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.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 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)"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
55 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
56 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
58 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
59 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
60 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
61 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
62 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
63 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
64 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
66 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)"};
68 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
69 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
70 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
71 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
72 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
74 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
75 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
76 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
78 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
79 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
80 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
81 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
82 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
83 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
84 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
86 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
87 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
88 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
89 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)"};
91 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"};
93 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"};
95 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
97 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
98 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
100 typedef struct r_glsl_bloomshader_s
103 int loc_Texture_Bloom;
105 r_glsl_bloomshader_t;
107 static struct r_bloomstate_s
112 int bloomwidth, bloomheight;
114 int screentexturewidth, screentextureheight;
115 rtexture_t *texture_screen;
117 int bloomtexturewidth, bloomtextureheight;
118 rtexture_t *texture_bloom;
120 r_glsl_bloomshader_t *shader;
122 // arrays for rendering the screen passes
123 float screentexcoord2f[8];
124 float bloomtexcoord2f[8];
125 float offsettexcoord2f[8];
129 // shadow volume bsp struct with automatically growing nodes buffer
132 rtexture_t *r_texture_blanknormalmap;
133 rtexture_t *r_texture_white;
134 rtexture_t *r_texture_black;
135 rtexture_t *r_texture_notexture;
136 rtexture_t *r_texture_whitecube;
137 rtexture_t *r_texture_normalizationcube;
138 rtexture_t *r_texture_fogattenuation;
139 //rtexture_t *r_texture_fogintensity;
141 // information about each possible shader permutation
142 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
143 // currently selected permutation
144 r_glsl_permutation_t *r_glsl_permutation;
146 // temporary variable used by a macro
149 // vertex coordinates for a quad that covers the screen exactly
150 const static float r_screenvertex3f[12] =
158 extern void R_DrawModelShadows(void);
160 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
163 for (i = 0;i < verts;i++)
174 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
177 for (i = 0;i < verts;i++)
187 // FIXME: move this to client?
190 if (gamemode == GAME_NEHAHRA)
192 Cvar_Set("gl_fogenable", "0");
193 Cvar_Set("gl_fogdensity", "0.2");
194 Cvar_Set("gl_fogred", "0.3");
195 Cvar_Set("gl_foggreen", "0.3");
196 Cvar_Set("gl_fogblue", "0.3");
198 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
201 // FIXME: move this to client?
202 void FOG_registercvars(void)
207 if (gamemode == GAME_NEHAHRA)
209 Cvar_RegisterVariable (&gl_fogenable);
210 Cvar_RegisterVariable (&gl_fogdensity);
211 Cvar_RegisterVariable (&gl_fogred);
212 Cvar_RegisterVariable (&gl_foggreen);
213 Cvar_RegisterVariable (&gl_fogblue);
214 Cvar_RegisterVariable (&gl_fogstart);
215 Cvar_RegisterVariable (&gl_fogend);
218 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
219 for (x = 0;x < FOGTABLEWIDTH;x++)
221 alpha = exp(r / ((double)x*(double)x));
222 if (x == FOGTABLEWIDTH - 1)
224 r_refdef.fogtable[x] = bound(0, alpha, 1);
228 static void R_BuildBlankTextures(void)
230 unsigned char data[4];
231 data[0] = 128; // normal X
232 data[1] = 128; // normal Y
233 data[2] = 255; // normal Z
234 data[3] = 128; // height
235 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
248 static void R_BuildNoTexture(void)
251 unsigned char pix[16][16][4];
252 // this makes a light grey/dark grey checkerboard texture
253 for (y = 0;y < 16;y++)
255 for (x = 0;x < 16;x++)
257 if ((y < 8) ^ (x < 8))
273 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
276 static void R_BuildWhiteCube(void)
278 unsigned char data[6*1*1*4];
279 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
280 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
281 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
282 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
283 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
284 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
285 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
288 static void R_BuildNormalizationCube(void)
292 vec_t s, t, intensity;
294 unsigned char data[6][NORMSIZE][NORMSIZE][4];
295 for (side = 0;side < 6;side++)
297 for (y = 0;y < NORMSIZE;y++)
299 for (x = 0;x < NORMSIZE;x++)
301 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
302 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
337 intensity = 127.0f / sqrt(DotProduct(v, v));
338 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
339 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
340 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
341 data[side][y][x][3] = 255;
345 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
348 static void R_BuildFogTexture(void)
353 unsigned char data1[FOGWIDTH][4];
354 //unsigned char data2[FOGWIDTH][4];
355 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
356 for (x = 0;x < FOGWIDTH;x++)
358 alpha = exp(r / ((double)x*(double)x));
359 if (x == FOGWIDTH - 1)
361 b = (int)(256.0 * alpha);
362 b = bound(0, b, 255);
363 data1[x][0] = 255 - b;
364 data1[x][1] = 255 - b;
365 data1[x][2] = 255 - b;
372 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
373 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
376 static const char *builtinshaderstring =
377 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
378 "// written by Forest 'LordHavoc' Hale\n"
380 "// common definitions between vertex shader and fragment shader:\n"
382 "#ifdef __GLSL_CG_DATA_TYPES\n"
383 "#define myhalf half\n"
384 "#define myhvec2 hvec2\n"
385 "#define myhvec3 hvec3\n"
386 "#define myhvec4 hvec4\n"
388 "#define myhalf float\n"
389 "#define myhvec2 vec2\n"
390 "#define myhvec3 vec3\n"
391 "#define myhvec4 vec4\n"
394 "varying vec2 TexCoord;\n"
395 "varying vec2 TexCoordLightmap;\n"
397 "varying vec3 CubeVector;\n"
398 "varying vec3 LightVector;\n"
399 "varying vec3 EyeVector;\n"
401 "varying vec3 EyeVectorModelSpace;\n"
404 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
405 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
406 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
411 "// vertex shader specific:\n"
412 "#ifdef VERTEX_SHADER\n"
414 "uniform vec3 LightPosition;\n"
415 "uniform vec3 EyePosition;\n"
416 "uniform vec3 LightDir;\n"
418 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
422 " gl_FrontColor = gl_Color;\n"
423 " // copy the surface texcoord\n"
424 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
425 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
426 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
429 "#ifdef MODE_LIGHTSOURCE\n"
430 " // transform vertex position into light attenuation/cubemap space\n"
431 " // (-1 to +1 across the light box)\n"
432 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
434 " // transform unnormalized light direction into tangent space\n"
435 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
436 " // normalize it per pixel)\n"
437 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
438 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
439 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
440 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
443 "#ifdef MODE_LIGHTDIRECTION\n"
444 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
445 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
446 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
449 " // transform unnormalized eye direction into tangent space\n"
451 " vec3 EyeVectorModelSpace;\n"
453 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
454 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
455 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
456 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
458 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
459 " VectorS = gl_MultiTexCoord1.xyz;\n"
460 " VectorT = gl_MultiTexCoord2.xyz;\n"
461 " VectorR = gl_MultiTexCoord3.xyz;\n"
464 " // transform vertex to camera space, using ftransform to match non-VS\n"
466 " gl_Position = ftransform();\n"
469 "#endif // VERTEX_SHADER\n"
474 "// fragment shader specific:\n"
475 "#ifdef FRAGMENT_SHADER\n"
477 "uniform sampler2D Texture_Normal;\n"
478 "uniform sampler2D Texture_Color;\n"
479 "uniform sampler2D Texture_Gloss;\n"
480 "uniform samplerCube Texture_Cube;\n"
481 "uniform sampler2D Texture_FogMask;\n"
482 "uniform sampler2D Texture_Pants;\n"
483 "uniform sampler2D Texture_Shirt;\n"
484 "uniform sampler2D Texture_Lightmap;\n"
485 "uniform sampler2D Texture_Deluxemap;\n"
486 "uniform sampler2D Texture_Glow;\n"
488 "uniform myhvec3 LightColor;\n"
489 "uniform myhvec3 AmbientColor;\n"
490 "uniform myhvec3 DiffuseColor;\n"
491 "uniform myhvec3 SpecularColor;\n"
492 "uniform myhvec3 Color_Pants;\n"
493 "uniform myhvec3 Color_Shirt;\n"
494 "uniform myhvec3 FogColor;\n"
496 "uniform myhalf GlowScale;\n"
497 "uniform myhalf SceneBrightness;\n"
499 "uniform float OffsetMapping_Scale;\n"
500 "uniform float OffsetMapping_Bias;\n"
501 "uniform float FogRangeRecip;\n"
503 "uniform myhalf AmbientScale;\n"
504 "uniform myhalf DiffuseScale;\n"
505 "uniform myhalf SpecularScale;\n"
506 "uniform myhalf SpecularPower;\n"
510 " // apply offsetmapping\n"
511 "#ifdef USEOFFSETMAPPING\n"
512 " vec2 TexCoordOffset = TexCoord;\n"
513 "#define TexCoord TexCoordOffset\n"
515 " vec3 eyedir = vec3(normalize(EyeVector));\n"
516 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
517 " depthbias = 1.0 - depthbias * depthbias;\n"
519 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
520 " // 14 sample relief mapping: linear search and then binary search\n"
521 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
522 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
523 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
524 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
525 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
526 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
527 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
528 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
529 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
530 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
531 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
532 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
533 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
534 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
535 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
536 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
537 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
538 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
539 " TexCoord = RT.xy;\n"
541 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
542 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
543 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
544 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
545 " //TexCoord += OffsetVector * 3.0;\n"
546 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
547 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
550 " // 10 sample offset mapping\n"
551 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
552 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
553 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
554 " //TexCoord += OffsetVector * 3.0;\n"
555 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
556 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
557 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
558 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
559 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
560 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
561 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
562 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
563 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
564 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
566 " // parallax mapping as described in the paper\n"
567 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
568 " // The paper provides code in the ARB fragment program assembly language\n"
569 " // I translated it to GLSL but may have done something wrong - SavageX\n"
570 " // LordHavoc: removed bias and simplified to one line\n"
571 " // LordHavoc: this is just a single sample offsetmapping...\n"
572 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
574 " // parallax mapping as described in the paper\n"
575 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
576 " // The paper provides code in the ARB fragment program assembly language\n"
577 " // I translated it to GLSL but may have done something wrong - SavageX\n"
578 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
579 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
580 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
584 " // combine the diffuse textures (base, pants, shirt)\n"
585 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
586 "#ifdef USECOLORMAPPING\n"
587 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
593 "#ifdef MODE_LIGHTSOURCE\n"
596 " // get the surface normal and light normal\n"
597 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
598 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
600 " // calculate directional shading\n"
601 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
602 "#ifdef USESPECULAR\n"
603 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
604 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
607 "#ifdef USECUBEFILTER\n"
608 " // apply light cubemap filter\n"
609 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
610 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
613 " // apply light color\n"
614 " color.rgb *= LightColor;\n"
616 " // apply attenuation\n"
618 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
619 " // center and sharp falloff at the edge, this is about the most efficient\n"
620 " // we can get away with as far as providing illumination.\n"
622 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
623 " // provide significant illumination, large = slow = pain.\n"
624 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
629 "#elif defined(MODE_LIGHTDIRECTION)\n"
630 " // directional model lighting\n"
632 " // get the surface normal and light normal\n"
633 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
634 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
636 " // calculate directional shading\n"
637 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
638 "#ifdef USESPECULAR\n"
639 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
640 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
646 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
647 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
649 " // get the surface normal and light normal\n"
650 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
652 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
653 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
654 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
656 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
658 " // calculate directional shading\n"
659 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
660 "#ifdef USESPECULAR\n"
661 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
662 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
665 " // apply lightmap color\n"
666 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
669 "#else // MODE none (lightmap)\n"
670 " // apply lightmap color\n"
671 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
674 " color *= myhvec4(gl_Color);\n"
677 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
682 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
683 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
686 " color.rgb *= SceneBrightness;\n"
688 " gl_FragColor = vec4(color);\n"
691 "#endif // FRAGMENT_SHADER\n"
694 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
695 const char *permutationinfo[][2] =
697 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
699 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
700 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"#define USEGLOW\n", " glow"},
702 {"#define USEFOG\n", " fog"},
703 {"#define USECOLORMAPPING\n", " colormapping"},
704 {"#define USESPECULAR\n", " specular"},
705 {"#define USECUBEFILTER\n", " cubefilter"},
706 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
707 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
711 void R_GLSL_CompilePermutation(const char *filename, int permutation)
714 qboolean shaderfound;
715 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
716 int vertstrings_count;
717 int geomstrings_count;
718 int fragstrings_count;
720 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
721 const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
722 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
723 char permutationname[256];
728 vertstrings_list[0] = "#define VERTEX_SHADER\n";
729 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
730 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
731 vertstrings_count = 1;
732 geomstrings_count = 1;
733 fragstrings_count = 1;
734 permutationname[0] = 0;
735 for (i = 0;permutationinfo[i][0];i++)
737 if (permutation & (1<<i))
739 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
740 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
741 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
742 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
746 // keep line numbers correct
747 vertstrings_list[vertstrings_count++] = "\n";
748 geomstrings_list[geomstrings_count++] = "\n";
749 fragstrings_list[fragstrings_count++] = "\n";
752 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
756 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
757 vertstrings_list[vertstrings_count++] = shaderstring;
758 geomstrings_list[geomstrings_count++] = shaderstring;
759 fragstrings_list[fragstrings_count++] = shaderstring;
762 else if (!strcmp(filename, "glsl/default.glsl"))
764 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
765 vertstrings_list[vertstrings_count++] = builtinshaderstring;
766 geomstrings_list[geomstrings_count++] = builtinshaderstring;
767 fragstrings_list[fragstrings_count++] = builtinshaderstring;
770 // clear any lists that are not needed by this shader
771 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
772 vertstrings_count = 0;
773 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
774 geomstrings_count = 0;
775 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
776 fragstrings_count = 0;
777 // compile the shader program
778 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
779 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
783 qglUseProgramObjectARB(p->program);CHECKGLERROR
784 // look up all the uniform variable names we care about, so we don't
785 // have to look them up every time we set them
786 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
787 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
788 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
789 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
790 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
791 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
792 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
793 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
794 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
795 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
796 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
797 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
798 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
799 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
800 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
801 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
802 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
803 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
804 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
805 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
806 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
807 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
808 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
809 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
810 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
811 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
812 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
813 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
814 // initialize the samplers to refer to the texture units we use
815 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
816 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
817 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
818 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
819 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
820 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
821 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
822 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
823 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
824 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
826 qglUseProgramObjectARB(0);CHECKGLERROR
829 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
831 Mem_Free(shaderstring);
834 void R_GLSL_Restart_f(void)
837 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
838 if (r_glsl_permutations[i].program)
839 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
840 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
843 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
845 // select a permutation of the lighting shader appropriate to this
846 // combination of texture, entity, light source, and fogging, only use the
847 // minimum features necessary to avoid wasting rendering time in the
848 // fragment shader on features that are not being used
849 const char *shaderfilename = NULL;
851 float specularscale = rsurface_texture->specularscale;
852 r_glsl_permutation = NULL;
853 // TODO: implement geometry-shader based shadow volumes someday
854 if (r_shadow_rtlight)
857 shaderfilename = "glsl/default.glsl";
858 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
859 specularscale *= r_shadow_rtlight->specularscale;
860 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
861 permutation |= SHADERPERMUTATION_CUBEFILTER;
862 if (specularscale > 0)
863 permutation |= SHADERPERMUTATION_SPECULAR;
864 if (r_refdef.fogenabled)
865 permutation |= SHADERPERMUTATION_FOG;
866 if (rsurface_texture->colormapping)
867 permutation |= SHADERPERMUTATION_COLORMAPPING;
868 if (r_glsl_offsetmapping.integer)
870 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
871 if (r_glsl_offsetmapping_reliefmapping.integer)
872 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
875 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
877 // bright unshaded geometry
878 shaderfilename = "glsl/default.glsl";
879 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
880 if (rsurface_texture->currentskinframe->glow)
881 permutation |= SHADERPERMUTATION_GLOW;
882 if (r_refdef.fogenabled)
883 permutation |= SHADERPERMUTATION_FOG;
884 if (rsurface_texture->colormapping)
885 permutation |= SHADERPERMUTATION_COLORMAPPING;
886 if (r_glsl_offsetmapping.integer)
888 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
889 if (r_glsl_offsetmapping_reliefmapping.integer)
890 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
893 else if (modellighting)
895 // directional model lighting
896 shaderfilename = "glsl/default.glsl";
897 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
898 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
899 if (rsurface_texture->currentskinframe->glow)
900 permutation |= SHADERPERMUTATION_GLOW;
901 if (specularscale > 0)
902 permutation |= SHADERPERMUTATION_SPECULAR;
903 if (r_refdef.fogenabled)
904 permutation |= SHADERPERMUTATION_FOG;
905 if (rsurface_texture->colormapping)
906 permutation |= SHADERPERMUTATION_COLORMAPPING;
907 if (r_glsl_offsetmapping.integer)
909 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
910 if (r_glsl_offsetmapping_reliefmapping.integer)
911 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
917 shaderfilename = "glsl/default.glsl";
918 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
919 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
921 // deluxemapping (light direction texture)
922 if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
923 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
925 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
926 if (specularscale > 0)
927 permutation |= SHADERPERMUTATION_SPECULAR;
929 else if (r_glsl_deluxemapping.integer >= 2)
931 // fake deluxemapping (uniform light direction in tangentspace)
932 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
933 if (specularscale > 0)
934 permutation |= SHADERPERMUTATION_SPECULAR;
938 // ordinary lightmapping
941 if (rsurface_texture->currentskinframe->glow)
942 permutation |= SHADERPERMUTATION_GLOW;
943 if (r_refdef.fogenabled)
944 permutation |= SHADERPERMUTATION_FOG;
945 if (rsurface_texture->colormapping)
946 permutation |= SHADERPERMUTATION_COLORMAPPING;
947 if (r_glsl_offsetmapping.integer)
949 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
950 if (r_glsl_offsetmapping_reliefmapping.integer)
951 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
954 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
956 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
957 R_GLSL_CompilePermutation(shaderfilename, permutation);
958 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
960 // remove features until we find a valid permutation
962 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
964 // reduce i more quickly whenever it would not remove any bits
968 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
969 R_GLSL_CompilePermutation(shaderfilename, permutation);
970 if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
973 return 0; // utterly failed
977 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
979 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
980 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
981 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
983 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
984 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
985 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
990 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
992 if (r_glsl_permutation->loc_AmbientColor >= 0)
993 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
994 if (r_glsl_permutation->loc_DiffuseColor >= 0)
995 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
996 if (r_glsl_permutation->loc_SpecularColor >= 0)
997 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
998 if (r_glsl_permutation->loc_LightDir >= 0)
999 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
1003 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1004 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1005 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1007 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
1008 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
1009 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
1010 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
1011 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1012 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
1013 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
1014 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1015 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1016 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
1017 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1018 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1019 if (r_glsl_permutation->loc_FogColor >= 0)
1021 // additive passes are only darkened by fog, not tinted
1022 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1023 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1025 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1027 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1028 if (r_glsl_permutation->loc_Color_Pants >= 0)
1030 if (rsurface_texture->currentskinframe->pants)
1031 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1033 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1035 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1037 if (rsurface_texture->currentskinframe->shirt)
1038 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1040 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1042 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1043 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1044 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1049 void R_SwitchSurfaceShader(int permutation)
1051 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
1053 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
1055 qglUseProgramObjectARB(r_glsl_permutation->program);
1060 void gl_main_start(void)
1062 r_main_texturepool = R_AllocTexturePool();
1063 R_BuildBlankTextures();
1065 if (gl_texturecubemap)
1068 R_BuildNormalizationCube();
1070 R_BuildFogTexture();
1071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1072 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1073 memset(&r_svbsp, 0, sizeof (r_svbsp));
1076 void gl_main_shutdown(void)
1079 Mem_Free(r_svbsp.nodes);
1080 memset(&r_svbsp, 0, sizeof (r_svbsp));
1081 R_FreeTexturePool(&r_main_texturepool);
1082 r_texture_blanknormalmap = NULL;
1083 r_texture_white = NULL;
1084 r_texture_black = NULL;
1085 r_texture_whitecube = NULL;
1086 r_texture_normalizationcube = NULL;
1087 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1091 extern void CL_ParseEntityLump(char *entitystring);
1092 void gl_main_newmap(void)
1094 // FIXME: move this code to client
1096 char *entities, entname[MAX_QPATH];
1099 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1100 l = (int)strlen(entname) - 4;
1101 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1103 memcpy(entname + l, ".ent", 5);
1104 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1106 CL_ParseEntityLump(entities);
1111 if (cl.worldmodel->brush.entities)
1112 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1116 void GL_Main_Init(void)
1118 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1120 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
1121 FOG_registercvars(); // FIXME: move this fog stuff to client?
1122 Cvar_RegisterVariable(&r_nearclip);
1123 Cvar_RegisterVariable(&r_showsurfaces);
1124 Cvar_RegisterVariable(&r_showtris);
1125 Cvar_RegisterVariable(&r_shownormals);
1126 Cvar_RegisterVariable(&r_showlighting);
1127 Cvar_RegisterVariable(&r_showshadowvolumes);
1128 Cvar_RegisterVariable(&r_showcollisionbrushes);
1129 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1130 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1131 Cvar_RegisterVariable(&r_showdisabledepthtest);
1132 Cvar_RegisterVariable(&r_drawportals);
1133 Cvar_RegisterVariable(&r_drawentities);
1134 Cvar_RegisterVariable(&r_drawviewmodel);
1135 Cvar_RegisterVariable(&r_speeds);
1136 Cvar_RegisterVariable(&r_fullbrights);
1137 Cvar_RegisterVariable(&r_wateralpha);
1138 Cvar_RegisterVariable(&r_dynamic);
1139 Cvar_RegisterVariable(&r_fullbright);
1140 Cvar_RegisterVariable(&r_shadows);
1141 Cvar_RegisterVariable(&r_shadows_throwdistance);
1142 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1143 Cvar_RegisterVariable(&r_textureunits);
1144 Cvar_RegisterVariable(&r_glsl);
1145 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1146 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1147 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1148 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1149 Cvar_RegisterVariable(&r_lerpsprites);
1150 Cvar_RegisterVariable(&r_lerpmodels);
1151 Cvar_RegisterVariable(&r_waterscroll);
1152 Cvar_RegisterVariable(&r_bloom);
1153 Cvar_RegisterVariable(&r_bloom_colorscale);
1154 Cvar_RegisterVariable(&r_bloom_brighten);
1155 Cvar_RegisterVariable(&r_bloom_blur);
1156 Cvar_RegisterVariable(&r_bloom_resolution);
1157 Cvar_RegisterVariable(&r_bloom_colorexponent);
1158 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1159 Cvar_RegisterVariable(&r_hdr);
1160 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1161 Cvar_RegisterVariable(&r_hdr_glowintensity);
1162 Cvar_RegisterVariable(&r_hdr_range);
1163 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1164 Cvar_RegisterVariable(&developer_texturelogging);
1165 Cvar_RegisterVariable(&gl_lightmaps);
1166 Cvar_RegisterVariable(&r_test);
1167 Cvar_RegisterVariable(&r_batchmode);
1168 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1169 Cvar_SetValue("r_fullbrights", 0);
1170 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1173 extern void R_Textures_Init(void);
1174 extern void GL_Draw_Init(void);
1175 extern void GL_Main_Init(void);
1176 extern void R_Shadow_Init(void);
1177 extern void R_Sky_Init(void);
1178 extern void GL_Surf_Init(void);
1179 extern void R_Light_Init(void);
1180 extern void R_Particles_Init(void);
1181 extern void R_Explosion_Init(void);
1182 extern void gl_backend_init(void);
1183 extern void Sbar_Init(void);
1184 extern void R_LightningBeams_Init(void);
1185 extern void Mod_RenderInit(void);
1187 void Render_Init(void)
1200 R_LightningBeams_Init();
1209 extern char *ENGINE_EXTENSIONS;
1212 VID_CheckExtensions();
1214 // LordHavoc: report supported extensions
1215 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1217 // clear to black (loading plaque will be seen over this)
1219 qglClearColor(0,0,0,1);CHECKGLERROR
1220 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1223 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1227 for (i = 0;i < 4;i++)
1229 p = r_view.frustum + i;
1234 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1238 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1242 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1246 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1250 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1254 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1258 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1262 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1270 //==================================================================================
1272 static void R_UpdateEntityLighting(entity_render_t *ent)
1274 vec3_t tempdiffusenormal;
1276 // fetch the lighting from the worldmodel data
1277 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1278 VectorClear(ent->modellight_diffuse);
1279 VectorClear(tempdiffusenormal);
1280 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1283 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1284 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1287 VectorSet(ent->modellight_ambient, 1, 1, 1);
1289 // move the light direction into modelspace coordinates for lighting code
1290 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1291 VectorNormalize(ent->modellight_lightdir);
1293 // scale ambient and directional light contributions according to rendering variables
1294 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1295 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1296 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1297 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1298 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1299 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1302 static void R_View_UpdateEntityVisible (void)
1305 entity_render_t *ent;
1307 if (!r_drawentities.integer)
1310 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1311 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1313 // worldmodel can check visibility
1314 for (i = 0;i < r_refdef.numentities;i++)
1316 ent = r_refdef.entities[i];
1317 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1322 // no worldmodel or it can't check visibility
1323 for (i = 0;i < r_refdef.numentities;i++)
1325 ent = r_refdef.entities[i];
1326 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1330 // update entity lighting (even on hidden entities for r_shadows)
1331 for (i = 0;i < r_refdef.numentities;i++)
1332 R_UpdateEntityLighting(r_refdef.entities[i]);
1335 // only used if skyrendermasked, and normally returns false
1336 int R_DrawBrushModelsSky (void)
1339 entity_render_t *ent;
1341 if (!r_drawentities.integer)
1345 for (i = 0;i < r_refdef.numentities;i++)
1347 if (!r_viewcache.entityvisible[i])
1349 ent = r_refdef.entities[i];
1350 if (!ent->model || !ent->model->DrawSky)
1352 ent->model->DrawSky(ent);
1358 void R_DrawNoModel(entity_render_t *ent);
1359 void R_DrawModels(void)
1362 entity_render_t *ent;
1364 if (!r_drawentities.integer)
1367 for (i = 0;i < r_refdef.numentities;i++)
1369 if (!r_viewcache.entityvisible[i])
1371 ent = r_refdef.entities[i];
1372 r_refdef.stats.entities++;
1373 if (ent->model && ent->model->Draw != NULL)
1374 ent->model->Draw(ent);
1380 static void R_View_SetFrustum(void)
1382 // break apart the view matrix into vectors for various purposes
1383 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1384 VectorNegate(r_view.left, r_view.right);
1387 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1388 r_view.frustum[0].normal[1] = 0 - 0;
1389 r_view.frustum[0].normal[2] = -1 - 0;
1390 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1391 r_view.frustum[1].normal[1] = 0 + 0;
1392 r_view.frustum[1].normal[2] = -1 + 0;
1393 r_view.frustum[2].normal[0] = 0 - 0;
1394 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1395 r_view.frustum[2].normal[2] = -1 - 0;
1396 r_view.frustum[3].normal[0] = 0 + 0;
1397 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1398 r_view.frustum[3].normal[2] = -1 + 0;
1402 zNear = r_refdef.nearclip;
1403 nudge = 1.0 - 1.0 / (1<<23);
1404 r_view.frustum[4].normal[0] = 0 - 0;
1405 r_view.frustum[4].normal[1] = 0 - 0;
1406 r_view.frustum[4].normal[2] = -1 - -nudge;
1407 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1408 r_view.frustum[5].normal[0] = 0 + 0;
1409 r_view.frustum[5].normal[1] = 0 + 0;
1410 r_view.frustum[5].normal[2] = -1 + -nudge;
1411 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1417 r_view.frustum[0].normal[0] = m[3] - m[0];
1418 r_view.frustum[0].normal[1] = m[7] - m[4];
1419 r_view.frustum[0].normal[2] = m[11] - m[8];
1420 r_view.frustum[0].dist = m[15] - m[12];
1422 r_view.frustum[1].normal[0] = m[3] + m[0];
1423 r_view.frustum[1].normal[1] = m[7] + m[4];
1424 r_view.frustum[1].normal[2] = m[11] + m[8];
1425 r_view.frustum[1].dist = m[15] + m[12];
1427 r_view.frustum[2].normal[0] = m[3] - m[1];
1428 r_view.frustum[2].normal[1] = m[7] - m[5];
1429 r_view.frustum[2].normal[2] = m[11] - m[9];
1430 r_view.frustum[2].dist = m[15] - m[13];
1432 r_view.frustum[3].normal[0] = m[3] + m[1];
1433 r_view.frustum[3].normal[1] = m[7] + m[5];
1434 r_view.frustum[3].normal[2] = m[11] + m[9];
1435 r_view.frustum[3].dist = m[15] + m[13];
1437 r_view.frustum[4].normal[0] = m[3] - m[2];
1438 r_view.frustum[4].normal[1] = m[7] - m[6];
1439 r_view.frustum[4].normal[2] = m[11] - m[10];
1440 r_view.frustum[4].dist = m[15] - m[14];
1442 r_view.frustum[5].normal[0] = m[3] + m[2];
1443 r_view.frustum[5].normal[1] = m[7] + m[6];
1444 r_view.frustum[5].normal[2] = m[11] + m[10];
1445 r_view.frustum[5].dist = m[15] + m[14];
1450 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1451 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1452 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1453 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1454 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1455 VectorNormalize(r_view.frustum[0].normal);
1456 VectorNormalize(r_view.frustum[1].normal);
1457 VectorNormalize(r_view.frustum[2].normal);
1458 VectorNormalize(r_view.frustum[3].normal);
1459 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1460 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1461 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1462 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1463 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1464 PlaneClassify(&r_view.frustum[0]);
1465 PlaneClassify(&r_view.frustum[1]);
1466 PlaneClassify(&r_view.frustum[2]);
1467 PlaneClassify(&r_view.frustum[3]);
1468 PlaneClassify(&r_view.frustum[4]);
1470 // LordHavoc: note to all quake engine coders, Quake had a special case
1471 // for 90 degrees which assumed a square view (wrong), so I removed it,
1472 // Quake2 has it disabled as well.
1474 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1475 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1476 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1477 //PlaneClassify(&frustum[0]);
1479 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1480 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1481 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1482 //PlaneClassify(&frustum[1]);
1484 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1485 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1486 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1487 //PlaneClassify(&frustum[2]);
1489 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1490 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1491 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1492 //PlaneClassify(&frustum[3]);
1495 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1496 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1497 //PlaneClassify(&frustum[4]);
1500 void R_View_Update(void)
1502 R_View_SetFrustum();
1503 R_View_WorldVisibility();
1504 R_View_UpdateEntityVisible();
1507 void R_SetupView(const matrix4x4_t *matrix)
1509 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1510 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1512 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1514 GL_SetupView_Orientation_FromEntity(matrix);
1517 void R_ResetViewRendering2D(void)
1519 if (gl_support_fragment_shader)
1521 qglUseProgramObjectARB(0);CHECKGLERROR
1526 // GL is weird because it's bottom to top, r_view.y is top to bottom
1527 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1528 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1529 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1530 GL_Color(1, 1, 1, 1);
1531 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1532 GL_BlendFunc(GL_ONE, GL_ZERO);
1533 GL_AlphaTest(false);
1534 GL_ScissorTest(false);
1535 GL_DepthMask(false);
1536 GL_DepthTest(false);
1537 R_Mesh_Matrix(&identitymatrix);
1538 R_Mesh_ResetTextureState();
1539 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1540 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1541 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1542 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1543 qglStencilMask(~0);CHECKGLERROR
1544 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1545 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1546 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1549 void R_ResetViewRendering3D(void)
1551 if (gl_support_fragment_shader)
1553 qglUseProgramObjectARB(0);CHECKGLERROR
1558 // GL is weird because it's bottom to top, r_view.y is top to bottom
1559 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1560 R_SetupView(&r_view.matrix);
1561 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1562 GL_Color(1, 1, 1, 1);
1563 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1564 GL_BlendFunc(GL_ONE, GL_ZERO);
1565 GL_AlphaTest(false);
1566 GL_ScissorTest(true);
1569 R_Mesh_Matrix(&identitymatrix);
1570 R_Mesh_ResetTextureState();
1571 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1572 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1573 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1574 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1575 qglStencilMask(~0);CHECKGLERROR
1576 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1577 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1578 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1582 R_Bloom_SetupShader(
1584 "// written by Forest 'LordHavoc' Hale\n"
1586 "// common definitions between vertex shader and fragment shader:\n"
1588 "#ifdef __GLSL_CG_DATA_TYPES\n"
1589 "#define myhalf half\n"
1590 "#define myhvec2 hvec2\n"
1591 "#define myhvec3 hvec3\n"
1592 "#define myhvec4 hvec4\n"
1594 "#define myhalf float\n"
1595 "#define myhvec2 vec2\n"
1596 "#define myhvec3 vec3\n"
1597 "#define myhvec4 vec4\n"
1600 "varying vec2 ScreenTexCoord;\n"
1601 "varying vec2 BloomTexCoord;\n"
1606 "// vertex shader specific:\n"
1607 "#ifdef VERTEX_SHADER\n"
1611 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
1612 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
1613 " // transform vertex to camera space, using ftransform to match non-VS\n"
1615 " gl_Position = ftransform();\n"
1618 "#endif // VERTEX_SHADER\n"
1623 "// fragment shader specific:\n"
1624 "#ifdef FRAGMENT_SHADER\n"
1629 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
1630 " for (x = -BLUR_X;x <= BLUR_X;x++)
1631 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1632 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1633 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1634 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1636 " gl_FragColor = vec4(color);\n"
1639 "#endif // FRAGMENT_SHADER\n"
1642 void R_RenderScene(void);
1644 void R_Bloom_StartFrame(void)
1646 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
1648 // set bloomwidth and bloomheight to the bloom resolution that will be
1649 // used (often less than the screen resolution for faster rendering)
1650 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1651 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
1652 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
1654 // calculate desired texture sizes
1655 if (gl_support_arb_texture_non_power_of_two)
1657 screentexturewidth = r_view.width;
1658 screentextureheight = r_view.height;
1659 bloomtexturewidth = r_bloomstate.bloomwidth;
1660 bloomtextureheight = r_bloomstate.bloomheight;
1664 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
1665 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
1666 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
1667 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
1672 screentexturewidth = screentextureheight = 0;
1674 else if (r_bloom.integer)
1679 screentexturewidth = screentextureheight = 0;
1680 bloomtexturewidth = bloomtextureheight = 0;
1683 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
1685 // can't use bloom if the parameters are too weird
1686 // can't use bloom if the card does not support the texture size
1687 if (r_bloomstate.texture_screen)
1688 R_FreeTexture(r_bloomstate.texture_screen);
1689 if (r_bloomstate.texture_bloom)
1690 R_FreeTexture(r_bloomstate.texture_bloom);
1691 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1695 r_bloomstate.enabled = true;
1696 r_bloomstate.hdr = r_hdr.integer != 0;
1698 // allocate textures as needed
1699 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
1701 if (r_bloomstate.texture_screen)
1702 R_FreeTexture(r_bloomstate.texture_screen);
1703 r_bloomstate.texture_screen = NULL;
1704 r_bloomstate.screentexturewidth = screentexturewidth;
1705 r_bloomstate.screentextureheight = screentextureheight;
1706 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
1707 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1709 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
1711 if (r_bloomstate.texture_bloom)
1712 R_FreeTexture(r_bloomstate.texture_bloom);
1713 r_bloomstate.texture_bloom = NULL;
1714 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
1715 r_bloomstate.bloomtextureheight = bloomtextureheight;
1716 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
1717 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1720 // set up a texcoord array for the full resolution screen image
1721 // (we have to keep this around to copy back during final render)
1722 r_bloomstate.screentexcoord2f[0] = 0;
1723 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1724 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1725 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1726 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1727 r_bloomstate.screentexcoord2f[5] = 0;
1728 r_bloomstate.screentexcoord2f[6] = 0;
1729 r_bloomstate.screentexcoord2f[7] = 0;
1731 // set up a texcoord array for the reduced resolution bloom image
1732 // (which will be additive blended over the screen image)
1733 r_bloomstate.bloomtexcoord2f[0] = 0;
1734 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1735 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1736 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1737 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1738 r_bloomstate.bloomtexcoord2f[5] = 0;
1739 r_bloomstate.bloomtexcoord2f[6] = 0;
1740 r_bloomstate.bloomtexcoord2f[7] = 0;
1743 void R_Bloom_CopyScreenTexture(float colorscale)
1745 r_refdef.stats.bloom++;
1747 R_ResetViewRendering2D();
1748 R_Mesh_VertexPointer(r_screenvertex3f);
1749 R_Mesh_ColorPointer(NULL);
1750 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
1751 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1753 // copy view into the screen texture
1754 GL_ActiveTexture(0);
1756 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1757 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1759 // now scale it down to the bloom texture size
1761 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1762 GL_BlendFunc(GL_ONE, GL_ZERO);
1763 GL_Color(colorscale, colorscale, colorscale, 1);
1764 // TODO: optimize with multitexture or GLSL
1765 R_Mesh_Draw(0, 4, 2, polygonelements);
1766 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1768 // we now have a bloom image in the framebuffer
1769 // copy it into the bloom image texture for later processing
1770 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1771 GL_ActiveTexture(0);
1773 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1774 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1777 void R_Bloom_CopyHDRTexture(void)
1779 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1780 GL_ActiveTexture(0);
1782 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1783 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1786 void R_Bloom_MakeTexture(void)
1789 float xoffset, yoffset, r, brighten;
1791 r_refdef.stats.bloom++;
1793 R_ResetViewRendering2D();
1794 R_Mesh_VertexPointer(r_screenvertex3f);
1795 R_Mesh_ColorPointer(NULL);
1797 // we have a bloom image in the framebuffer
1799 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1801 for (x = 1;x < r_bloom_colorexponent.value;)
1804 r = bound(0, r_bloom_colorexponent.value / x, 1);
1805 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1806 GL_Color(r, r, r, 1);
1807 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1808 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1809 R_Mesh_Draw(0, 4, 2, polygonelements);
1810 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1812 // copy the vertically blurred bloom view to a texture
1813 GL_ActiveTexture(0);
1815 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1816 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1819 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
1820 brighten = r_bloom_brighten.value;
1822 brighten *= r_hdr_range.value;
1823 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1824 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
1826 for (dir = 0;dir < 2;dir++)
1828 // blend on at multiple vertical offsets to achieve a vertical blur
1829 // TODO: do offset blends using GLSL
1830 GL_BlendFunc(GL_ONE, GL_ZERO);
1831 for (x = -range;x <= range;x++)
1833 if (!dir){xoffset = 0;yoffset = x;}
1834 else {xoffset = x;yoffset = 0;}
1835 xoffset /= (float)r_bloomstate.bloomtexturewidth;
1836 yoffset /= (float)r_bloomstate.bloomtextureheight;
1837 // compute a texcoord array with the specified x and y offset
1838 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
1839 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1840 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1841 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1842 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1843 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
1844 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
1845 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
1846 // this r value looks like a 'dot' particle, fading sharply to
1847 // black at the edges
1848 // (probably not realistic but looks good enough)
1849 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
1850 //r = (dir ? 1.0f : brighten)/(range*2+1);
1851 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
1852 GL_Color(r, r, r, 1);
1853 R_Mesh_Draw(0, 4, 2, polygonelements);
1854 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1855 GL_BlendFunc(GL_ONE, GL_ONE);
1858 // copy the vertically blurred bloom view to a texture
1859 GL_ActiveTexture(0);
1861 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1862 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1865 // apply subtract last
1866 // (just like it would be in a GLSL shader)
1867 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
1869 GL_BlendFunc(GL_ONE, GL_ZERO);
1870 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1871 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1872 GL_Color(1, 1, 1, 1);
1873 R_Mesh_Draw(0, 4, 2, polygonelements);
1874 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1876 GL_BlendFunc(GL_ONE, GL_ONE);
1877 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
1878 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1879 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1880 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
1881 R_Mesh_Draw(0, 4, 2, polygonelements);
1882 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1883 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
1885 // copy the darkened bloom view to a texture
1886 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1887 GL_ActiveTexture(0);
1889 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1890 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1894 void R_HDR_RenderBloomTexture(void)
1896 int oldwidth, oldheight;
1898 oldwidth = r_view.width;
1899 oldheight = r_view.height;
1900 r_view.width = r_bloomstate.bloomwidth;
1901 r_view.height = r_bloomstate.bloomheight;
1903 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1904 // TODO: add exposure compensation features
1905 // TODO: add fp16 framebuffer support
1907 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
1909 r_view.colorscale /= r_hdr_range.value;
1912 R_ResetViewRendering2D();
1914 R_Bloom_CopyHDRTexture();
1915 R_Bloom_MakeTexture();
1917 R_ResetViewRendering3D();
1920 if (r_timereport_active)
1921 R_TimeReport("clear");
1924 // restore the view settings
1925 r_view.width = oldwidth;
1926 r_view.height = oldheight;
1929 static void R_BlendView(void)
1931 if (r_bloomstate.enabled && r_bloomstate.hdr)
1933 // render high dynamic range bloom effect
1934 // the bloom texture was made earlier this render, so we just need to
1935 // blend it onto the screen...
1936 R_ResetViewRendering2D();
1937 R_Mesh_VertexPointer(r_screenvertex3f);
1938 R_Mesh_ColorPointer(NULL);
1939 GL_Color(1, 1, 1, 1);
1940 GL_BlendFunc(GL_ONE, GL_ONE);
1941 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1942 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1943 R_Mesh_Draw(0, 4, 2, polygonelements);
1944 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1946 else if (r_bloomstate.enabled)
1948 // render simple bloom effect
1949 // copy the screen and shrink it and darken it for the bloom process
1950 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
1951 // make the bloom texture
1952 R_Bloom_MakeTexture();
1953 // put the original screen image back in place and blend the bloom
1955 R_ResetViewRendering2D();
1956 R_Mesh_VertexPointer(r_screenvertex3f);
1957 R_Mesh_ColorPointer(NULL);
1958 GL_Color(1, 1, 1, 1);
1959 GL_BlendFunc(GL_ONE, GL_ZERO);
1960 // do both in one pass if possible
1961 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1962 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1963 if (r_textureunits.integer >= 2 && gl_combine.integer)
1965 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1966 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
1967 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
1971 R_Mesh_Draw(0, 4, 2, polygonelements);
1972 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1973 // now blend on the bloom texture
1974 GL_BlendFunc(GL_ONE, GL_ONE);
1975 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1976 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
1978 R_Mesh_Draw(0, 4, 2, polygonelements);
1979 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1981 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
1983 // apply a color tint to the whole view
1984 R_ResetViewRendering2D();
1985 R_Mesh_VertexPointer(r_screenvertex3f);
1986 R_Mesh_ColorPointer(NULL);
1987 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1988 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1989 R_Mesh_Draw(0, 4, 2, polygonelements);
1993 void R_RenderScene(void);
1995 matrix4x4_t r_waterscrollmatrix;
1997 void R_UpdateVariables(void)
2001 r_refdef.farclip = 4096;
2002 if (r_refdef.worldmodel)
2003 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2004 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2006 r_refdef.polygonfactor = 0;
2007 r_refdef.polygonoffset = 0;
2008 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2009 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2011 r_refdef.rtworld = r_shadow_realtime_world.integer;
2012 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2013 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2014 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2015 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2016 if (r_showsurfaces.integer)
2018 r_refdef.rtworld = false;
2019 r_refdef.rtworldshadows = false;
2020 r_refdef.rtdlight = false;
2021 r_refdef.rtdlightshadows = false;
2022 r_refdef.lightmapintensity = 0;
2025 if (gamemode == GAME_NEHAHRA)
2027 if (gl_fogenable.integer)
2029 r_refdef.oldgl_fogenable = true;
2030 r_refdef.fog_density = gl_fogdensity.value;
2031 r_refdef.fog_red = gl_fogred.value;
2032 r_refdef.fog_green = gl_foggreen.value;
2033 r_refdef.fog_blue = gl_fogblue.value;
2035 else if (r_refdef.oldgl_fogenable)
2037 r_refdef.oldgl_fogenable = false;
2038 r_refdef.fog_density = 0;
2039 r_refdef.fog_red = 0;
2040 r_refdef.fog_green = 0;
2041 r_refdef.fog_blue = 0;
2044 if (r_refdef.fog_density)
2046 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2047 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2048 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2050 if (r_refdef.fog_density)
2052 r_refdef.fogenabled = true;
2053 // this is the point where the fog reaches 0.9986 alpha, which we
2054 // consider a good enough cutoff point for the texture
2055 // (0.9986 * 256 == 255.6)
2056 r_refdef.fogrange = 400 / r_refdef.fog_density;
2057 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2058 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
2059 // fog color was already set
2062 r_refdef.fogenabled = false;
2070 void R_RenderView(void)
2072 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2073 return; //Host_Error ("R_RenderView: NULL worldmodel");
2075 R_Shadow_UpdateWorldLightSelection();
2078 if (r_timereport_active)
2079 R_TimeReport("setup");
2082 if (r_timereport_active)
2083 R_TimeReport("visibility");
2085 R_ResetViewRendering3D();
2088 if (r_timereport_active)
2089 R_TimeReport("clear");
2091 R_Bloom_StartFrame();
2093 // this produces a bloom texture to be used in R_BlendView() later
2095 R_HDR_RenderBloomTexture();
2097 r_view.colorscale = r_hdr_scenebrightness.value;
2101 if (r_timereport_active)
2102 R_TimeReport("blendview");
2104 GL_Scissor(0, 0, vid.width, vid.height);
2105 GL_ScissorTest(false);
2109 extern void R_DrawLightningBeams (void);
2110 extern void VM_CL_AddPolygonsToMeshQueue (void);
2111 extern void R_DrawPortals (void);
2112 void R_RenderScene(void)
2114 // don't let sound skip if going slow
2115 if (r_refdef.extraupdate)
2118 R_ResetViewRendering3D();
2120 R_MeshQueue_BeginScene();
2124 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2126 if (cl.csqc_vidvars.drawworld)
2128 // don't let sound skip if going slow
2129 if (r_refdef.extraupdate)
2132 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2134 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2135 if (r_timereport_active)
2136 R_TimeReport("worldsky");
2139 if (R_DrawBrushModelsSky() && r_timereport_active)
2140 R_TimeReport("bmodelsky");
2142 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2144 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2145 if (r_timereport_active)
2146 R_TimeReport("world");
2150 // don't let sound skip if going slow
2151 if (r_refdef.extraupdate)
2155 if (r_timereport_active)
2156 R_TimeReport("models");
2158 // don't let sound skip if going slow
2159 if (r_refdef.extraupdate)
2162 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2164 R_DrawModelShadows();
2166 R_ResetViewRendering3D();
2168 // don't let sound skip if going slow
2169 if (r_refdef.extraupdate)
2173 R_ShadowVolumeLighting(false);
2174 if (r_timereport_active)
2175 R_TimeReport("rtlights");
2177 // don't let sound skip if going slow
2178 if (r_refdef.extraupdate)
2181 if (cl.csqc_vidvars.drawworld)
2183 R_DrawLightningBeams();
2184 if (r_timereport_active)
2185 R_TimeReport("lightning");
2188 if (r_timereport_active)
2189 R_TimeReport("particles");
2192 if (r_timereport_active)
2193 R_TimeReport("explosions");
2196 if (gl_support_fragment_shader)
2198 qglUseProgramObjectARB(0);CHECKGLERROR
2200 VM_CL_AddPolygonsToMeshQueue();
2202 if (r_drawportals.integer)
2205 if (r_timereport_active)
2206 R_TimeReport("portals");
2209 if (gl_support_fragment_shader)
2211 qglUseProgramObjectARB(0);CHECKGLERROR
2213 R_MeshQueue_RenderTransparent();
2214 if (r_timereport_active)
2215 R_TimeReport("drawtrans");
2217 if (gl_support_fragment_shader)
2219 qglUseProgramObjectARB(0);CHECKGLERROR
2222 if (cl.csqc_vidvars.drawworld)
2225 if (r_timereport_active)
2226 R_TimeReport("coronas");
2229 // don't let sound skip if going slow
2230 if (r_refdef.extraupdate)
2233 R_ResetViewRendering2D();
2237 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2240 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242 GL_DepthMask(false);
2244 R_Mesh_Matrix(&identitymatrix);
2246 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2247 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2248 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2249 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2250 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2251 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2252 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2253 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2254 R_FillColors(color, 8, cr, cg, cb, ca);
2255 if (r_refdef.fogenabled)
2257 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2259 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2261 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2262 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2263 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2266 R_Mesh_VertexPointer(vertex3f);
2267 R_Mesh_ColorPointer(color);
2268 R_Mesh_ResetTextureState();
2273 int nomodelelements[24] =
2285 float nomodelvertex3f[6*3] =
2295 float nomodelcolor4f[6*4] =
2297 0.0f, 0.0f, 0.5f, 1.0f,
2298 0.0f, 0.0f, 0.5f, 1.0f,
2299 0.0f, 0.5f, 0.0f, 1.0f,
2300 0.0f, 0.5f, 0.0f, 1.0f,
2301 0.5f, 0.0f, 0.0f, 1.0f,
2302 0.5f, 0.0f, 0.0f, 1.0f
2305 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2310 // this is only called once per entity so numsurfaces is always 1, and
2311 // surfacelist is always {0}, so this code does not handle batches
2312 R_Mesh_Matrix(&ent->matrix);
2314 if (ent->flags & EF_ADDITIVE)
2316 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2317 GL_DepthMask(false);
2319 else if (ent->alpha < 1)
2321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2322 GL_DepthMask(false);
2326 GL_BlendFunc(GL_ONE, GL_ZERO);
2329 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2330 GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2331 R_Mesh_VertexPointer(nomodelvertex3f);
2332 if (r_refdef.fogenabled)
2335 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2336 R_Mesh_ColorPointer(color4f);
2337 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2338 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2340 for (i = 0, c = color4f;i < 6;i++, c += 4)
2342 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2343 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2344 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2348 else if (ent->alpha != 1)
2350 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2351 R_Mesh_ColorPointer(color4f);
2352 for (i = 0, c = color4f;i < 6;i++, c += 4)
2356 R_Mesh_ColorPointer(nomodelcolor4f);
2357 R_Mesh_ResetTextureState();
2358 R_Mesh_Draw(0, 6, 8, nomodelelements);
2361 void R_DrawNoModel(entity_render_t *ent)
2364 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2365 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2366 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2368 // R_DrawNoModelCallback(ent, 0);
2371 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2373 vec3_t right1, right2, diff, normal;
2375 VectorSubtract (org2, org1, normal);
2377 // calculate 'right' vector for start
2378 VectorSubtract (r_view.origin, org1, diff);
2379 CrossProduct (normal, diff, right1);
2380 VectorNormalize (right1);
2382 // calculate 'right' vector for end
2383 VectorSubtract (r_view.origin, org2, diff);
2384 CrossProduct (normal, diff, right2);
2385 VectorNormalize (right2);
2387 vert[ 0] = org1[0] + width * right1[0];
2388 vert[ 1] = org1[1] + width * right1[1];
2389 vert[ 2] = org1[2] + width * right1[2];
2390 vert[ 3] = org1[0] - width * right1[0];
2391 vert[ 4] = org1[1] - width * right1[1];
2392 vert[ 5] = org1[2] - width * right1[2];
2393 vert[ 6] = org2[0] - width * right2[0];
2394 vert[ 7] = org2[1] - width * right2[1];
2395 vert[ 8] = org2[2] - width * right2[2];
2396 vert[ 9] = org2[0] + width * right2[0];
2397 vert[10] = org2[1] + width * right2[1];
2398 vert[11] = org2[2] + width * right2[2];
2401 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2403 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
2405 float fog = 0.0f, ifog;
2408 if (r_refdef.fogenabled)
2409 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2412 R_Mesh_Matrix(&identitymatrix);
2413 GL_BlendFunc(blendfunc1, blendfunc2);
2414 GL_DepthMask(false);
2415 GL_DepthTest(!depthdisable);
2417 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2418 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2419 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2420 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2421 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2422 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2423 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2424 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2425 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2426 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2427 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2428 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2430 R_Mesh_VertexPointer(vertex3f);
2431 R_Mesh_ColorPointer(NULL);
2432 R_Mesh_ResetTextureState();
2433 R_Mesh_TexBind(0, R_GetTexture(texture));
2434 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2435 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2436 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2437 R_Mesh_Draw(0, 4, 2, polygonelements);
2439 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2441 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2442 GL_BlendFunc(blendfunc1, GL_ONE);
2443 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2444 R_Mesh_Draw(0, 4, 2, polygonelements);
2448 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2453 VectorSet(v, x, y, z);
2454 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2455 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2457 if (i == mesh->numvertices)
2459 if (mesh->numvertices < mesh->maxvertices)
2461 VectorCopy(v, vertex3f);
2462 mesh->numvertices++;
2464 return mesh->numvertices;
2470 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2474 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2475 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2476 e = mesh->element3i + mesh->numtriangles * 3;
2477 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2479 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2480 if (mesh->numtriangles < mesh->maxtriangles)
2485 mesh->numtriangles++;
2487 element[1] = element[2];
2491 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2495 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2496 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2497 e = mesh->element3i + mesh->numtriangles * 3;
2498 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2500 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2501 if (mesh->numtriangles < mesh->maxtriangles)
2506 mesh->numtriangles++;
2508 element[1] = element[2];
2512 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2513 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2515 int planenum, planenum2;
2518 mplane_t *plane, *plane2;
2520 double temppoints[2][256*3];
2521 // figure out how large a bounding box we need to properly compute this brush
2523 for (w = 0;w < numplanes;w++)
2524 maxdist = max(maxdist, planes[w].dist);
2525 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2526 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2527 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2531 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2532 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2534 if (planenum2 == planenum)
2536 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);
2539 if (tempnumpoints < 3)
2541 // generate elements forming a triangle fan for this polygon
2542 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2546 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2549 R_Mesh_VertexPointer(brush->points->v);
2550 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2551 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2552 GL_LockArrays(0, brush->numpoints);
2553 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2554 GL_LockArrays(0, 0);
2557 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2560 if (!surface->num_collisiontriangles)
2562 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2563 i = (int)(((size_t)surface) / sizeof(msurface_t));
2564 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2565 GL_LockArrays(0, surface->num_collisionvertices);
2566 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2567 GL_LockArrays(0, 0);
2570 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)
2572 texturelayer_t *layer;
2573 layer = t->currentlayers + t->currentnumlayers++;
2575 layer->depthmask = depthmask;
2576 layer->blendfunc1 = blendfunc1;
2577 layer->blendfunc2 = blendfunc2;
2578 layer->texture = texture;
2579 layer->texmatrix = *matrix;
2580 layer->color[0] = r * r_view.colorscale;
2581 layer->color[1] = g * r_view.colorscale;
2582 layer->color[2] = b * r_view.colorscale;
2583 layer->color[3] = a;
2586 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2588 model_t *model = ent->model;
2590 // switch to an alternate material if this is a q1bsp animated material
2592 texture_t *texture = t;
2593 int s = ent->skinnum;
2594 if ((unsigned int)s >= (unsigned int)model->numskins)
2596 if (model->skinscenes)
2598 if (model->skinscenes[s].framecount > 1)
2599 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2601 s = model->skinscenes[s].firstframe;
2604 t = t + s * model->num_surfaces;
2607 // use an alternate animation if the entity's frame is not 0,
2608 // and only if the texture has an alternate animation
2609 if (ent->frame != 0 && t->anim_total[1])
2610 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2612 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2614 texture->currentframe = t;
2617 // pick a new currentskinframe if the material is animated
2618 if (t->numskinframes >= 2)
2619 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2620 if (t->backgroundnumskinframes >= 2)
2621 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2623 t->currentmaterialflags = t->basematerialflags;
2624 t->currentalpha = ent->alpha;
2625 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2626 t->currentalpha *= r_wateralpha.value;
2627 if (!(ent->flags & RENDER_LIGHT))
2628 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2629 if (ent->effects & EF_ADDITIVE)
2630 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2631 else if (t->currentalpha < 1)
2632 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2633 if (ent->flags & RENDER_NOCULLFACE)
2634 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
2635 if (ent->effects & EF_NODEPTHTEST)
2636 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
2637 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2638 t->currenttexmatrix = r_waterscrollmatrix;
2640 t->currenttexmatrix = identitymatrix;
2641 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2642 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2644 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2645 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2646 t->glosstexture = r_texture_white;
2647 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2648 t->backgroundglosstexture = r_texture_white;
2649 t->specularpower = r_shadow_glossexponent.value;
2650 t->specularscale = 0;
2651 if (r_shadow_gloss.integer > 0)
2653 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2655 if (r_shadow_glossintensity.value > 0)
2657 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2658 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2659 t->specularscale = r_shadow_glossintensity.value;
2662 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2663 t->specularscale = r_shadow_gloss2intensity.value;
2666 t->currentnumlayers = 0;
2667 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2669 if (gl_lightmaps.integer)
2670 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2671 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2673 int blendfunc1, blendfunc2, depthmask;
2674 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2676 blendfunc1 = GL_SRC_ALPHA;
2677 blendfunc2 = GL_ONE;
2679 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2681 blendfunc1 = GL_SRC_ALPHA;
2682 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2684 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2686 blendfunc1 = t->customblendfunc[0];
2687 blendfunc2 = t->customblendfunc[1];
2691 blendfunc1 = GL_ONE;
2692 blendfunc2 = GL_ZERO;
2694 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2695 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2697 rtexture_t *currentbasetexture;
2699 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2700 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2701 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2702 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2704 // fullbright is not affected by r_refdef.lightmapintensity
2705 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2706 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2707 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2708 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2709 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2715 // q3bsp has no lightmap updates, so the lightstylevalue that
2716 // would normally be baked into the lightmap must be
2717 // applied to the color
2718 if (ent->model->type == mod_brushq3)
2719 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2720 colorscale *= r_refdef.lightmapintensity;
2721 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2722 if (r_ambient.value >= (1.0f/64.0f))
2723 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2724 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2726 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2727 if (r_ambient.value >= (1.0f/64.0f))
2728 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2730 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2732 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2733 if (r_ambient.value >= (1.0f/64.0f))
2734 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2737 if (t->currentskinframe->glow != NULL)
2738 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->currentalpha);
2739 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2741 // if this is opaque use alpha blend which will darken the earlier
2744 // if this is an alpha blended material, all the earlier passes
2745 // were darkened by fog already, so we only need to add the fog
2746 // color ontop through the fog mask texture
2748 // if this is an additive blended material, all the earlier passes
2749 // were darkened by fog already, and we should not add fog color
2750 // (because the background was not darkened, there is no fog color
2751 // that was lost behind it).
2752 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2759 void R_UpdateAllTextureInfo(entity_render_t *ent)
2763 for (i = 0;i < ent->model->num_textures;i++)
2764 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2767 int rsurface_array_size = 0;
2768 float *rsurface_array_modelvertex3f = NULL;
2769 float *rsurface_array_modelsvector3f = NULL;
2770 float *rsurface_array_modeltvector3f = NULL;
2771 float *rsurface_array_modelnormal3f = NULL;
2772 float *rsurface_array_deformedvertex3f = NULL;
2773 float *rsurface_array_deformedsvector3f = NULL;
2774 float *rsurface_array_deformedtvector3f = NULL;
2775 float *rsurface_array_deformednormal3f = NULL;
2776 float *rsurface_array_color4f = NULL;
2777 float *rsurface_array_texcoord3f = NULL;
2779 void R_Mesh_ResizeArrays(int newvertices)
2782 if (rsurface_array_size >= newvertices)
2784 if (rsurface_array_modelvertex3f)
2785 Mem_Free(rsurface_array_modelvertex3f);
2786 rsurface_array_size = (newvertices + 1023) & ~1023;
2787 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2788 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2789 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2790 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2791 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2792 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2793 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2794 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2795 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2796 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2797 rsurface_array_color4f = base + rsurface_array_size * 27;
2800 float *rsurface_modelvertex3f;
2801 float *rsurface_modelsvector3f;
2802 float *rsurface_modeltvector3f;
2803 float *rsurface_modelnormal3f;
2804 float *rsurface_vertex3f;
2805 float *rsurface_svector3f;
2806 float *rsurface_tvector3f;
2807 float *rsurface_normal3f;
2808 float *rsurface_lightmapcolor4f;
2809 vec3_t rsurface_modelorg;
2810 qboolean rsurface_generatedvertex;
2811 const entity_render_t *rsurface_entity;
2812 const model_t *rsurface_model;
2813 texture_t *rsurface_texture;
2814 qboolean rsurface_uselightmaptexture;
2815 rsurfmode_t rsurface_mode;
2816 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
2818 void RSurf_CleanUp(void)
2821 if (rsurface_mode == RSURFMODE_GLSL)
2823 qglUseProgramObjectARB(0);CHECKGLERROR
2825 GL_AlphaTest(false);
2826 rsurface_mode = RSURFMODE_NONE;
2827 rsurface_uselightmaptexture = false;
2828 rsurface_texture = NULL;
2831 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2834 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2835 rsurface_entity = ent;
2836 rsurface_model = ent->model;
2837 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2838 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2839 R_Mesh_Matrix(&ent->matrix);
2840 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2841 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2845 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2846 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2847 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2848 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2849 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2851 else if (wantnormals)
2853 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2854 rsurface_modelsvector3f = NULL;
2855 rsurface_modeltvector3f = NULL;
2856 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2857 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2861 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2862 rsurface_modelsvector3f = NULL;
2863 rsurface_modeltvector3f = NULL;
2864 rsurface_modelnormal3f = NULL;
2865 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2867 rsurface_generatedvertex = true;
2871 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2872 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2873 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2874 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2875 rsurface_generatedvertex = false;
2877 rsurface_vertex3f = rsurface_modelvertex3f;
2878 rsurface_svector3f = rsurface_modelsvector3f;
2879 rsurface_tvector3f = rsurface_modeltvector3f;
2880 rsurface_normal3f = rsurface_modelnormal3f;
2883 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2885 // 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
2886 if (rsurface_generatedvertex)
2888 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2889 generatetangents = true;
2890 if (generatetangents)
2891 generatenormals = true;
2892 if (generatenormals && !rsurface_modelnormal3f)
2894 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2895 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2897 if (generatetangents && !rsurface_modelsvector3f)
2899 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2900 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2901 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2904 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2905 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2907 int texturesurfaceindex;
2908 float center[3], forward[3], right[3], up[3], v[4][3];
2909 matrix4x4_t matrix1, imatrix1;
2910 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2911 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2912 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2913 // make deformed versions of only the model vertices used by the specified surfaces
2914 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2917 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2918 // a single autosprite surface can contain multiple sprites...
2919 for (j = 0;j < surface->num_vertices - 3;j += 4)
2921 VectorClear(center);
2922 for (i = 0;i < 4;i++)
2923 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2924 VectorScale(center, 0.25f, center);
2925 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2927 forward[0] = rsurface_modelorg[0] - center[0];
2928 forward[1] = rsurface_modelorg[1] - center[1];
2930 VectorNormalize(forward);
2931 right[0] = forward[1];
2932 right[1] = -forward[0];
2934 VectorSet(up, 0, 0, 1);
2936 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2937 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2938 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2939 for (i = 0;i < 4;i++)
2940 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2941 for (i = 0;i < 4;i++)
2942 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2944 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2945 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2947 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2948 rsurface_svector3f = rsurface_array_deformedsvector3f;
2949 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2950 rsurface_normal3f = rsurface_array_deformednormal3f;
2954 rsurface_vertex3f = rsurface_modelvertex3f;
2955 rsurface_svector3f = rsurface_modelsvector3f;
2956 rsurface_tvector3f = rsurface_modeltvector3f;
2957 rsurface_normal3f = rsurface_modelnormal3f;
2959 R_Mesh_VertexPointer(rsurface_vertex3f);
2962 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2965 const msurface_t *surface = texturesurfacelist[0];
2966 const msurface_t *surface2;
2971 // TODO: lock all array ranges before render, rather than on each surface
2972 if (texturenumsurfaces == 1)
2974 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2975 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2977 else if (r_batchmode.integer == 2)
2979 #define MAXBATCHTRIANGLES 4096
2980 int batchtriangles = 0;
2981 int batchelements[MAXBATCHTRIANGLES*3];
2982 for (i = 0;i < texturenumsurfaces;i = j)
2984 surface = texturesurfacelist[i];
2986 if (surface->num_triangles > MAXBATCHTRIANGLES)
2988 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2991 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2992 batchtriangles = surface->num_triangles;
2993 firstvertex = surface->num_firstvertex;
2994 endvertex = surface->num_firstvertex + surface->num_vertices;
2995 for (;j < texturenumsurfaces;j++)
2997 surface2 = texturesurfacelist[j];
2998 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3000 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3001 batchtriangles += surface2->num_triangles;
3002 firstvertex = min(firstvertex, surface2->num_firstvertex);
3003 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3005 surface2 = texturesurfacelist[j-1];
3006 numvertices = endvertex - firstvertex;
3007 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3010 else if (r_batchmode.integer == 1)
3012 for (i = 0;i < texturenumsurfaces;i = j)
3014 surface = texturesurfacelist[i];
3015 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3016 if (texturesurfacelist[j] != surface2)
3018 surface2 = texturesurfacelist[j-1];
3019 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3020 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3021 GL_LockArrays(surface->num_firstvertex, numvertices);
3022 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3027 for (i = 0;i < texturenumsurfaces;i++)
3029 surface = texturesurfacelist[i];
3030 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3031 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3036 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3040 const msurface_t *surface = texturesurfacelist[0];
3041 const msurface_t *surface2;
3046 // TODO: lock all array ranges before render, rather than on each surface
3047 if (texturenumsurfaces == 1)
3049 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3050 if (deluxemaptexunit >= 0)
3051 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3052 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3053 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3055 else if (r_batchmode.integer == 2)
3057 #define MAXBATCHTRIANGLES 4096
3058 int batchtriangles = 0;
3059 int batchelements[MAXBATCHTRIANGLES*3];
3060 for (i = 0;i < texturenumsurfaces;i = j)
3062 surface = texturesurfacelist[i];
3063 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3064 if (deluxemaptexunit >= 0)
3065 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3067 if (surface->num_triangles > MAXBATCHTRIANGLES)
3069 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3072 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3073 batchtriangles = surface->num_triangles;
3074 firstvertex = surface->num_firstvertex;
3075 endvertex = surface->num_firstvertex + surface->num_vertices;
3076 for (;j < texturenumsurfaces;j++)
3078 surface2 = texturesurfacelist[j];
3079 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3081 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3082 batchtriangles += surface2->num_triangles;
3083 firstvertex = min(firstvertex, surface2->num_firstvertex);
3084 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3086 surface2 = texturesurfacelist[j-1];
3087 numvertices = endvertex - firstvertex;
3088 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3091 else if (r_batchmode.integer == 1)
3093 for (i = 0;i < texturenumsurfaces;i = j)
3095 surface = texturesurfacelist[i];
3096 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3097 if (deluxemaptexunit >= 0)
3098 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3099 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3100 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3102 surface2 = texturesurfacelist[j-1];
3103 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3104 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3105 GL_LockArrays(surface->num_firstvertex, numvertices);
3106 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3111 for (i = 0;i < texturenumsurfaces;i++)
3113 surface = texturesurfacelist[i];
3114 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3115 if (deluxemaptexunit >= 0)
3116 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3117 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3118 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3123 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3126 int texturesurfaceindex;
3127 if (r_showsurfaces.integer == 2)
3129 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3131 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3132 for (j = 0;j < surface->num_triangles;j++)
3134 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3135 GL_Color(f, f, f, 1);
3136 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
3142 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3144 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3145 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3146 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3147 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3148 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3153 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3155 int texturesurfaceindex;
3159 if (rsurface_lightmapcolor4f)
3161 // generate color arrays for the surfaces in this list
3162 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3164 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3165 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)
3167 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3179 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3180 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)
3182 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3190 rsurface_lightmapcolor4f = rsurface_array_color4f;
3193 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3195 int texturesurfaceindex;
3198 if (!rsurface_lightmapcolor4f)
3200 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3202 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3203 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)
3211 rsurface_lightmapcolor4f = rsurface_array_color4f;
3214 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3217 rsurface_lightmapcolor4f = NULL;
3218 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3219 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3220 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3221 GL_Color(r, g, b, a);
3222 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3225 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3227 // TODO: optimize applyfog && applycolor case
3228 // just apply fog if necessary, and tint the fog color array if necessary
3229 rsurface_lightmapcolor4f = NULL;
3230 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3231 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3232 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3233 GL_Color(r, g, b, a);
3234 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3237 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3239 int texturesurfaceindex;
3243 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3245 // generate color arrays for the surfaces in this list
3246 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3248 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3249 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3251 if (surface->lightmapinfo->samples)
3253 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3254 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3255 VectorScale(lm, scale, c);
3256 if (surface->lightmapinfo->styles[1] != 255)
3258 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3260 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3261 VectorMA(c, scale, lm, c);
3262 if (surface->lightmapinfo->styles[2] != 255)
3265 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3266 VectorMA(c, scale, lm, c);
3267 if (surface->lightmapinfo->styles[3] != 255)
3270 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3271 VectorMA(c, scale, lm, c);
3281 rsurface_lightmapcolor4f = rsurface_array_color4f;
3284 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3285 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3286 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3287 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3288 GL_Color(r, g, b, a);
3289 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3292 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3294 int texturesurfaceindex;
3298 vec3_t ambientcolor;
3299 vec3_t diffusecolor;
3303 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3304 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3305 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3306 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3307 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3308 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3309 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3310 if (VectorLength2(diffusecolor) > 0)
3312 // generate color arrays for the surfaces in this list
3313 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3315 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3316 int numverts = surface->num_vertices;
3317 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3318 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3319 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3320 // q3-style directional shading
3321 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3323 if ((f = DotProduct(c2, lightdir)) > 0)
3324 VectorMA(ambientcolor, f, diffusecolor, c);
3326 VectorCopy(ambientcolor, c);
3335 rsurface_lightmapcolor4f = rsurface_array_color4f;
3339 r = ambientcolor[0];
3340 g = ambientcolor[1];
3341 b = ambientcolor[2];
3342 rsurface_lightmapcolor4f = NULL;
3344 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3345 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3346 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3347 GL_Color(r, g, b, a);
3348 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3351 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3353 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3354 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3355 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3357 rsurface_mode = RSURFMODE_SHOWSURFACES;
3359 GL_BlendFunc(GL_ONE, GL_ZERO);
3360 R_Mesh_ColorPointer(NULL);
3361 R_Mesh_ResetTextureState();
3363 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3364 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3367 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3369 // transparent sky would be ridiculous
3370 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3372 if (rsurface_mode != RSURFMODE_SKY)
3374 if (rsurface_mode == RSURFMODE_GLSL)
3376 qglUseProgramObjectARB(0);CHECKGLERROR
3378 rsurface_mode = RSURFMODE_SKY;
3382 skyrendernow = false;
3384 // restore entity matrix
3385 R_Mesh_Matrix(&rsurface_entity->matrix);
3387 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3388 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3390 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3391 // skymasking on them, and Quake3 never did sky masking (unlike
3392 // software Quake and software Quake2), so disable the sky masking
3393 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3394 // and skymasking also looks very bad when noclipping outside the
3395 // level, so don't use it then either.
3396 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3398 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3399 R_Mesh_ColorPointer(NULL);
3400 R_Mesh_ResetTextureState();
3401 if (skyrendermasked)
3403 // depth-only (masking)
3404 GL_ColorMask(0,0,0,0);
3405 // just to make sure that braindead drivers don't draw
3406 // anything despite that colormask...
3407 GL_BlendFunc(GL_ZERO, GL_ONE);
3412 GL_BlendFunc(GL_ONE, GL_ZERO);
3414 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3415 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3416 if (skyrendermasked)
3417 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3421 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3423 if (rsurface_mode != RSURFMODE_GLSL)
3425 rsurface_mode = RSURFMODE_GLSL;
3426 R_Mesh_ResetTextureState();
3429 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
3430 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, false);
3431 //if (r_glsl_deluxemapping.integer)
3432 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, true);
3433 if (!r_glsl_permutation)
3436 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3437 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3438 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3439 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3440 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3441 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3443 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3445 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3446 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3447 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3448 R_Mesh_ColorPointer(NULL);
3450 else if (rsurface_uselightmaptexture)
3452 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
3453 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3454 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3455 R_Mesh_ColorPointer(NULL);
3459 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3460 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3461 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3462 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3465 if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3466 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
3468 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3469 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3474 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3476 // OpenGL 1.3 path - anything not completely ancient
3477 int texturesurfaceindex;
3478 qboolean applycolor;
3482 const texturelayer_t *layer;
3483 if (rsurface_mode != RSURFMODE_MULTIPASS)
3484 rsurface_mode = RSURFMODE_MULTIPASS;
3485 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3486 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3489 int layertexrgbscale;
3490 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3492 if (layerindex == 0)
3496 GL_AlphaTest(false);
3497 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3500 GL_DepthMask(layer->depthmask);
3501 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3502 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3504 layertexrgbscale = 4;
3505 VectorScale(layer->color, 0.25f, layercolor);
3507 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3509 layertexrgbscale = 2;
3510 VectorScale(layer->color, 0.5f, layercolor);
3514 layertexrgbscale = 1;
3515 VectorScale(layer->color, 1.0f, layercolor);
3517 layercolor[3] = layer->color[3];
3518 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3519 R_Mesh_ColorPointer(NULL);
3520 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3521 switch (layer->type)
3523 case TEXTURELAYERTYPE_LITTEXTURE:
3524 memset(&m, 0, sizeof(m));
3525 m.tex[0] = R_GetTexture(r_texture_white);
3526 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3527 m.tex[1] = R_GetTexture(layer->texture);
3528 m.texmatrix[1] = layer->texmatrix;
3529 m.texrgbscale[1] = layertexrgbscale;
3530 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3531 R_Mesh_TextureState(&m);
3532 if (rsurface_lightmode == 2)
3533 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3534 else if (rsurface_uselightmaptexture)
3535 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3537 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3539 case TEXTURELAYERTYPE_TEXTURE:
3540 memset(&m, 0, sizeof(m));
3541 m.tex[0] = R_GetTexture(layer->texture);
3542 m.texmatrix[0] = layer->texmatrix;
3543 m.texrgbscale[0] = layertexrgbscale;
3544 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3545 R_Mesh_TextureState(&m);
3546 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3548 case TEXTURELAYERTYPE_FOG:
3549 memset(&m, 0, sizeof(m));
3550 m.texrgbscale[0] = layertexrgbscale;
3553 m.tex[0] = R_GetTexture(layer->texture);
3554 m.texmatrix[0] = layer->texmatrix;
3555 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3557 R_Mesh_TextureState(&m);
3558 // generate a color array for the fog pass
3559 R_Mesh_ColorPointer(rsurface_array_color4f);
3560 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3564 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3565 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)
3567 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3568 c[0] = layercolor[0];
3569 c[1] = layercolor[1];
3570 c[2] = layercolor[2];
3571 c[3] = f * layercolor[3];
3574 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3577 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3579 GL_LockArrays(0, 0);
3582 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3584 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3585 GL_AlphaTest(false);
3589 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3591 // OpenGL 1.1 - crusty old voodoo path
3592 int texturesurfaceindex;
3596 const texturelayer_t *layer;
3597 if (rsurface_mode != RSURFMODE_MULTIPASS)
3598 rsurface_mode = RSURFMODE_MULTIPASS;
3599 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3600 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3602 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3604 if (layerindex == 0)
3608 GL_AlphaTest(false);
3609 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3612 GL_DepthMask(layer->depthmask);
3613 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3614 R_Mesh_ColorPointer(NULL);
3615 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3616 switch (layer->type)
3618 case TEXTURELAYERTYPE_LITTEXTURE:
3619 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3621 // two-pass lit texture with 2x rgbscale
3622 // first the lightmap pass
3623 memset(&m, 0, sizeof(m));
3624 m.tex[0] = R_GetTexture(r_texture_white);
3625 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3626 R_Mesh_TextureState(&m);
3627 if (rsurface_lightmode == 2)
3628 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3629 else if (rsurface_uselightmaptexture)
3630 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3632 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3633 GL_LockArrays(0, 0);
3634 // then apply the texture to it
3635 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3636 memset(&m, 0, sizeof(m));
3637 m.tex[0] = R_GetTexture(layer->texture);
3638 m.texmatrix[0] = layer->texmatrix;
3639 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3640 R_Mesh_TextureState(&m);
3641 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);
3645 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3646 memset(&m, 0, sizeof(m));
3647 m.tex[0] = R_GetTexture(layer->texture);
3648 m.texmatrix[0] = layer->texmatrix;
3649 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3650 R_Mesh_TextureState(&m);
3651 if (rsurface_lightmode == 2)
3652 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);
3654 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);
3657 case TEXTURELAYERTYPE_TEXTURE:
3658 // singletexture unlit texture with transparency support
3659 memset(&m, 0, sizeof(m));
3660 m.tex[0] = R_GetTexture(layer->texture);
3661 m.texmatrix[0] = layer->texmatrix;
3662 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3663 R_Mesh_TextureState(&m);
3664 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);
3666 case TEXTURELAYERTYPE_FOG:
3667 // singletexture fogging
3668 R_Mesh_ColorPointer(rsurface_array_color4f);
3671 memset(&m, 0, sizeof(m));
3672 m.tex[0] = R_GetTexture(layer->texture);
3673 m.texmatrix[0] = layer->texmatrix;
3674 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3675 R_Mesh_TextureState(&m);
3678 R_Mesh_ResetTextureState();
3679 // generate a color array for the fog pass
3680 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3684 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3685 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)
3687 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3688 c[0] = layer->color[0];
3689 c[1] = layer->color[1];
3690 c[2] = layer->color[2];
3691 c[3] = f * layer->color[3];
3694 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3697 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3699 GL_LockArrays(0, 0);
3702 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3704 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3705 GL_AlphaTest(false);
3709 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3711 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3713 r_shadow_rtlight = NULL;
3714 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3716 if (r_showsurfaces.integer)
3717 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3718 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3719 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3720 else if (rsurface_texture->currentnumlayers)
3722 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3723 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3724 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3725 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3726 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3727 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3728 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3729 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3730 if (r_glsl.integer && gl_support_fragment_shader)
3731 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3732 else if (gl_combine.integer && r_textureunits.integer >= 2)
3733 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3735 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3738 GL_LockArrays(0, 0);
3741 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3744 int texturenumsurfaces, endsurface;
3745 msurface_t *surface;
3746 msurface_t *texturesurfacelist[1024];
3748 // if the model is static it doesn't matter what value we give for
3749 // wantnormals and wanttangents, so this logic uses only rules applicable
3750 // to a model, knowing that they are meaningless otherwise
3751 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3752 RSurf_ActiveEntity(ent, false, false);
3754 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3756 for (i = 0;i < numsurfaces;i = j)
3759 surface = rsurface_model->data_surfaces + surfacelist[i];
3760 rsurface_texture = surface->texture;
3761 rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
3762 // scan ahead until we find a different texture
3763 endsurface = min(i + 1024, numsurfaces);
3764 texturenumsurfaces = 0;
3765 texturesurfacelist[texturenumsurfaces++] = surface;
3766 for (;j < endsurface;j++)
3768 surface = rsurface_model->data_surfaces + surfacelist[j];
3769 if (rsurface_texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
3771 texturesurfacelist[texturenumsurfaces++] = surface;
3773 // render the range of surfaces
3774 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3780 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist)
3783 vec3_t tempcenter, center;
3784 // break the surface list down into batches by texture and use of lightmapping
3785 for (i = 0;i < numsurfaces;i = j)
3788 rsurface_texture = surfacelist[i]->texture;
3789 rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
3790 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3792 // transparent surfaces get pushed off into the transparent queue
3793 const msurface_t *surface = surfacelist[i];
3794 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3795 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3796 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3797 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3798 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3802 // simply scan ahead until we find a different texture
3803 for (;j < numsurfaces && rsurface_texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++);
3804 // render the range of surfaces
3805 R_DrawTextureSurfaceList(j - i, surfacelist + i);
3810 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3811 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3813 int i, j, k, l, endj, f, flagsmask;
3814 int counttriangles = 0;
3815 msurface_t *surface, *endsurface, **surfacechain;
3818 model_t *model = ent->model;
3819 const int *elements;
3820 const int maxsurfacelist = 1024;
3821 int numsurfacelist = 0;
3822 msurface_t *surfacelist[1024];
3827 // if the model is static it doesn't matter what value we give for
3828 // wantnormals and wanttangents, so this logic uses only rules applicable
3829 // to a model, knowing that they are meaningless otherwise
3830 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3831 RSurf_ActiveEntity(ent, false, false);
3833 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3835 // update light styles
3836 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3838 for (i = 0;i < model->brushq1.light_styles;i++)
3840 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3842 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3843 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3844 for (;(surface = *surfacechain);surfacechain++)
3845 surface->cached_dlight = true;
3850 R_UpdateAllTextureInfo(ent);
3851 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3854 rsurface_uselightmaptexture = false;
3855 rsurface_texture = NULL;
3857 if (ent == r_refdef.worldentity)
3859 j = model->firstmodelsurface;
3860 endj = j + model->nummodelsurfaces;
3863 // quickly skip over non-visible surfaces
3864 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
3866 // quickly iterate over visible surfaces
3867 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
3869 // process this surface
3870 surface = model->data_surfaces + j;
3871 // if this surface fits the criteria, add it to the list
3872 if (surface->texture->currentmaterialflags & flagsmask && surface->num_triangles)
3874 // if lightmap parameters changed, rebuild lightmap texture
3875 if (surface->cached_dlight)
3876 R_BuildLightMap(ent, surface);
3877 // add face to draw list
3878 surfacelist[numsurfacelist++] = surface;
3879 counttriangles += surface->num_triangles;
3880 if (numsurfacelist >= maxsurfacelist)
3882 R_QueueSurfaceList(numsurfacelist, surfacelist);
3891 surface = model->data_surfaces + model->firstmodelsurface;
3892 endsurface = surface + model->nummodelsurfaces;
3893 for (;surface < endsurface;surface++)
3895 // if this surface fits the criteria, add it to the list
3896 if (surface->texture->currentmaterialflags & flagsmask && surface->num_triangles)
3898 // if lightmap parameters changed, rebuild lightmap texture
3899 if (surface->cached_dlight)
3900 R_BuildLightMap(ent, surface);
3901 // add face to draw list
3902 surfacelist[numsurfacelist++] = surface;
3903 counttriangles += surface->num_triangles;
3904 if (numsurfacelist >= maxsurfacelist)
3906 R_QueueSurfaceList(numsurfacelist, surfacelist);
3913 R_QueueSurfaceList(numsurfacelist, surfacelist);
3914 r_refdef.stats.entities_triangles += counttriangles;
3917 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3920 R_Mesh_Matrix(&ent->matrix);
3921 R_Mesh_ColorPointer(NULL);
3922 R_Mesh_ResetTextureState();
3923 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3924 GL_DepthMask(false);
3925 GL_DepthTest(!r_showdisabledepthtest.integer);
3926 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3927 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3928 if (brush->colbrushf && brush->colbrushf->numtriangles)
3929 R_DrawCollisionBrush(brush->colbrushf);
3930 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3931 if (surface->num_collisiontriangles)
3932 R_DrawCollisionSurface(ent, surface);
3933 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3936 if (r_showtris.integer || r_shownormals.integer)
3939 GL_DepthTest(!r_showdisabledepthtest.integer);
3941 GL_BlendFunc(GL_ONE, GL_ZERO);
3942 R_Mesh_ColorPointer(NULL);
3943 R_Mesh_ResetTextureState();
3944 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3946 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3948 rsurface_texture = surface->texture->currentframe;
3949 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3951 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3952 if (r_showtris.integer)
3954 if (!rsurface_texture->currentlayers->depthmask)
3955 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3956 else if (ent == r_refdef.worldentity)
3957 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3959 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3960 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3963 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3965 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3966 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3967 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3972 if (r_shownormals.integer)
3974 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3976 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3978 VectorCopy(rsurface_vertex3f + l * 3, v);
3979 qglVertex3f(v[0], v[1], v[2]);
3980 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3981 qglVertex3f(v[0], v[1], v[2]);
3985 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3987 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3989 VectorCopy(rsurface_vertex3f + l * 3, v);
3990 qglVertex3f(v[0], v[1], v[2]);
3991 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3992 qglVertex3f(v[0], v[1], v[2]);
3996 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3998 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4000 VectorCopy(rsurface_vertex3f + l * 3, v);
4001 qglVertex3f(v[0], v[1], v[2]);
4002 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4003 qglVertex3f(v[0], v[1], v[2]);
4010 rsurface_texture = NULL;