontexunit >= 0)
5426 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5430 if (refractiontexunit >= 0)
5431 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5432 if (reflectiontexunit >= 0)
5433 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5435 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5436 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));
5440 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5444 const msurface_t *surface = texturesurfacelist[0];
5445 const msurface_t *surface2;
5450 // TODO: lock all array ranges before render, rather than on each surface
5451 if (texturenumsurfaces == 1)
5453 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5454 if (deluxemaptexunit >= 0)
5455 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5456 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5457 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));
5459 else if (r_batchmode.integer == 2)
5461 #define MAXBATCHTRIANGLES 4096
5462 int batchtriangles = 0;
5463 int batchelements[MAXBATCHTRIANGLES*3];
5464 for (i = 0;i < texturenumsurfaces;i = j)
5466 surface = texturesurfacelist[i];
5467 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5468 if (deluxemaptexunit >= 0)
5469 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5471 if (surface->num_triangles > MAXBATCHTRIANGLES)
5473 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));
5476 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5477 batchtriangles = surface->num_triangles;
5478 firstvertex = surface->num_firstvertex;
5479 endvertex = surface->num_firstvertex + surface->num_vertices;
5480 for (;j < texturenumsurfaces;j++)
5482 surface2 = texturesurfacelist[j];
5483 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5485 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5486 batchtriangles += surface2->num_triangles;
5487 firstvertex = min(firstvertex, surface2->num_firstvertex);
5488 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5490 surface2 = texturesurfacelist[j-1];
5491 numvertices = endvertex - firstvertex;
5492 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5495 else if (r_batchmode.integer == 1)
5498 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5499 for (i = 0;i < texturenumsurfaces;i = j)
5501 surface = texturesurfacelist[i];
5502 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5503 if (texturesurfacelist[j] != surface2)
5505 Con_Printf(" %i", j - i);
5508 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5510 for (i = 0;i < texturenumsurfaces;i = j)
5512 surface = texturesurfacelist[i];
5513 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5514 if (deluxemaptexunit >= 0)
5515 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5516 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5517 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5520 Con_Printf(" %i", j - i);
5522 surface2 = texturesurfacelist[j-1];
5523 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5524 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5525 GL_LockArrays(surface->num_firstvertex, numvertices);
5526 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5534 for (i = 0;i < texturenumsurfaces;i++)
5536 surface = texturesurfacelist[i];
5537 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5538 if (deluxemaptexunit >= 0)
5539 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5540 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5541 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));
5546 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5549 int texturesurfaceindex;
5550 if (r_showsurfaces.integer == 2)
5552 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5554 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5555 for (j = 0;j < surface->num_triangles;j++)
5557 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5558 GL_Color(f, f, f, 1);
5559 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)));
5565 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5567 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5568 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5569 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);
5570 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5571 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));
5576 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5578 int texturesurfaceindex;
5582 if (rsurface.lightmapcolor4f)
5584 // generate color arrays for the surfaces in this list
5585 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5587 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5588 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)
5590 f = FogPoint_Model(v);
5600 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5602 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5603 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)
5605 f = FogPoint_Model(v);
5613 rsurface.lightmapcolor4f = rsurface.array_color4f;
5614 rsurface.lightmapcolor4f_bufferobject = 0;
5615 rsurface.lightmapcolor4f_bufferoffset = 0;
5618 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5620 int texturesurfaceindex;
5623 if (!rsurface.lightmapcolor4f)
5625 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5627 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5628 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)
5636 rsurface.lightmapcolor4f = rsurface.array_color4f;
5637 rsurface.lightmapcolor4f_bufferobject = 0;
5638 rsurface.lightmapcolor4f_bufferoffset = 0;
5641 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5644 rsurface.lightmapcolor4f = NULL;
5645 rsurface.lightmapcolor4f_bufferobject = 0;
5646 rsurface.lightmapcolor4f_bufferoffset = 0;
5647 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5648 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5649 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5650 GL_Color(r, g, b, a);
5651 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5654 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5656 // TODO: optimize applyfog && applycolor case
5657 // just apply fog if necessary, and tint the fog color array if necessary
5658 rsurface.lightmapcolor4f = NULL;
5659 rsurface.lightmapcolor4f_bufferobject = 0;
5660 rsurface.lightmapcolor4f_bufferoffset = 0;
5661 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5662 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5663 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5664 GL_Color(r, g, b, a);
5665 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5668 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5670 int texturesurfaceindex;
5674 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5676 // generate color arrays for the surfaces in this list
5677 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5679 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5680 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5682 if (surface->lightmapinfo->samples)
5684 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5685 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5686 VectorScale(lm, scale, c);
5687 if (surface->lightmapinfo->styles[1] != 255)
5689 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5691 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5692 VectorMA(c, scale, lm, c);
5693 if (surface->lightmapinfo->styles[2] != 255)
5696 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5697 VectorMA(c, scale, lm, c);
5698 if (surface->lightmapinfo->styles[3] != 255)
5701 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5702 VectorMA(c, scale, lm, c);
5712 rsurface.lightmapcolor4f = rsurface.array_color4f;
5713 rsurface.lightmapcolor4f_bufferobject = 0;
5714 rsurface.lightmapcolor4f_bufferoffset = 0;
5718 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5719 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5720 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5722 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5723 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5724 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5725 GL_Color(r, g, b, a);
5726 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5729 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5731 int texturesurfaceindex;
5735 vec3_t ambientcolor;
5736 vec3_t diffusecolor;
5740 VectorCopy(rsurface.modellight_lightdir, lightdir);
5741 f = 0.5f * r_refdef.lightmapintensity;
5742 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5743 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5744 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5745 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5746 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5747 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5748 if (VectorLength2(diffusecolor) > 0)
5750 // generate color arrays for the surfaces in this list
5751 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5753 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5754 int numverts = surface->num_vertices;
5755 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5756 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5757 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5758 // q3-style directional shading
5759 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5761 if ((f = DotProduct(c2, lightdir)) > 0)
5762 VectorMA(ambientcolor, f, diffusecolor, c);
5764 VectorCopy(ambientcolor, c);
5773 rsurface.lightmapcolor4f = rsurface.array_color4f;
5774 rsurface.lightmapcolor4f_bufferobject = 0;
5775 rsurface.lightmapcolor4f_bufferoffset = 0;
5779 r = ambientcolor[0];
5780 g = ambientcolor[1];
5781 b = ambientcolor[2];
5782 rsurface.lightmapcolor4f = NULL;
5783 rsurface.lightmapcolor4f_bufferobject = 0;
5784 rsurface.lightmapcolor4f_bufferoffset = 0;
5786 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5787 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5788 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5789 GL_Color(r, g, b, a);
5790 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5793 void RSurf_SetupDepthAndCulling(void)
5795 // submodels are biased to avoid z-fighting with world surfaces that they
5796 // may be exactly overlapping (avoids z-fighting artifacts on certain
5797 // doors and things in Quake maps)
5798 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5799 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5800 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5801 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5804 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5806 // transparent sky would be ridiculous
5807 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5809 R_SetupGenericShader(false);
5812 skyrendernow = false;
5813 // we have to force off the water clipping plane while rendering sky
5817 // restore entity matrix
5818 R_Mesh_Matrix(&rsurface.matrix);
5820 RSurf_SetupDepthAndCulling();
5822 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5823 // skymasking on them, and Quake3 never did sky masking (unlike
5824 // software Quake and software Quake2), so disable the sky masking
5825 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5826 // and skymasking also looks very bad when noclipping outside the
5827 // level, so don't use it then either.
5828 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5830 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5831 R_Mesh_ColorPointer(NULL, 0, 0);
5832 R_Mesh_ResetTextureState();
5833 if (skyrendermasked)
5835 R_SetupDepthOrShadowShader();
5836 // depth-only (masking)
5837 GL_ColorMask(0,0,0,0);
5838 // just to make sure that braindead drivers don't draw
5839 // anything despite that colormask...
5840 GL_BlendFunc(GL_ZERO, GL_ONE);
5844 R_SetupGenericShader(false);
5846 GL_BlendFunc(GL_ONE, GL_ZERO);
5848 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5849 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5850 if (skyrendermasked)
5851 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5853 R_Mesh_ResetTextureState();
5854 GL_Color(1, 1, 1, 1);
5857 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5859 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5862 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5863 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5864 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5865 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5866 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5867 if (rsurface.texture->backgroundcurrentskinframe)
5869 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5870 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5871 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5872 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5874 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5875 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5876 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5877 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5878 R_Mesh_ColorPointer(NULL, 0, 0);
5880 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5882 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5884 // render background
5885 GL_BlendFunc(GL_ONE, GL_ZERO);
5887 GL_AlphaTest(false);
5889 GL_Color(1, 1, 1, 1);
5890 R_Mesh_ColorPointer(NULL, 0, 0);
5892 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5893 if (r_glsl_permutation)
5895 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5896 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5897 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5898 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5899 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5900 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5901 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);
5903 GL_LockArrays(0, 0);
5905 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5906 GL_DepthMask(false);
5907 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5908 R_Mesh_ColorPointer(NULL, 0, 0);
5910 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5911 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5912 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5915 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5916 if (!r_glsl_permutation)
5919 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5920 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5921 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5922 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5923 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5924 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5926 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5928 GL_BlendFunc(GL_ONE, GL_ZERO);
5930 GL_AlphaTest(false);
5934 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5935 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5936 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5939 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5941 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5942 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);
5944 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5948 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5949 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);
5951 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5953 GL_LockArrays(0, 0);
5956 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5958 // OpenGL 1.3 path - anything not completely ancient
5959 int texturesurfaceindex;
5960 qboolean applycolor;
5964 const texturelayer_t *layer;
5965 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5967 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5970 int layertexrgbscale;
5971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5973 if (layerindex == 0)
5977 GL_AlphaTest(false);
5978 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5981 GL_DepthMask(layer->depthmask && writedepth);
5982 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5983 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5985 layertexrgbscale = 4;
5986 VectorScale(layer->color, 0.25f, layercolor);
5988 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5990 layertexrgbscale = 2;
5991 VectorScale(layer->color, 0.5f, layercolor);
5995 layertexrgbscale = 1;
5996 VectorScale(layer->color, 1.0f, layercolor);
5998 layercolor[3] = layer->color[3];
5999 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6000 R_Mesh_ColorPointer(NULL, 0, 0);
6001 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6002 switch (layer->type)
6004 case TEXTURELAYERTYPE_LITTEXTURE:
6005 memset(&m, 0, sizeof(m));
6006 m.tex[0] = R_GetTexture(r_texture_white);
6007 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6008 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6009 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6010 m.tex[1] = R_GetTexture(layer->texture);
6011 m.texmatrix[1] = layer->texmatrix;
6012 m.texrgbscale[1] = layertexrgbscale;
6013 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6014 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6015 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6016 R_Mesh_TextureState(&m);
6017 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6018 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6019 else if (rsurface.uselightmaptexture)
6020 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6022 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6024 case TEXTURELAYERTYPE_TEXTURE:
6025 memset(&m, 0, sizeof(m));
6026 m.tex[0] = R_GetTexture(layer->texture);
6027 m.texmatrix[0] = layer->texmatrix;
6028 m.texrgbscale[0] = layertexrgbscale;
6029 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6030 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6031 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6032 R_Mesh_TextureState(&m);
6033 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6035 case TEXTURELAYERTYPE_FOG:
6036 memset(&m, 0, sizeof(m));
6037 m.texrgbscale[0] = layertexrgbscale;
6040 m.tex[0] = R_GetTexture(layer->texture);
6041 m.texmatrix[0] = layer->texmatrix;
6042 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6043 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6044 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6046 R_Mesh_TextureState(&m);
6047 // generate a color array for the fog pass
6048 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6049 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6053 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6054 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)
6056 f = 1 - FogPoint_Model(v);
6057 c[0] = layercolor[0];
6058 c[1] = layercolor[1];
6059 c[2] = layercolor[2];
6060 c[3] = f * layercolor[3];
6063 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6066 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6068 GL_LockArrays(0, 0);
6071 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6073 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6074 GL_AlphaTest(false);
6078 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6080 // OpenGL 1.1 - crusty old voodoo path
6081 int texturesurfaceindex;
6085 const texturelayer_t *layer;
6086 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6088 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6090 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6092 if (layerindex == 0)
6096 GL_AlphaTest(false);
6097 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6100 GL_DepthMask(layer->depthmask && writedepth);
6101 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6102 R_Mesh_ColorPointer(NULL, 0, 0);
6103 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6104 switch (layer->type)
6106 case TEXTURELAYERTYPE_LITTEXTURE:
6107 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6109 // two-pass lit texture with 2x rgbscale
6110 // first the lightmap pass
6111 memset(&m, 0, sizeof(m));
6112 m.tex[0] = R_GetTexture(r_texture_white);
6113 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6114 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6115 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6116 R_Mesh_TextureState(&m);
6117 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6118 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6119 else if (rsurface.uselightmaptexture)
6120 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6123 GL_LockArrays(0, 0);
6124 // then apply the texture to it
6125 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6126 memset(&m, 0, sizeof(m));
6127 m.tex[0] = R_GetTexture(layer->texture);
6128 m.texmatrix[0] = layer->texmatrix;
6129 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6130 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6131 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6132 R_Mesh_TextureState(&m);
6133 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);
6137 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6138 memset(&m, 0, sizeof(m));
6139 m.tex[0] = R_GetTexture(layer->texture);
6140 m.texmatrix[0] = layer->texmatrix;
6141 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6142 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6143 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6144 R_Mesh_TextureState(&m);
6145 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6146 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);
6148 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);
6151 case TEXTURELAYERTYPE_TEXTURE:
6152 // singletexture unlit texture with transparency support
6153 memset(&m, 0, sizeof(m));
6154 m.tex[0] = R_GetTexture(layer->texture);
6155 m.texmatrix[0] = layer->texmatrix;
6156 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6157 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6158 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6159 R_Mesh_TextureState(&m);
6160 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);
6162 case TEXTURELAYERTYPE_FOG:
6163 // singletexture fogging
6164 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6167 memset(&m, 0, sizeof(m));
6168 m.tex[0] = R_GetTexture(layer->texture);
6169 m.texmatrix[0] = layer->texmatrix;
6170 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6171 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6172 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6173 R_Mesh_TextureState(&m);
6176 R_Mesh_ResetTextureState();
6177 // generate a color array for the fog pass
6178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6182 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6183 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)
6185 f = 1 - FogPoint_Model(v);
6186 c[0] = layer->color[0];
6187 c[1] = layer->color[1];
6188 c[2] = layer->color[2];
6189 c[3] = f * layer->color[3];
6192 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6195 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6197 GL_LockArrays(0, 0);
6200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6202 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6203 GL_AlphaTest(false);
6207 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6210 RSurf_SetupDepthAndCulling();
6211 if (r_glsl.integer && gl_support_fragment_shader)
6212 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6213 else if (gl_combine.integer && r_textureunits.integer >= 2)
6214 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6216 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6220 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6223 int texturenumsurfaces, endsurface;
6225 msurface_t *surface;
6226 msurface_t *texturesurfacelist[1024];
6228 // if the model is static it doesn't matter what value we give for
6229 // wantnormals and wanttangents, so this logic uses only rules applicable
6230 // to a model, knowing that they are meaningless otherwise
6231 if (ent == r_refdef.scene.worldentity)
6232 RSurf_ActiveWorldEntity();
6233 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6234 RSurf_ActiveModelEntity(ent, false, false);
6236 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6238 for (i = 0;i < numsurfaces;i = j)
6241 surface = rsurface.modelsurfaces + surfacelist[i];
6242 texture = surface->texture;
6243 R_UpdateTextureInfo(ent, texture);
6244 rsurface.texture = texture->currentframe;
6245 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6246 // scan ahead until we find a different texture
6247 endsurface = min(i + 1024, numsurfaces);
6248 texturenumsurfaces = 0;
6249 texturesurfacelist[texturenumsurfaces++] = surface;
6250 for (;j < endsurface;j++)
6252 surface = rsurface.modelsurfaces + surfacelist[j];
6253 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6255 texturesurfacelist[texturenumsurfaces++] = surface;
6257 // render the range of surfaces
6258 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6260 GL_AlphaTest(false);
6263 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6268 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6270 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6272 RSurf_SetupDepthAndCulling();
6273 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6274 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6276 else if (r_showsurfaces.integer)
6278 RSurf_SetupDepthAndCulling();
6280 GL_BlendFunc(GL_ONE, GL_ZERO);
6282 GL_AlphaTest(false);
6283 R_Mesh_ColorPointer(NULL, 0, 0);
6284 R_Mesh_ResetTextureState();
6285 R_SetupGenericShader(false);
6286 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6287 if (!r_refdef.view.showdebug)
6289 GL_Color(0, 0, 0, 1);
6290 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6293 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6295 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6296 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6297 else if (!rsurface.texture->currentnumlayers)
6299 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6301 // transparent surfaces get pushed off into the transparent queue
6302 int surfacelistindex;
6303 const msurface_t *surface;
6304 vec3_t tempcenter, center;
6305 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6307 surface = texturesurfacelist[surfacelistindex];
6308 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6309 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6310 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6311 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6312 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6317 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6318 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6323 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6327 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6330 for (i = 0;i < numsurfaces;i++)
6331 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6332 R_Water_AddWaterPlane(surfacelist[i]);
6335 // break the surface list down into batches by texture and use of lightmapping
6336 for (i = 0;i < numsurfaces;i = j)
6339 // texture is the base texture pointer, rsurface.texture is the
6340 // current frame/skin the texture is directing us to use (for example
6341 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6342 // use skin 1 instead)
6343 texture = surfacelist[i]->texture;
6344 rsurface.texture = texture->currentframe;
6345 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6346 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6348 // if this texture is not the kind we want, skip ahead to the next one
6349 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6353 // simply scan ahead until we find a different texture or lightmap state
6354 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6356 // render the range of surfaces
6357 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6361 float locboxvertex3f[6*4*3] =
6363 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6364 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6365 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6366 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6367 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6368 1,0,0, 0,0,0, 0,1,0, 1,1,0
6371 int locboxelement3i[6*2*3] =
6381 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6384 cl_locnode_t *loc = (cl_locnode_t *)ent;
6386 float vertex3f[6*4*3];
6388 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6389 GL_DepthMask(false);
6390 GL_DepthRange(0, 1);
6391 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6393 GL_CullFace(GL_NONE);
6394 R_Mesh_Matrix(&identitymatrix);
6396 R_Mesh_VertexPointer(vertex3f, 0, 0);
6397 R_Mesh_ColorPointer(NULL, 0, 0);
6398 R_Mesh_ResetTextureState();
6399 R_SetupGenericShader(false);
6402 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6405 surfacelist[0] < 0 ? 0.5f : 0.125f);
6407 if (VectorCompare(loc->mins, loc->maxs))
6409 VectorSet(size, 2, 2, 2);
6410 VectorMA(loc->mins, -0.5f, size, mins);
6414 VectorCopy(loc->mins, mins);
6415 VectorSubtract(loc->maxs, loc->mins, size);
6418 for (i = 0;i < 6*4*3;)
6419 for (j = 0;j < 3;j++, i++)
6420 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6422 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6425 void R_DrawLocs(void)
6428 cl_locnode_t *loc, *nearestloc;
6430 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6431 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6433 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6434 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6438 void R_DrawDebugModel(entity_render_t *ent)
6440 int i, j, k, l, flagsmask;
6441 const int *elements;
6443 msurface_t *surface;
6444 model_t *model = ent->model;
6447 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6449 R_Mesh_ColorPointer(NULL, 0, 0);
6450 R_Mesh_ResetTextureState();
6451 R_SetupGenericShader(false);
6452 GL_DepthRange(0, 1);
6453 GL_DepthTest(!r_showdisabledepthtest.integer);
6454 GL_DepthMask(false);
6455 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6457 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6459 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6460 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6462 if (brush->colbrushf && brush->colbrushf->numtriangles)
6464 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6465 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);
6466 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6469 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6471 if (surface->num_collisiontriangles)
6473 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6474 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);
6475 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6480 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6482 if (r_showtris.integer || r_shownormals.integer)
6484 if (r_showdisabledepthtest.integer)
6486 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6487 GL_DepthMask(false);
6491 GL_BlendFunc(GL_ONE, GL_ZERO);
6494 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6496 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6498 rsurface.texture = surface->texture->currentframe;
6499 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6501 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6502 if (r_showtris.value > 0)
6504 if (!rsurface.texture->currentlayers->depthmask)
6505 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6506 else if (ent == r_refdef.scene.worldentity)
6507 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6509 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6510 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6513 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6515 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6516 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6517 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6518 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6523 if (r_shownormals.value > 0)
6526 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6528 VectorCopy(rsurface.vertex3f + l * 3, v);
6529 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6530 qglVertex3f(v[0], v[1], v[2]);
6531 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6532 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6533 qglVertex3f(v[0], v[1], v[2]);
6538 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6540 VectorCopy(rsurface.vertex3f + l * 3, v);
6541 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6542 qglVertex3f(v[0], v[1], v[2]);
6543 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6544 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6545 qglVertex3f(v[0], v[1], v[2]);
6550 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6552 VectorCopy(rsurface.vertex3f + l * 3, v);
6553 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6554 qglVertex3f(v[0], v[1], v[2]);
6555 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6556 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6557 qglVertex3f(v[0], v[1], v[2]);
6564 rsurface.texture = NULL;
6568 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6569 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6571 int i, j, endj, f, flagsmask;
6572 msurface_t *surface;
6574 model_t *model = r_refdef.scene.worldmodel;
6575 const int maxsurfacelist = 1024;
6576 int numsurfacelist = 0;
6577 msurface_t *surfacelist[1024];
6581 RSurf_ActiveWorldEntity();
6583 // update light styles on this submodel
6584 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6586 model_brush_lightstyleinfo_t *style;
6587 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6589 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6591 msurface_t *surfaces = model->data_surfaces;
6592 int *list = style->surfacelist;
6593 style->value = r_refdef.scene.lightstylevalue[style->style];
6594 for (j = 0;j < style->numsurfaces;j++)
6595 surfaces[list[j]].cached_dlight = true;
6600 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6601 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6605 R_DrawDebugModel(r_refdef.scene.worldentity);
6611 rsurface.uselightmaptexture = false;
6612 rsurface.texture = NULL;
6613 rsurface.rtlight = NULL;
6615 j = model->firstmodelsurface;
6616 endj = j + model->nummodelsurfaces;
6619 // quickly skip over non-visible surfaces
6620 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6622 // quickly iterate over visible surfaces
6623 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6625 // process this surface
6626 surface = model->data_surfaces + j;
6627 // if this surface fits the criteria, add it to the list
6628 if (surface->num_triangles)
6630 // if lightmap parameters changed, rebuild lightmap texture
6631 if (surface->cached_dlight)
6632 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6633 // add face to draw list
6634 surfacelist[numsurfacelist++] = surface;
6635 r_refdef.stats.world_triangles += surface->num_triangles;
6636 if (numsurfacelist >= maxsurfacelist)
6638 r_refdef.stats.world_surfaces += numsurfacelist;
6639 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6645 r_refdef.stats.world_surfaces += numsurfacelist;
6647 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6648 GL_AlphaTest(false);
6651 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6653 int i, j, f, flagsmask;
6654 msurface_t *surface, *endsurface;
6656 model_t *model = ent->model;
6657 const int maxsurfacelist = 1024;
6658 int numsurfacelist = 0;
6659 msurface_t *surfacelist[1024];
6663 // if the model is static it doesn't matter what value we give for
6664 // wantnormals and wanttangents, so this logic uses only rules applicable
6665 // to a model, knowing that they are meaningless otherwise
6666 if (ent == r_refdef.scene.worldentity)
6667 RSurf_ActiveWorldEntity();
6668 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6669 RSurf_ActiveModelEntity(ent, false, false);
6671 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6673 // update light styles
6674 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6676 model_brush_lightstyleinfo_t *style;
6677 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6679 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6681 msurface_t *surfaces = model->data_surfaces;
6682 int *list = style->surfacelist;
6683 style->value = r_refdef.scene.lightstylevalue[style->style];
6684 for (j = 0;j < style->numsurfaces;j++)
6685 surfaces[list[j]].cached_dlight = true;
6690 R_UpdateAllTextureInfo(ent);
6691 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6695 R_DrawDebugModel(ent);
6701 rsurface.uselightmaptexture = false;
6702 rsurface.texture = NULL;
6703 rsurface.rtlight = NULL;
6705 surface = model->data_surfaces + model->firstmodelsurface;
6706 endsurface = surface + model->nummodelsurfaces;
6707 for (;surface < endsurface;surface++)
6709 // if this surface fits the criteria, add it to the list
6710 if (surface->num_triangles)
6712 // if lightmap parameters changed, rebuild lightmap texture
6713 if (surface->cached_dlight)
6714 R_BuildLightMap(ent, surface);
6715 // add face to draw list
6716 surfacelist[numsurfacelist++] = surface;
6717 r_refdef.stats.entities_triangles += surface->num_triangles;
6718 if (numsurfacelist >= maxsurfacelist)
6720 r_refdef.stats.entities_surfaces += numsurfacelist;
6721 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6726 r_refdef.stats.entities_surfaces += numsurfacelist;
6728 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6729 GL_AlphaTest(false);