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_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
50 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
51 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
52 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
53 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
54 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
55 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
56 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
57 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
58 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
59 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
60 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
68 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
70 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)"};
72 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
73 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
74 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
75 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
76 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
78 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
79 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
80 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
82 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
83 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
84 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
85 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
86 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
87 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
88 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
90 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
91 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
92 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
93 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)"};
95 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"};
97 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"};
99 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
101 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
102 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
104 typedef struct r_glsl_bloomshader_s
107 int loc_Texture_Bloom;
109 r_glsl_bloomshader_t;
111 static struct r_bloomstate_s
116 int bloomwidth, bloomheight;
118 int screentexturewidth, screentextureheight;
119 rtexture_t *texture_screen;
121 int bloomtexturewidth, bloomtextureheight;
122 rtexture_t *texture_bloom;
124 r_glsl_bloomshader_t *shader;
126 // arrays for rendering the screen passes
127 float screentexcoord2f[8];
128 float bloomtexcoord2f[8];
129 float offsettexcoord2f[8];
133 // shadow volume bsp struct with automatically growing nodes buffer
136 rtexture_t *r_texture_blanknormalmap;
137 rtexture_t *r_texture_white;
138 rtexture_t *r_texture_black;
139 rtexture_t *r_texture_notexture;
140 rtexture_t *r_texture_whitecube;
141 rtexture_t *r_texture_normalizationcube;
142 rtexture_t *r_texture_fogattenuation;
143 //rtexture_t *r_texture_fogintensity;
145 // information about each possible shader permutation
146 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
147 // currently selected permutation
148 r_glsl_permutation_t *r_glsl_permutation;
150 // temporary variable used by a macro
153 // vertex coordinates for a quad that covers the screen exactly
154 const static float r_screenvertex3f[12] =
162 extern void R_DrawModelShadows(void);
164 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
167 for (i = 0;i < verts;i++)
178 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
181 for (i = 0;i < verts;i++)
191 // FIXME: move this to client?
194 if (gamemode == GAME_NEHAHRA)
196 Cvar_Set("gl_fogenable", "0");
197 Cvar_Set("gl_fogdensity", "0.2");
198 Cvar_Set("gl_fogred", "0.3");
199 Cvar_Set("gl_foggreen", "0.3");
200 Cvar_Set("gl_fogblue", "0.3");
202 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
205 // FIXME: move this to client?
206 void FOG_registercvars(void)
211 if (gamemode == GAME_NEHAHRA)
213 Cvar_RegisterVariable (&gl_fogenable);
214 Cvar_RegisterVariable (&gl_fogdensity);
215 Cvar_RegisterVariable (&gl_fogred);
216 Cvar_RegisterVariable (&gl_foggreen);
217 Cvar_RegisterVariable (&gl_fogblue);
218 Cvar_RegisterVariable (&gl_fogstart);
219 Cvar_RegisterVariable (&gl_fogend);
222 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
223 for (x = 0;x < FOGTABLEWIDTH;x++)
225 alpha = exp(r / ((double)x*(double)x));
226 if (x == FOGTABLEWIDTH - 1)
228 r_refdef.fogtable[x] = bound(0, alpha, 1);
232 static void R_BuildBlankTextures(void)
234 unsigned char data[4];
235 data[0] = 128; // normal X
236 data[1] = 128; // normal Y
237 data[2] = 255; // normal Z
238 data[3] = 128; // height
239 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
244 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
249 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
252 static void R_BuildNoTexture(void)
255 unsigned char pix[16][16][4];
256 // this makes a light grey/dark grey checkerboard texture
257 for (y = 0;y < 16;y++)
259 for (x = 0;x < 16;x++)
261 if ((y < 8) ^ (x < 8))
277 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
280 static void R_BuildWhiteCube(void)
282 unsigned char data[6*1*1*4];
283 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
284 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
285 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
286 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
287 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
288 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
289 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
292 static void R_BuildNormalizationCube(void)
296 vec_t s, t, intensity;
298 unsigned char data[6][NORMSIZE][NORMSIZE][4];
299 for (side = 0;side < 6;side++)
301 for (y = 0;y < NORMSIZE;y++)
303 for (x = 0;x < NORMSIZE;x++)
305 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
306 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 intensity = 127.0f / sqrt(DotProduct(v, v));
342 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
343 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
344 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
345 data[side][y][x][3] = 255;
349 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
352 static void R_BuildFogTexture(void)
357 unsigned char data1[FOGWIDTH][4];
358 //unsigned char data2[FOGWIDTH][4];
359 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
360 for (x = 0;x < FOGWIDTH;x++)
362 alpha = exp(r / ((double)x*(double)x));
363 if (x == FOGWIDTH - 1)
365 b = (int)(256.0 * alpha);
366 b = bound(0, b, 255);
367 data1[x][0] = 255 - b;
368 data1[x][1] = 255 - b;
369 data1[x][2] = 255 - b;
376 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
377 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
380 static const char *builtinshaderstring =
381 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
382 "// written by Forest 'LordHavoc' Hale\n"
384 "// common definitions between vertex shader and fragment shader:\n"
386 "#ifdef __GLSL_CG_DATA_TYPES\n"
387 "#define myhalf half\n"
388 "#define myhvec2 hvec2\n"
389 "#define myhvec3 hvec3\n"
390 "#define myhvec4 hvec4\n"
392 "#define myhalf float\n"
393 "#define myhvec2 vec2\n"
394 "#define myhvec3 vec3\n"
395 "#define myhvec4 vec4\n"
398 "varying vec2 TexCoord;\n"
399 "varying vec2 TexCoordLightmap;\n"
401 "varying vec3 CubeVector;\n"
402 "varying vec3 LightVector;\n"
403 "varying vec3 EyeVector;\n"
405 "varying vec3 EyeVectorModelSpace;\n"
408 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
409 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
410 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
415 "// vertex shader specific:\n"
416 "#ifdef VERTEX_SHADER\n"
418 "uniform vec3 LightPosition;\n"
419 "uniform vec3 EyePosition;\n"
420 "uniform vec3 LightDir;\n"
422 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
426 " gl_FrontColor = gl_Color;\n"
427 " // copy the surface texcoord\n"
428 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
429 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
430 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
433 "#ifdef MODE_LIGHTSOURCE\n"
434 " // transform vertex position into light attenuation/cubemap space\n"
435 " // (-1 to +1 across the light box)\n"
436 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
438 " // transform unnormalized light direction into tangent space\n"
439 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
440 " // normalize it per pixel)\n"
441 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
442 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
443 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
444 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
447 "#ifdef MODE_LIGHTDIRECTION\n"
448 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
449 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
450 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
453 " // transform unnormalized eye direction into tangent space\n"
455 " vec3 EyeVectorModelSpace;\n"
457 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
458 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
459 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
460 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
462 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
463 " VectorS = gl_MultiTexCoord1.xyz;\n"
464 " VectorT = gl_MultiTexCoord2.xyz;\n"
465 " VectorR = gl_MultiTexCoord3.xyz;\n"
468 " // transform vertex to camera space, using ftransform to match non-VS\n"
470 " gl_Position = ftransform();\n"
473 "#endif // VERTEX_SHADER\n"
478 "// fragment shader specific:\n"
479 "#ifdef FRAGMENT_SHADER\n"
481 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
482 "uniform sampler2D Texture_Normal;\n"
483 "uniform sampler2D Texture_Color;\n"
484 "uniform sampler2D Texture_Gloss;\n"
485 "uniform samplerCube Texture_Cube;\n"
486 "uniform sampler2D Texture_Attenuation;\n"
487 "uniform sampler2D Texture_FogMask;\n"
488 "uniform sampler2D Texture_Pants;\n"
489 "uniform sampler2D Texture_Shirt;\n"
490 "uniform sampler2D Texture_Lightmap;\n"
491 "uniform sampler2D Texture_Deluxemap;\n"
492 "uniform sampler2D Texture_Glow;\n"
494 "uniform myhvec3 LightColor;\n"
495 "uniform myhvec3 AmbientColor;\n"
496 "uniform myhvec3 DiffuseColor;\n"
497 "uniform myhvec3 SpecularColor;\n"
498 "uniform myhvec3 Color_Pants;\n"
499 "uniform myhvec3 Color_Shirt;\n"
500 "uniform myhvec3 FogColor;\n"
502 "uniform myhalf GlowScale;\n"
503 "uniform myhalf SceneBrightness;\n"
505 "uniform float OffsetMapping_Scale;\n"
506 "uniform float OffsetMapping_Bias;\n"
507 "uniform float FogRangeRecip;\n"
509 "uniform myhalf AmbientScale;\n"
510 "uniform myhalf DiffuseScale;\n"
511 "uniform myhalf SpecularScale;\n"
512 "uniform myhalf SpecularPower;\n"
514 "vec2 OffsetMapping(vec2 TexCoord)\n"
516 " vec3 eyedir = vec3(normalize(EyeVector));\n"
517 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
518 " depthbias = 1.0 - depthbias * depthbias;\n"
520 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
521 " // 14 sample relief mapping: linear search and then binary search\n"
522 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
523 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
524 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
525 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + 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;\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 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
540 " TexCoord = RT.xy;\n"
542 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
543 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
544 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
545 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
546 " //TexCoord += OffsetVector * 3.0;\n"
547 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
549 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
551 " return TexCoord;\n"
556 " // apply offsetmapping\n"
557 "#ifdef USEOFFSETMAPPING\n"
558 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
559 "#define TexCoord TexCoordOffset\n"
562 " // combine the diffuse textures (base, pants, shirt)\n"
563 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
564 "#ifdef USECOLORMAPPING\n"
565 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
571 "#ifdef MODE_LIGHTSOURCE\n"
574 " // calculate surface normal, light normal, and specular normal\n"
575 " // compute color intensity for the two textures (colormap and glossmap)\n"
576 " // scale by light color and attenuation as efficiently as possible\n"
577 " // (do as much scalar math as possible rather than vector math)\n"
578 "#ifdef USESPECULAR\n"
579 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
580 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
581 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
583 " // calculate directional shading\n"
584 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
586 "#ifdef USEDIFFUSE\n"
587 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
588 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
590 " // calculate directional shading\n"
591 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
593 " // calculate directionless shading\n"
594 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector)));\n"
598 "#ifdef USECUBEFILTER\n"
599 " // apply light cubemap filter\n"
600 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
601 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
607 "#elif defined(MODE_LIGHTDIRECTION)\n"
608 " // directional model lighting\n"
610 " // get the surface normal and light normal\n"
611 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
612 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
614 " // calculate directional shading\n"
615 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
616 "#ifdef USESPECULAR\n"
617 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
618 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
624 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
625 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
627 " // get the surface normal and light normal\n"
628 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
630 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
631 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
632 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
634 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
636 " // calculate directional shading\n"
637 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
638 "#ifdef USESPECULAR\n"
639 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
640 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
643 " // apply lightmap color\n"
644 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
647 "#else // MODE none (lightmap)\n"
648 " // apply lightmap color\n"
649 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
652 " color *= myhvec4(gl_Color);\n"
655 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
660 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
661 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
664 " color.rgb *= SceneBrightness;\n"
666 " gl_FragColor = vec4(color);\n"
669 "#endif // FRAGMENT_SHADER\n"
672 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
673 const char *permutationinfo[][2] =
675 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
676 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
677 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
678 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
679 {"#define USEGLOW\n", " glow"},
680 {"#define USEFOG\n", " fog"},
681 {"#define USECOLORMAPPING\n", " colormapping"},
682 {"#define USEDIFFUSE\n", " diffuse"},
683 {"#define USESPECULAR\n", " specular"},
684 {"#define USECUBEFILTER\n", " cubefilter"},
685 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
686 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
690 void R_GLSL_CompilePermutation(const char *filename, int permutation)
693 qboolean shaderfound;
694 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
695 int vertstrings_count;
696 int geomstrings_count;
697 int fragstrings_count;
699 const char *vertstrings_list[32+1];
700 const char *geomstrings_list[32+1];
701 const char *fragstrings_list[32+1];
702 char permutationname[256];
707 vertstrings_list[0] = "#define VERTEX_SHADER\n";
708 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
709 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
710 vertstrings_count = 1;
711 geomstrings_count = 1;
712 fragstrings_count = 1;
713 permutationname[0] = 0;
714 for (i = 0;permutationinfo[i][0];i++)
716 if (permutation & (1<<i))
718 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
719 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
720 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
721 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
725 // keep line numbers correct
726 vertstrings_list[vertstrings_count++] = "\n";
727 geomstrings_list[geomstrings_count++] = "\n";
728 fragstrings_list[fragstrings_count++] = "\n";
731 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
735 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
736 vertstrings_list[vertstrings_count++] = shaderstring;
737 geomstrings_list[geomstrings_count++] = shaderstring;
738 fragstrings_list[fragstrings_count++] = shaderstring;
741 else if (!strcmp(filename, "glsl/default.glsl"))
743 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
744 vertstrings_list[vertstrings_count++] = builtinshaderstring;
745 geomstrings_list[geomstrings_count++] = builtinshaderstring;
746 fragstrings_list[fragstrings_count++] = builtinshaderstring;
749 // clear any lists that are not needed by this shader
750 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
751 vertstrings_count = 0;
752 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
753 geomstrings_count = 0;
754 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
755 fragstrings_count = 0;
756 // compile the shader program
757 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
758 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
762 qglUseProgramObjectARB(p->program);CHECKGLERROR
763 // look up all the uniform variable names we care about, so we don't
764 // have to look them up every time we set them
765 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
766 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
767 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
768 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
769 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
770 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
771 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
772 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
773 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
774 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
775 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
776 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
777 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
778 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
779 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
780 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
781 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
782 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
783 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
784 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
785 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
786 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
787 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
788 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
789 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
790 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
791 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
792 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
793 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (r_shadow_rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface_texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
859 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
861 // bright unshaded geometry
862 shaderfilename = "glsl/default.glsl";
863 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
864 if (rsurface_texture->currentskinframe->glow)
865 permutation |= SHADERPERMUTATION_GLOW;
866 if (r_refdef.fogenabled)
867 permutation |= SHADERPERMUTATION_FOG;
868 if (rsurface_texture->colormapping)
869 permutation |= SHADERPERMUTATION_COLORMAPPING;
870 if (r_glsl_offsetmapping.integer)
872 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
873 if (r_glsl_offsetmapping_reliefmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
877 else if (modellighting)
879 // directional model lighting
880 shaderfilename = "glsl/default.glsl";
881 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
882 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
883 if (rsurface_texture->currentskinframe->glow)
884 permutation |= SHADERPERMUTATION_GLOW;
885 if (specularscale > 0)
886 permutation |= SHADERPERMUTATION_SPECULAR;
887 if (r_refdef.fogenabled)
888 permutation |= SHADERPERMUTATION_FOG;
889 if (rsurface_texture->colormapping)
890 permutation |= SHADERPERMUTATION_COLORMAPPING;
891 if (r_glsl_offsetmapping.integer)
893 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
894 if (r_glsl_offsetmapping_reliefmapping.integer)
895 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 shaderfilename = "glsl/default.glsl";
902 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
903 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
905 // deluxemapping (light direction texture)
906 if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
907 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
909 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
910 if (specularscale > 0)
911 permutation |= SHADERPERMUTATION_SPECULAR;
913 else if (r_glsl_deluxemapping.integer >= 2)
915 // fake deluxemapping (uniform light direction in tangentspace)
916 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
917 if (specularscale > 0)
918 permutation |= SHADERPERMUTATION_SPECULAR;
922 // ordinary lightmapping
925 if (rsurface_texture->currentskinframe->glow)
926 permutation |= SHADERPERMUTATION_GLOW;
927 if (r_refdef.fogenabled)
928 permutation |= SHADERPERMUTATION_FOG;
929 if (rsurface_texture->colormapping)
930 permutation |= SHADERPERMUTATION_COLORMAPPING;
931 if (r_glsl_offsetmapping.integer)
933 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
934 if (r_glsl_offsetmapping_reliefmapping.integer)
935 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
938 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
940 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941 R_GLSL_CompilePermutation(shaderfilename, permutation);
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
944 // remove features until we find a valid permutation
946 for (i = SHADERPERMUTATION_MASK;;i>>=1)
949 return 0; // utterly failed
950 // reduce i more quickly whenever it would not remove any bits
954 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
955 R_GLSL_CompilePermutation(shaderfilename, permutation);
956 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
961 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
963 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
964 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
965 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
967 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
968 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]);
969 if (permutation & SHADERPERMUTATION_DIFFUSE)
971 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
972 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
973 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
974 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
978 // ambient only is simpler
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
985 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
987 if (r_glsl_permutation->loc_AmbientColor >= 0)
988 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
989 if (r_glsl_permutation->loc_DiffuseColor >= 0)
990 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
991 if (r_glsl_permutation->loc_SpecularColor >= 0)
992 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
993 if (r_glsl_permutation->loc_LightDir >= 0)
994 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
998 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
999 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1000 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1002 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
1003 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
1004 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
1005 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
1006 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1007 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1008 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
1009 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
1010 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1011 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1012 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
1013 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1014 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1015 if (r_glsl_permutation->loc_FogColor >= 0)
1017 // additive passes are only darkened by fog, not tinted
1018 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1019 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1021 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1023 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1024 if (r_glsl_permutation->loc_Color_Pants >= 0)
1026 if (rsurface_texture->currentskinframe->pants)
1027 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1029 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1031 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1033 if (rsurface_texture->currentskinframe->shirt)
1034 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1036 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1038 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1039 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1040 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1045 void R_SwitchSurfaceShader(int permutation)
1047 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1049 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1051 qglUseProgramObjectARB(r_glsl_permutation->program);
1056 void gl_main_start(void)
1058 r_main_texturepool = R_AllocTexturePool();
1059 R_BuildBlankTextures();
1061 if (gl_texturecubemap)
1064 R_BuildNormalizationCube();
1066 R_BuildFogTexture();
1067 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1068 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1069 memset(&r_svbsp, 0, sizeof (r_svbsp));
1072 void gl_main_shutdown(void)
1075 Mem_Free(r_svbsp.nodes);
1076 memset(&r_svbsp, 0, sizeof (r_svbsp));
1077 R_FreeTexturePool(&r_main_texturepool);
1078 r_texture_blanknormalmap = NULL;
1079 r_texture_white = NULL;
1080 r_texture_black = NULL;
1081 r_texture_whitecube = NULL;
1082 r_texture_normalizationcube = NULL;
1083 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1087 extern void CL_ParseEntityLump(char *entitystring);
1088 void gl_main_newmap(void)
1090 // FIXME: move this code to client
1092 char *entities, entname[MAX_QPATH];
1095 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1096 l = (int)strlen(entname) - 4;
1097 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1099 memcpy(entname + l, ".ent", 5);
1100 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1102 CL_ParseEntityLump(entities);
1107 if (cl.worldmodel->brush.entities)
1108 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1112 void GL_Main_Init(void)
1114 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1116 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1117 FOG_registercvars(); // FIXME: move this fog stuff to client?
1118 Cvar_RegisterVariable(&r_nearclip);
1119 Cvar_RegisterVariable(&r_showsurfaces);
1120 Cvar_RegisterVariable(&r_showtris);
1121 Cvar_RegisterVariable(&r_shownormals);
1122 Cvar_RegisterVariable(&r_showlighting);
1123 Cvar_RegisterVariable(&r_showshadowvolumes);
1124 Cvar_RegisterVariable(&r_showcollisionbrushes);
1125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1127 Cvar_RegisterVariable(&r_showdisabledepthtest);
1128 Cvar_RegisterVariable(&r_drawportals);
1129 Cvar_RegisterVariable(&r_drawentities);
1130 Cvar_RegisterVariable(&r_cullentities_trace);
1131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1132 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1133 Cvar_RegisterVariable(&r_cullentities_trace_delay);
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 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1274 for (i = 0;i < numplanes;i++)
1281 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1285 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1289 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1293 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1297 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1301 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1305 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1309 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1317 //==================================================================================
1319 static void R_UpdateEntityLighting(entity_render_t *ent)
1321 vec3_t tempdiffusenormal;
1323 // fetch the lighting from the worldmodel data
1324 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));
1325 VectorClear(ent->modellight_diffuse);
1326 VectorClear(tempdiffusenormal);
1327 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1330 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1331 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1334 VectorSet(ent->modellight_ambient, 1, 1, 1);
1336 // move the light direction into modelspace coordinates for lighting code
1337 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1338 VectorNormalize(ent->modellight_lightdir);
1340 // scale ambient and directional light contributions according to rendering variables
1341 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1342 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1343 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1344 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1345 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1346 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1349 static void R_View_UpdateEntityVisible (void)
1352 entity_render_t *ent;
1354 if (!r_drawentities.integer)
1357 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1358 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1360 // worldmodel can check visibility
1361 for (i = 0;i < r_refdef.numentities;i++)
1363 ent = r_refdef.entities[i];
1364 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));
1366 if(r_cullentities_trace.integer)
1368 for (i = 0;i < r_refdef.numentities;i++)
1370 ent = r_refdef.entities[i];
1371 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*')))
1373 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1374 ent->last_trace_visibility = realtime;
1375 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1376 r_viewcache.entityvisible[i] = 0;
1383 // no worldmodel or it can't check visibility
1384 for (i = 0;i < r_refdef.numentities;i++)
1386 ent = r_refdef.entities[i];
1387 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1391 // update entity lighting (even on hidden entities for r_shadows)
1392 for (i = 0;i < r_refdef.numentities;i++)
1393 R_UpdateEntityLighting(r_refdef.entities[i]);
1396 // only used if skyrendermasked, and normally returns false
1397 int R_DrawBrushModelsSky (void)
1400 entity_render_t *ent;
1402 if (!r_drawentities.integer)
1406 for (i = 0;i < r_refdef.numentities;i++)
1408 if (!r_viewcache.entityvisible[i])
1410 ent = r_refdef.entities[i];
1411 if (!ent->model || !ent->model->DrawSky)
1413 ent->model->DrawSky(ent);
1419 void R_DrawNoModel(entity_render_t *ent);
1420 void R_DrawModels(void)
1423 entity_render_t *ent;
1425 if (!r_drawentities.integer)
1428 for (i = 0;i < r_refdef.numentities;i++)
1430 if (!r_viewcache.entityvisible[i])
1432 ent = r_refdef.entities[i];
1433 r_refdef.stats.entities++;
1434 if (ent->model && ent->model->Draw != NULL)
1435 ent->model->Draw(ent);
1441 static void R_View_SetFrustum(void)
1443 double slopex, slopey;
1445 // break apart the view matrix into vectors for various purposes
1446 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1447 VectorNegate(r_view.left, r_view.right);
1450 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1451 r_view.frustum[0].normal[1] = 0 - 0;
1452 r_view.frustum[0].normal[2] = -1 - 0;
1453 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1454 r_view.frustum[1].normal[1] = 0 + 0;
1455 r_view.frustum[1].normal[2] = -1 + 0;
1456 r_view.frustum[2].normal[0] = 0 - 0;
1457 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1458 r_view.frustum[2].normal[2] = -1 - 0;
1459 r_view.frustum[3].normal[0] = 0 + 0;
1460 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1461 r_view.frustum[3].normal[2] = -1 + 0;
1465 zNear = r_refdef.nearclip;
1466 nudge = 1.0 - 1.0 / (1<<23);
1467 r_view.frustum[4].normal[0] = 0 - 0;
1468 r_view.frustum[4].normal[1] = 0 - 0;
1469 r_view.frustum[4].normal[2] = -1 - -nudge;
1470 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1471 r_view.frustum[5].normal[0] = 0 + 0;
1472 r_view.frustum[5].normal[1] = 0 + 0;
1473 r_view.frustum[5].normal[2] = -1 + -nudge;
1474 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1480 r_view.frustum[0].normal[0] = m[3] - m[0];
1481 r_view.frustum[0].normal[1] = m[7] - m[4];
1482 r_view.frustum[0].normal[2] = m[11] - m[8];
1483 r_view.frustum[0].dist = m[15] - m[12];
1485 r_view.frustum[1].normal[0] = m[3] + m[0];
1486 r_view.frustum[1].normal[1] = m[7] + m[4];
1487 r_view.frustum[1].normal[2] = m[11] + m[8];
1488 r_view.frustum[1].dist = m[15] + m[12];
1490 r_view.frustum[2].normal[0] = m[3] - m[1];
1491 r_view.frustum[2].normal[1] = m[7] - m[5];
1492 r_view.frustum[2].normal[2] = m[11] - m[9];
1493 r_view.frustum[2].dist = m[15] - m[13];
1495 r_view.frustum[3].normal[0] = m[3] + m[1];
1496 r_view.frustum[3].normal[1] = m[7] + m[5];
1497 r_view.frustum[3].normal[2] = m[11] + m[9];
1498 r_view.frustum[3].dist = m[15] + m[13];
1500 r_view.frustum[4].normal[0] = m[3] - m[2];
1501 r_view.frustum[4].normal[1] = m[7] - m[6];
1502 r_view.frustum[4].normal[2] = m[11] - m[10];
1503 r_view.frustum[4].dist = m[15] - m[14];
1505 r_view.frustum[5].normal[0] = m[3] + m[2];
1506 r_view.frustum[5].normal[1] = m[7] + m[6];
1507 r_view.frustum[5].normal[2] = m[11] + m[10];
1508 r_view.frustum[5].dist = m[15] + m[14];
1513 slopex = 1.0 / r_view.frustum_x;
1514 slopey = 1.0 / r_view.frustum_y;
1515 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1516 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1517 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1518 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1519 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1520 VectorNormalize(r_view.frustum[0].normal);
1521 VectorNormalize(r_view.frustum[1].normal);
1522 VectorNormalize(r_view.frustum[2].normal);
1523 VectorNormalize(r_view.frustum[3].normal);
1524 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1525 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1526 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1527 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1528 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1529 PlaneClassify(&r_view.frustum[0]);
1530 PlaneClassify(&r_view.frustum[1]);
1531 PlaneClassify(&r_view.frustum[2]);
1532 PlaneClassify(&r_view.frustum[3]);
1533 PlaneClassify(&r_view.frustum[4]);
1535 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1536 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1537 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1538 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1539 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1541 // LordHavoc: note to all quake engine coders, Quake had a special case
1542 // for 90 degrees which assumed a square view (wrong), so I removed it,
1543 // Quake2 has it disabled as well.
1545 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1546 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1547 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1548 //PlaneClassify(&frustum[0]);
1550 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1551 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1552 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1553 //PlaneClassify(&frustum[1]);
1555 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1556 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1557 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1558 //PlaneClassify(&frustum[2]);
1560 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1561 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1562 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1563 //PlaneClassify(&frustum[3]);
1566 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1567 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1568 //PlaneClassify(&frustum[4]);
1571 void R_View_Update(void)
1573 R_View_SetFrustum();
1574 R_View_WorldVisibility();
1575 R_View_UpdateEntityVisible();
1578 void R_SetupView(const matrix4x4_t *matrix)
1580 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1581 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1583 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1585 GL_SetupView_Orientation_FromEntity(matrix);
1588 void R_ResetViewRendering2D(void)
1590 if (gl_support_fragment_shader)
1592 qglUseProgramObjectARB(0);CHECKGLERROR
1597 // GL is weird because it's bottom to top, r_view.y is top to bottom
1598 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1599 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1600 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1601 GL_Color(1, 1, 1, 1);
1602 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1603 GL_BlendFunc(GL_ONE, GL_ZERO);
1604 GL_AlphaTest(false);
1605 GL_ScissorTest(false);
1606 GL_DepthMask(false);
1607 GL_DepthTest(false);
1608 R_Mesh_Matrix(&identitymatrix);
1609 R_Mesh_ResetTextureState();
1610 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1611 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1612 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1613 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1614 qglStencilMask(~0);CHECKGLERROR
1615 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1616 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1617 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1620 void R_ResetViewRendering3D(void)
1622 if (gl_support_fragment_shader)
1624 qglUseProgramObjectARB(0);CHECKGLERROR
1629 // GL is weird because it's bottom to top, r_view.y is top to bottom
1630 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1631 R_SetupView(&r_view.matrix);
1632 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1633 GL_Color(1, 1, 1, 1);
1634 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1635 GL_BlendFunc(GL_ONE, GL_ZERO);
1636 GL_AlphaTest(false);
1637 GL_ScissorTest(true);
1640 R_Mesh_Matrix(&identitymatrix);
1641 R_Mesh_ResetTextureState();
1642 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1643 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1644 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1645 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1646 qglStencilMask(~0);CHECKGLERROR
1647 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1648 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1649 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1653 R_Bloom_SetupShader(
1655 "// written by Forest 'LordHavoc' Hale\n"
1657 "// common definitions between vertex shader and fragment shader:\n"
1659 "#ifdef __GLSL_CG_DATA_TYPES\n"
1660 "#define myhalf half\n"
1661 "#define myhvec2 hvec2\n"
1662 "#define myhvec3 hvec3\n"
1663 "#define myhvec4 hvec4\n"
1665 "#define myhalf float\n"
1666 "#define myhvec2 vec2\n"
1667 "#define myhvec3 vec3\n"
1668 "#define myhvec4 vec4\n"
1671 "varying vec2 ScreenTexCoord;\n"
1672 "varying vec2 BloomTexCoord;\n"
1677 "// vertex shader specific:\n"
1678 "#ifdef VERTEX_SHADER\n"
1682 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
1683 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
1684 " // transform vertex to camera space, using ftransform to match non-VS\n"
1686 " gl_Position = ftransform();\n"
1689 "#endif // VERTEX_SHADER\n"
1694 "// fragment shader specific:\n"
1695 "#ifdef FRAGMENT_SHADER\n"
1700 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
1701 " for (x = -BLUR_X;x <= BLUR_X;x++)
1702 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1703 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1704 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1705 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1707 " gl_FragColor = vec4(color);\n"
1710 "#endif // FRAGMENT_SHADER\n"
1713 void R_RenderScene(void);
1715 void R_Bloom_StartFrame(void)
1717 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
1719 // set bloomwidth and bloomheight to the bloom resolution that will be
1720 // used (often less than the screen resolution for faster rendering)
1721 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1722 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
1723 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
1725 // calculate desired texture sizes
1726 if (gl_support_arb_texture_non_power_of_two)
1728 screentexturewidth = r_view.width;
1729 screentextureheight = r_view.height;
1730 bloomtexturewidth = r_bloomstate.bloomwidth;
1731 bloomtextureheight = r_bloomstate.bloomheight;
1735 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
1736 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
1737 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
1738 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
1743 screentexturewidth = screentextureheight = 0;
1745 else if (r_bloom.integer)
1750 screentexturewidth = screentextureheight = 0;
1751 bloomtexturewidth = bloomtextureheight = 0;
1754 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)
1756 // can't use bloom if the parameters are too weird
1757 // can't use bloom if the card does not support the texture size
1758 if (r_bloomstate.texture_screen)
1759 R_FreeTexture(r_bloomstate.texture_screen);
1760 if (r_bloomstate.texture_bloom)
1761 R_FreeTexture(r_bloomstate.texture_bloom);
1762 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1766 r_bloomstate.enabled = true;
1767 r_bloomstate.hdr = r_hdr.integer != 0;
1769 // allocate textures as needed
1770 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
1772 if (r_bloomstate.texture_screen)
1773 R_FreeTexture(r_bloomstate.texture_screen);
1774 r_bloomstate.texture_screen = NULL;
1775 r_bloomstate.screentexturewidth = screentexturewidth;
1776 r_bloomstate.screentextureheight = screentextureheight;
1777 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
1778 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);
1780 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
1782 if (r_bloomstate.texture_bloom)
1783 R_FreeTexture(r_bloomstate.texture_bloom);
1784 r_bloomstate.texture_bloom = NULL;
1785 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
1786 r_bloomstate.bloomtextureheight = bloomtextureheight;
1787 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
1788 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);
1791 // set up a texcoord array for the full resolution screen image
1792 // (we have to keep this around to copy back during final render)
1793 r_bloomstate.screentexcoord2f[0] = 0;
1794 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1795 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1796 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1797 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1798 r_bloomstate.screentexcoord2f[5] = 0;
1799 r_bloomstate.screentexcoord2f[6] = 0;
1800 r_bloomstate.screentexcoord2f[7] = 0;
1802 // set up a texcoord array for the reduced resolution bloom image
1803 // (which will be additive blended over the screen image)
1804 r_bloomstate.bloomtexcoord2f[0] = 0;
1805 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1806 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1807 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1808 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1809 r_bloomstate.bloomtexcoord2f[5] = 0;
1810 r_bloomstate.bloomtexcoord2f[6] = 0;
1811 r_bloomstate.bloomtexcoord2f[7] = 0;
1814 void R_Bloom_CopyScreenTexture(float colorscale)
1816 r_refdef.stats.bloom++;
1818 R_ResetViewRendering2D();
1819 R_Mesh_VertexPointer(r_screenvertex3f);
1820 R_Mesh_ColorPointer(NULL);
1821 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
1822 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1824 // copy view into the screen texture
1825 GL_ActiveTexture(0);
1827 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
1828 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1830 // now scale it down to the bloom texture size
1832 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1833 GL_BlendFunc(GL_ONE, GL_ZERO);
1834 GL_Color(colorscale, colorscale, colorscale, 1);
1835 // TODO: optimize with multitexture or GLSL
1836 R_Mesh_Draw(0, 4, 2, polygonelements);
1837 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1839 // we now have a bloom image in the framebuffer
1840 // copy it into the bloom image texture for later processing
1841 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1842 GL_ActiveTexture(0);
1844 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
1845 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1848 void R_Bloom_CopyHDRTexture(void)
1850 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1851 GL_ActiveTexture(0);
1853 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
1854 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1857 void R_Bloom_MakeTexture(void)
1860 float xoffset, yoffset, r, brighten;
1862 r_refdef.stats.bloom++;
1864 R_ResetViewRendering2D();
1865 R_Mesh_VertexPointer(r_screenvertex3f);
1866 R_Mesh_ColorPointer(NULL);
1868 // we have a bloom image in the framebuffer
1870 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1872 for (x = 1;x < r_bloom_colorexponent.value;)
1875 r = bound(0, r_bloom_colorexponent.value / x, 1);
1876 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1877 GL_Color(r, r, r, 1);
1878 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1879 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1880 R_Mesh_Draw(0, 4, 2, polygonelements);
1881 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1883 // copy the vertically blurred bloom view to a texture
1884 GL_ActiveTexture(0);
1886 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
1887 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1890 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
1891 brighten = r_bloom_brighten.value;
1893 brighten *= r_hdr_range.value;
1894 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1895 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
1897 for (dir = 0;dir < 2;dir++)
1899 // blend on at multiple vertical offsets to achieve a vertical blur
1900 // TODO: do offset blends using GLSL
1901 GL_BlendFunc(GL_ONE, GL_ZERO);
1902 for (x = -range;x <= range;x++)
1904 if (!dir){xoffset = 0;yoffset = x;}
1905 else {xoffset = x;yoffset = 0;}
1906 xoffset /= (float)r_bloomstate.bloomtexturewidth;
1907 yoffset /= (float)r_bloomstate.bloomtextureheight;
1908 // compute a texcoord array with the specified x and y offset
1909 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
1910 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1911 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1912 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1913 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1914 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
1915 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
1916 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
1917 // this r value looks like a 'dot' particle, fading sharply to
1918 // black at the edges
1919 // (probably not realistic but looks good enough)
1920 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
1921 //r = (dir ? 1.0f : brighten)/(range*2+1);
1922 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
1923 GL_Color(r, r, r, 1);
1924 R_Mesh_Draw(0, 4, 2, polygonelements);
1925 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1926 GL_BlendFunc(GL_ONE, GL_ONE);
1929 // copy the vertically blurred bloom view to a texture
1930 GL_ActiveTexture(0);
1932 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
1933 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1936 // apply subtract last
1937 // (just like it would be in a GLSL shader)
1938 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
1940 GL_BlendFunc(GL_ONE, GL_ZERO);
1941 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1942 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1943 GL_Color(1, 1, 1, 1);
1944 R_Mesh_Draw(0, 4, 2, polygonelements);
1945 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1947 GL_BlendFunc(GL_ONE, GL_ONE);
1948 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
1949 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1950 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1951 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
1952 R_Mesh_Draw(0, 4, 2, polygonelements);
1953 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1954 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
1956 // copy the darkened bloom view to a texture
1957 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1958 GL_ActiveTexture(0);
1960 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
1961 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1965 void R_HDR_RenderBloomTexture(void)
1967 int oldwidth, oldheight;
1969 oldwidth = r_view.width;
1970 oldheight = r_view.height;
1971 r_view.width = r_bloomstate.bloomwidth;
1972 r_view.height = r_bloomstate.bloomheight;
1974 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1975 // TODO: add exposure compensation features
1976 // TODO: add fp16 framebuffer support
1978 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
1980 r_view.colorscale /= r_hdr_range.value;
1983 R_ResetViewRendering2D();
1985 R_Bloom_CopyHDRTexture();
1986 R_Bloom_MakeTexture();
1988 R_ResetViewRendering3D();
1991 if (r_timereport_active)
1992 R_TimeReport("clear");
1995 // restore the view settings
1996 r_view.width = oldwidth;
1997 r_view.height = oldheight;
2000 static void R_BlendView(void)
2002 if (r_bloomstate.enabled && r_bloomstate.hdr)
2004 // render high dynamic range bloom effect
2005 // the bloom texture was made earlier this render, so we just need to
2006 // blend it onto the screen...
2007 R_ResetViewRendering2D();
2008 R_Mesh_VertexPointer(r_screenvertex3f);
2009 R_Mesh_ColorPointer(NULL);
2010 GL_Color(1, 1, 1, 1);
2011 GL_BlendFunc(GL_ONE, GL_ONE);
2012 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2013 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
2014 R_Mesh_Draw(0, 4, 2, polygonelements);
2015 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2017 else if (r_bloomstate.enabled)
2019 // render simple bloom effect
2020 // copy the screen and shrink it and darken it for the bloom process
2021 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2022 // make the bloom texture
2023 R_Bloom_MakeTexture();
2024 // put the original screen image back in place and blend the bloom
2026 R_ResetViewRendering2D();
2027 R_Mesh_VertexPointer(r_screenvertex3f);
2028 R_Mesh_ColorPointer(NULL);
2029 GL_Color(1, 1, 1, 1);
2030 GL_BlendFunc(GL_ONE, GL_ZERO);
2031 // do both in one pass if possible
2032 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2033 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
2034 if (r_textureunits.integer >= 2 && gl_combine.integer)
2036 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2037 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2038 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
2042 R_Mesh_Draw(0, 4, 2, polygonelements);
2043 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2044 // now blend on the bloom texture
2045 GL_BlendFunc(GL_ONE, GL_ONE);
2046 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2047 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
2049 R_Mesh_Draw(0, 4, 2, polygonelements);
2050 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2052 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2054 // apply a color tint to the whole view
2055 R_ResetViewRendering2D();
2056 R_Mesh_VertexPointer(r_screenvertex3f);
2057 R_Mesh_ColorPointer(NULL);
2058 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2059 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2060 R_Mesh_Draw(0, 4, 2, polygonelements);
2064 void R_RenderScene(void);
2066 matrix4x4_t r_waterscrollmatrix;
2068 void R_UpdateVariables(void)
2072 r_refdef.farclip = 4096;
2073 if (r_refdef.worldmodel)
2074 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2075 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2077 r_refdef.polygonfactor = 0;
2078 r_refdef.polygonoffset = 0;
2079 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2080 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2082 r_refdef.rtworld = r_shadow_realtime_world.integer;
2083 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2084 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2085 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2086 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2087 if (r_showsurfaces.integer)
2089 r_refdef.rtworld = false;
2090 r_refdef.rtworldshadows = false;
2091 r_refdef.rtdlight = false;
2092 r_refdef.rtdlightshadows = false;
2093 r_refdef.lightmapintensity = 0;
2096 if (gamemode == GAME_NEHAHRA)
2098 if (gl_fogenable.integer)
2100 r_refdef.oldgl_fogenable = true;
2101 r_refdef.fog_density = gl_fogdensity.value;
2102 r_refdef.fog_red = gl_fogred.value;
2103 r_refdef.fog_green = gl_foggreen.value;
2104 r_refdef.fog_blue = gl_fogblue.value;
2106 else if (r_refdef.oldgl_fogenable)
2108 r_refdef.oldgl_fogenable = false;
2109 r_refdef.fog_density = 0;
2110 r_refdef.fog_red = 0;
2111 r_refdef.fog_green = 0;
2112 r_refdef.fog_blue = 0;
2115 if (r_refdef.fog_density)
2117 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2118 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2119 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2121 if (r_refdef.fog_density)
2123 r_refdef.fogenabled = true;
2124 // this is the point where the fog reaches 0.9986 alpha, which we
2125 // consider a good enough cutoff point for the texture
2126 // (0.9986 * 256 == 255.6)
2127 r_refdef.fogrange = 400 / r_refdef.fog_density;
2128 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2129 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
2130 // fog color was already set
2133 r_refdef.fogenabled = false;
2141 void R_RenderView(void)
2143 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2144 return; //Host_Error ("R_RenderView: NULL worldmodel");
2146 R_Shadow_UpdateWorldLightSelection();
2149 if (r_timereport_active)
2150 R_TimeReport("setup");
2153 if (r_timereport_active)
2154 R_TimeReport("visibility");
2156 R_ResetViewRendering3D();
2159 if (r_timereport_active)
2160 R_TimeReport("clear");
2162 R_Bloom_StartFrame();
2164 // this produces a bloom texture to be used in R_BlendView() later
2166 R_HDR_RenderBloomTexture();
2168 r_view.colorscale = r_hdr_scenebrightness.value;
2172 if (r_timereport_active)
2173 R_TimeReport("blendview");
2175 GL_Scissor(0, 0, vid.width, vid.height);
2176 GL_ScissorTest(false);
2180 extern void R_DrawLightningBeams (void);
2181 extern void VM_CL_AddPolygonsToMeshQueue (void);
2182 extern void R_DrawPortals (void);
2183 extern cvar_t cl_locs_show;
2184 static void R_DrawLocs(void);
2185 void R_RenderScene(void)
2187 // don't let sound skip if going slow
2188 if (r_refdef.extraupdate)
2191 R_ResetViewRendering3D();
2193 R_MeshQueue_BeginScene();
2197 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);
2199 if (cl.csqc_vidvars.drawworld)
2201 // don't let sound skip if going slow
2202 if (r_refdef.extraupdate)
2205 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2207 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2208 if (r_timereport_active)
2209 R_TimeReport("worldsky");
2212 if (R_DrawBrushModelsSky() && r_timereport_active)
2213 R_TimeReport("bmodelsky");
2215 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2217 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2218 if (r_timereport_active)
2219 R_TimeReport("world");
2223 // don't let sound skip if going slow
2224 if (r_refdef.extraupdate)
2228 if (r_timereport_active)
2229 R_TimeReport("models");
2231 // don't let sound skip if going slow
2232 if (r_refdef.extraupdate)
2235 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2237 R_DrawModelShadows();
2239 R_ResetViewRendering3D();
2241 // don't let sound skip if going slow
2242 if (r_refdef.extraupdate)
2246 R_ShadowVolumeLighting(false);
2247 if (r_timereport_active)
2248 R_TimeReport("rtlights");
2250 // don't let sound skip if going slow
2251 if (r_refdef.extraupdate)
2254 if (cl.csqc_vidvars.drawworld)
2256 R_DrawLightningBeams();
2257 if (r_timereport_active)
2258 R_TimeReport("lightning");
2261 if (r_timereport_active)
2262 R_TimeReport("particles");
2265 if (r_timereport_active)
2266 R_TimeReport("explosions");
2269 if (gl_support_fragment_shader)
2271 qglUseProgramObjectARB(0);CHECKGLERROR
2273 VM_CL_AddPolygonsToMeshQueue();
2275 if (cl_locs_show.integer)
2278 if (r_timereport_active)
2279 R_TimeReport("showlocs");
2282 if (r_drawportals.integer)
2285 if (r_timereport_active)
2286 R_TimeReport("portals");
2289 if (gl_support_fragment_shader)
2291 qglUseProgramObjectARB(0);CHECKGLERROR
2293 R_MeshQueue_RenderTransparent();
2294 if (r_timereport_active)
2295 R_TimeReport("drawtrans");
2297 if (gl_support_fragment_shader)
2299 qglUseProgramObjectARB(0);CHECKGLERROR
2302 if (cl.csqc_vidvars.drawworld)
2305 if (r_timereport_active)
2306 R_TimeReport("coronas");
2309 // don't let sound skip if going slow
2310 if (r_refdef.extraupdate)
2313 R_ResetViewRendering2D();
2317 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2320 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2322 GL_DepthMask(false);
2324 R_Mesh_Matrix(&identitymatrix);
2326 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2327 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2328 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2329 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2330 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2331 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2332 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2333 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2334 R_FillColors(color, 8, cr, cg, cb, ca);
2335 if (r_refdef.fogenabled)
2337 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2339 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2341 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2342 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2343 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2346 R_Mesh_VertexPointer(vertex3f);
2347 R_Mesh_ColorPointer(color);
2348 R_Mesh_ResetTextureState();
2353 int nomodelelements[24] =
2365 float nomodelvertex3f[6*3] =
2375 float nomodelcolor4f[6*4] =
2377 0.0f, 0.0f, 0.5f, 1.0f,
2378 0.0f, 0.0f, 0.5f, 1.0f,
2379 0.0f, 0.5f, 0.0f, 1.0f,
2380 0.0f, 0.5f, 0.0f, 1.0f,
2381 0.5f, 0.0f, 0.0f, 1.0f,
2382 0.5f, 0.0f, 0.0f, 1.0f
2385 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2390 // this is only called once per entity so numsurfaces is always 1, and
2391 // surfacelist is always {0}, so this code does not handle batches
2392 R_Mesh_Matrix(&ent->matrix);
2394 if (ent->flags & EF_ADDITIVE)
2396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2397 GL_DepthMask(false);
2399 else if (ent->alpha < 1)
2401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2402 GL_DepthMask(false);
2406 GL_BlendFunc(GL_ONE, GL_ZERO);
2409 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2410 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2411 R_Mesh_VertexPointer(nomodelvertex3f);
2412 if (r_refdef.fogenabled)
2415 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2416 R_Mesh_ColorPointer(color4f);
2417 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2418 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2420 for (i = 0, c = color4f;i < 6;i++, c += 4)
2422 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2423 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2424 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2428 else if (ent->alpha != 1)
2430 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2431 R_Mesh_ColorPointer(color4f);
2432 for (i = 0, c = color4f;i < 6;i++, c += 4)
2436 R_Mesh_ColorPointer(nomodelcolor4f);
2437 R_Mesh_ResetTextureState();
2438 R_Mesh_Draw(0, 6, 8, nomodelelements);
2441 void R_DrawNoModel(entity_render_t *ent)
2444 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2445 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2446 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2448 // R_DrawNoModelCallback(ent, 0);
2451 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2453 vec3_t right1, right2, diff, normal;
2455 VectorSubtract (org2, org1, normal);
2457 // calculate 'right' vector for start
2458 VectorSubtract (r_view.origin, org1, diff);
2459 CrossProduct (normal, diff, right1);
2460 VectorNormalize (right1);
2462 // calculate 'right' vector for end
2463 VectorSubtract (r_view.origin, org2, diff);
2464 CrossProduct (normal, diff, right2);
2465 VectorNormalize (right2);
2467 vert[ 0] = org1[0] + width * right1[0];
2468 vert[ 1] = org1[1] + width * right1[1];
2469 vert[ 2] = org1[2] + width * right1[2];
2470 vert[ 3] = org1[0] - width * right1[0];
2471 vert[ 4] = org1[1] - width * right1[1];
2472 vert[ 5] = org1[2] - width * right1[2];
2473 vert[ 6] = org2[0] - width * right2[0];
2474 vert[ 7] = org2[1] - width * right2[1];
2475 vert[ 8] = org2[2] - width * right2[2];
2476 vert[ 9] = org2[0] + width * right2[0];
2477 vert[10] = org2[1] + width * right2[1];
2478 vert[11] = org2[2] + width * right2[2];
2481 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2483 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)
2485 float fog = 0.0f, ifog;
2488 if (r_refdef.fogenabled)
2489 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2492 R_Mesh_Matrix(&identitymatrix);
2493 GL_BlendFunc(blendfunc1, blendfunc2);
2494 GL_DepthMask(false);
2495 GL_DepthTest(!depthdisable);
2497 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2498 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2499 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2500 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2501 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2502 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2503 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2504 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2505 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2506 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2507 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2508 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2510 R_Mesh_VertexPointer(vertex3f);
2511 R_Mesh_ColorPointer(NULL);
2512 R_Mesh_ResetTextureState();
2513 R_Mesh_TexBind(0, R_GetTexture(texture));
2514 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2515 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2516 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2517 R_Mesh_Draw(0, 4, 2, polygonelements);
2519 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2521 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2522 GL_BlendFunc(blendfunc1, GL_ONE);
2523 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);
2524 R_Mesh_Draw(0, 4, 2, polygonelements);
2528 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2533 VectorSet(v, x, y, z);
2534 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2535 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2537 if (i == mesh->numvertices)
2539 if (mesh->numvertices < mesh->maxvertices)
2541 VectorCopy(v, vertex3f);
2542 mesh->numvertices++;
2544 return mesh->numvertices;
2550 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2554 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2555 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2556 e = mesh->element3i + mesh->numtriangles * 3;
2557 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2559 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2560 if (mesh->numtriangles < mesh->maxtriangles)
2565 mesh->numtriangles++;
2567 element[1] = element[2];
2571 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2575 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2576 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2577 e = mesh->element3i + mesh->numtriangles * 3;
2578 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2580 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2581 if (mesh->numtriangles < mesh->maxtriangles)
2586 mesh->numtriangles++;
2588 element[1] = element[2];
2592 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2593 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2595 int planenum, planenum2;
2598 mplane_t *plane, *plane2;
2600 double temppoints[2][256*3];
2601 // figure out how large a bounding box we need to properly compute this brush
2603 for (w = 0;w < numplanes;w++)
2604 maxdist = max(maxdist, planes[w].dist);
2605 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2606 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2607 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2611 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2612 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2614 if (planenum2 == planenum)
2616 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);
2619 if (tempnumpoints < 3)
2621 // generate elements forming a triangle fan for this polygon
2622 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2626 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2629 R_Mesh_VertexPointer(brush->points->v);
2630 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2631 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);
2632 GL_LockArrays(0, brush->numpoints);
2633 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2634 GL_LockArrays(0, 0);
2637 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2640 if (!surface->num_collisiontriangles)
2642 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2643 i = (int)(((size_t)surface) / sizeof(msurface_t));
2644 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);
2645 GL_LockArrays(0, surface->num_collisionvertices);
2646 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2647 GL_LockArrays(0, 0);
2650 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)
2652 texturelayer_t *layer;
2653 layer = t->currentlayers + t->currentnumlayers++;
2655 layer->depthmask = depthmask;
2656 layer->blendfunc1 = blendfunc1;
2657 layer->blendfunc2 = blendfunc2;
2658 layer->texture = texture;
2659 layer->texmatrix = *matrix;
2660 layer->color[0] = r * r_view.colorscale;
2661 layer->color[1] = g * r_view.colorscale;
2662 layer->color[2] = b * r_view.colorscale;
2663 layer->color[3] = a;
2666 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2668 model_t *model = ent->model;
2670 // switch to an alternate material if this is a q1bsp animated material
2672 texture_t *texture = t;
2673 int s = ent->skinnum;
2674 if ((unsigned int)s >= (unsigned int)model->numskins)
2676 if (model->skinscenes)
2678 if (model->skinscenes[s].framecount > 1)
2679 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2681 s = model->skinscenes[s].firstframe;
2684 t = t + s * model->num_surfaces;
2687 // use an alternate animation if the entity's frame is not 0,
2688 // and only if the texture has an alternate animation
2689 if (ent->frame != 0 && t->anim_total[1])
2690 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2692 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2694 texture->currentframe = t;
2697 // pick a new currentskinframe if the material is animated
2698 if (t->numskinframes >= 2)
2699 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2700 if (t->backgroundnumskinframes >= 2)
2701 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2703 t->currentmaterialflags = t->basematerialflags;
2704 t->currentalpha = ent->alpha;
2705 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2706 t->currentalpha *= r_wateralpha.value;
2707 if (!(ent->flags & RENDER_LIGHT))
2708 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2709 if (ent->effects & EF_ADDITIVE)
2710 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2711 else if (t->currentalpha < 1)
2712 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2713 if (ent->effects & EF_DOUBLESIDED)
2714 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2715 if (ent->effects & EF_NODEPTHTEST)
2716 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
2717 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2718 t->currenttexmatrix = r_waterscrollmatrix;
2720 t->currenttexmatrix = identitymatrix;
2721 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2722 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2724 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2725 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2726 t->glosstexture = r_texture_white;
2727 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2728 t->backgroundglosstexture = r_texture_white;
2729 t->specularpower = r_shadow_glossexponent.value;
2730 // TODO: store reference values for these in the texture?
2731 t->specularscale = 0;
2732 if (r_shadow_gloss.integer > 0)
2734 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2736 if (r_shadow_glossintensity.value > 0)
2738 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2739 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2740 t->specularscale = r_shadow_glossintensity.value;
2743 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2744 t->specularscale = r_shadow_gloss2intensity.value;
2747 t->currentnumlayers = 0;
2748 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2750 if (gl_lightmaps.integer)
2751 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2752 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2754 int blendfunc1, blendfunc2, depthmask;
2755 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2757 blendfunc1 = GL_SRC_ALPHA;
2758 blendfunc2 = GL_ONE;
2760 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2762 blendfunc1 = GL_SRC_ALPHA;
2763 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2765 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2767 blendfunc1 = t->customblendfunc[0];
2768 blendfunc2 = t->customblendfunc[1];
2772 blendfunc1 = GL_ONE;
2773 blendfunc2 = GL_ZERO;
2775 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2776 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2778 rtexture_t *currentbasetexture;
2780 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2781 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2782 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2783 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2785 // fullbright is not affected by r_refdef.lightmapintensity
2786 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2787 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2788 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);
2789 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2790 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);
2796 // q3bsp has no lightmap updates, so the lightstylevalue that
2797 // would normally be baked into the lightmap must be
2798 // applied to the color
2799 if (ent->model->type == mod_brushq3)
2800 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2801 colorscale *= r_refdef.lightmapintensity;
2802 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);
2803 if (r_ambient.value >= (1.0f/64.0f))
2804 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);
2805 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2807 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);
2808 if (r_ambient.value >= (1.0f/64.0f))
2809 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);
2811 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2813 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);
2814 if (r_ambient.value >= (1.0f/64.0f))
2815 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);
2818 if (t->currentskinframe->glow != NULL)
2819 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);
2820 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2822 // if this is opaque use alpha blend which will darken the earlier
2825 // if this is an alpha blended material, all the earlier passes
2826 // were darkened by fog already, so we only need to add the fog
2827 // color ontop through the fog mask texture
2829 // if this is an additive blended material, all the earlier passes
2830 // were darkened by fog already, and we should not add fog color
2831 // (because the background was not darkened, there is no fog color
2832 // that was lost behind it).
2833 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);
2840 void R_UpdateAllTextureInfo(entity_render_t *ent)
2844 for (i = 0;i < ent->model->num_textures;i++)
2845 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2848 int rsurface_array_size = 0;
2849 float *rsurface_array_modelvertex3f = NULL;
2850 float *rsurface_array_modelsvector3f = NULL;
2851 float *rsurface_array_modeltvector3f = NULL;
2852 float *rsurface_array_modelnormal3f = NULL;
2853 float *rsurface_array_deformedvertex3f = NULL;
2854 float *rsurface_array_deformedsvector3f = NULL;
2855 float *rsurface_array_deformedtvector3f = NULL;
2856 float *rsurface_array_deformednormal3f = NULL;
2857 float *rsurface_array_color4f = NULL;
2858 float *rsurface_array_texcoord3f = NULL;
2860 void R_Mesh_ResizeArrays(int newvertices)
2863 if (rsurface_array_size >= newvertices)
2865 if (rsurface_array_modelvertex3f)
2866 Mem_Free(rsurface_array_modelvertex3f);
2867 rsurface_array_size = (newvertices + 1023) & ~1023;
2868 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2869 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2870 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2871 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2872 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2873 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2874 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2875 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2876 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2877 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2878 rsurface_array_color4f = base + rsurface_array_size * 27;
2881 float *rsurface_modelvertex3f;
2882 float *rsurface_modelsvector3f;
2883 float *rsurface_modeltvector3f;
2884 float *rsurface_modelnormal3f;
2885 float *rsurface_vertex3f;
2886 float *rsurface_svector3f;
2887 float *rsurface_tvector3f;
2888 float *rsurface_normal3f;
2889 float *rsurface_lightmapcolor4f;
2890 vec3_t rsurface_modelorg;
2891 qboolean rsurface_generatedvertex;
2892 const entity_render_t *rsurface_entity;
2893 const model_t *rsurface_model;
2894 texture_t *rsurface_texture;
2895 qboolean rsurface_uselightmaptexture;
2896 rsurfmode_t rsurface_mode;
2897 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
2899 void RSurf_CleanUp(void)
2902 if (rsurface_mode == RSURFMODE_GLSL)
2904 qglUseProgramObjectARB(0);CHECKGLERROR
2906 GL_AlphaTest(false);
2907 rsurface_mode = RSURFMODE_NONE;
2908 rsurface_uselightmaptexture = false;
2909 rsurface_texture = NULL;
2912 void RSurf_ActiveWorldEntity(void)
2915 rsurface_entity = r_refdef.worldentity;
2916 rsurface_model = r_refdef.worldmodel;
2917 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2918 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2919 R_Mesh_Matrix(&identitymatrix);
2920 VectorCopy(r_view.origin, rsurface_modelorg);
2921 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2922 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2923 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2924 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2925 rsurface_generatedvertex = false;
2926 rsurface_vertex3f = rsurface_modelvertex3f;
2927 rsurface_svector3f = rsurface_modelsvector3f;
2928 rsurface_tvector3f = rsurface_modeltvector3f;
2929 rsurface_normal3f = rsurface_modelnormal3f;
2932 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2935 rsurface_entity = ent;
2936 rsurface_model = ent->model;
2937 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2938 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2939 R_Mesh_Matrix(&ent->matrix);
2940 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2941 if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
2945 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2946 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2947 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2948 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2949 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2951 else if (wantnormals)
2953 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2954 rsurface_modelsvector3f = NULL;
2955 rsurface_modeltvector3f = NULL;
2956 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2957 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2961 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2962 rsurface_modelsvector3f = NULL;
2963 rsurface_modeltvector3f = NULL;
2964 rsurface_modelnormal3f = NULL;
2965 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2967 rsurface_generatedvertex = true;
2971 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2972 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2973 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2974 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2975 rsurface_generatedvertex = false;
2977 rsurface_vertex3f = rsurface_modelvertex3f;
2978 rsurface_svector3f = rsurface_modelsvector3f;
2979 rsurface_tvector3f = rsurface_modeltvector3f;
2980 rsurface_normal3f = rsurface_modelnormal3f;
2983 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2985 // 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
2986 if (rsurface_generatedvertex)
2988 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2989 generatetangents = true;
2990 if (generatetangents)
2991 generatenormals = true;
2992 if (generatenormals && !rsurface_modelnormal3f)
2994 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2995 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);
2997 if (generatetangents && !rsurface_modelsvector3f)
2999 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3000 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3001 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);
3004 // 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)
3005 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3007 int texturesurfaceindex;
3008 float center[3], forward[3], right[3], up[3], v[4][3];
3009 matrix4x4_t matrix1, imatrix1;
3010 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3011 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3012 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3013 // make deformed versions of only the model vertices used by the specified surfaces
3014 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3017 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3018 // a single autosprite surface can contain multiple sprites...
3019 for (j = 0;j < surface->num_vertices - 3;j += 4)
3021 VectorClear(center);
3022 for (i = 0;i < 4;i++)
3023 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3024 VectorScale(center, 0.25f, center);
3025 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3027 forward[0] = rsurface_modelorg[0] - center[0];
3028 forward[1] = rsurface_modelorg[1] - center[1];
3030 VectorNormalize(forward);
3031 right[0] = forward[1];
3032 right[1] = -forward[0];
3034 VectorSet(up, 0, 0, 1);
3036 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3037 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);
3038 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3039 for (i = 0;i < 4;i++)
3040 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3041 for (i = 0;i < 4;i++)
3042 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3044 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);
3045 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);
3047 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3048 rsurface_svector3f = rsurface_array_deformedsvector3f;
3049 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3050 rsurface_normal3f = rsurface_array_deformednormal3f;
3054 rsurface_vertex3f = rsurface_modelvertex3f;
3055 rsurface_svector3f = rsurface_modelsvector3f;
3056 rsurface_tvector3f = rsurface_modeltvector3f;
3057 rsurface_normal3f = rsurface_modelnormal3f;
3059 R_Mesh_VertexPointer(rsurface_vertex3f);
3062 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3065 const msurface_t *surface = texturesurfacelist[0];
3066 const msurface_t *surface2;
3071 // TODO: lock all array ranges before render, rather than on each surface
3072 if (texturenumsurfaces == 1)
3074 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3075 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3077 else if (r_batchmode.integer == 2)
3079 #define MAXBATCHTRIANGLES 4096
3080 int batchtriangles = 0;
3081 int batchelements[MAXBATCHTRIANGLES*3];
3082 for (i = 0;i < texturenumsurfaces;i = j)
3084 surface = texturesurfacelist[i];
3086 if (surface->num_triangles > MAXBATCHTRIANGLES)
3088 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3091 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3092 batchtriangles = surface->num_triangles;
3093 firstvertex = surface->num_firstvertex;
3094 endvertex = surface->num_firstvertex + surface->num_vertices;
3095 for (;j < texturenumsurfaces;j++)
3097 surface2 = texturesurfacelist[j];
3098 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3100 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3101 batchtriangles += surface2->num_triangles;
3102 firstvertex = min(firstvertex, surface2->num_firstvertex);
3103 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3105 surface2 = texturesurfacelist[j-1];
3106 numvertices = endvertex - firstvertex;
3107 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3110 else if (r_batchmode.integer == 1)
3112 for (i = 0;i < texturenumsurfaces;i = j)
3114 surface = texturesurfacelist[i];
3115 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3116 if (texturesurfacelist[j] != surface2)
3118 surface2 = texturesurfacelist[j-1];
3119 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3120 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3121 GL_LockArrays(surface->num_firstvertex, numvertices);
3122 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3127 for (i = 0;i < texturenumsurfaces;i++)
3129 surface = texturesurfacelist[i];
3130 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3131 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3136 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3140 const msurface_t *surface = texturesurfacelist[0];
3141 const msurface_t *surface2;
3146 // TODO: lock all array ranges before render, rather than on each surface
3147 if (texturenumsurfaces == 1)
3149 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3150 if (deluxemaptexunit >= 0)
3151 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3152 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3153 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3155 else if (r_batchmode.integer == 2)
3157 #define MAXBATCHTRIANGLES 4096
3158 int batchtriangles = 0;
3159 int batchelements[MAXBATCHTRIANGLES*3];
3160 for (i = 0;i < texturenumsurfaces;i = j)
3162 surface = texturesurfacelist[i];
3163 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3164 if (deluxemaptexunit >= 0)
3165 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3167 if (surface->num_triangles > MAXBATCHTRIANGLES)
3169 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3172 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3173 batchtriangles = surface->num_triangles;
3174 firstvertex = surface->num_firstvertex;
3175 endvertex = surface->num_firstvertex + surface->num_vertices;
3176 for (;j < texturenumsurfaces;j++)
3178 surface2 = texturesurfacelist[j];
3179 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3181 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3182 batchtriangles += surface2->num_triangles;
3183 firstvertex = min(firstvertex, surface2->num_firstvertex);
3184 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3186 surface2 = texturesurfacelist[j-1];
3187 numvertices = endvertex - firstvertex;
3188 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3191 else if (r_batchmode.integer == 1)
3194 Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
3195 for (i = 0;i < texturenumsurfaces;i = j)
3197 surface = texturesurfacelist[i];
3198 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3199 if (texturesurfacelist[j] != surface2)
3201 Con_Printf(" %i", j - i);
3204 Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
3206 for (i = 0;i < texturenumsurfaces;i = j)
3208 surface = texturesurfacelist[i];
3209 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3210 if (deluxemaptexunit >= 0)
3211 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3212 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3213 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3216 Con_Printf(" %i", j - i);
3218 surface2 = texturesurfacelist[j-1];
3219 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3220 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3221 GL_LockArrays(surface->num_firstvertex, numvertices);
3222 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3230 for (i = 0;i < texturenumsurfaces;i++)
3232 surface = texturesurfacelist[i];
3233 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3234 if (deluxemaptexunit >= 0)
3235 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3236 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3237 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3242 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3245 int texturesurfaceindex;
3246 if (r_showsurfaces.integer == 2)
3248 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3250 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3251 for (j = 0;j < surface->num_triangles;j++)
3253 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3254 GL_Color(f, f, f, 1);
3255 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
3261 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3263 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3264 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3265 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);
3266 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3267 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3272 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3274 int texturesurfaceindex;
3278 if (rsurface_lightmapcolor4f)
3280 // generate color arrays for the surfaces in this list
3281 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3283 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3284 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)
3286 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3296 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3298 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3299 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)
3301 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3309 rsurface_lightmapcolor4f = rsurface_array_color4f;
3312 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3314 int texturesurfaceindex;
3317 if (!rsurface_lightmapcolor4f)
3319 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3321 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3322 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)
3330 rsurface_lightmapcolor4f = rsurface_array_color4f;
3333 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3336 rsurface_lightmapcolor4f = NULL;
3337 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3338 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3339 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3340 GL_Color(r, g, b, a);
3341 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3344 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3346 // TODO: optimize applyfog && applycolor case
3347 // just apply fog if necessary, and tint the fog color array if necessary
3348 rsurface_lightmapcolor4f = NULL;
3349 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3350 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3351 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3352 GL_Color(r, g, b, a);
3353 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3356 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3358 int texturesurfaceindex;
3362 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3364 // generate color arrays for the surfaces in this list
3365 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3367 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3368 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3370 if (surface->lightmapinfo->samples)
3372 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3373 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3374 VectorScale(lm, scale, c);
3375 if (surface->lightmapinfo->styles[1] != 255)
3377 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3379 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3380 VectorMA(c, scale, lm, c);
3381 if (surface->lightmapinfo->styles[2] != 255)
3384 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3385 VectorMA(c, scale, lm, c);
3386 if (surface->lightmapinfo->styles[3] != 255)
3389 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3390 VectorMA(c, scale, lm, c);
3400 rsurface_lightmapcolor4f = rsurface_array_color4f;
3403 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3404 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3405 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3406 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3407 GL_Color(r, g, b, a);
3408 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3411 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3413 int texturesurfaceindex;
3417 vec3_t ambientcolor;
3418 vec3_t diffusecolor;
3422 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3423 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3424 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3425 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3426 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3427 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3428 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3429 if (VectorLength2(diffusecolor) > 0)
3431 // generate color arrays for the surfaces in this list
3432 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3434 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3435 int numverts = surface->num_vertices;
3436 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3437 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3438 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3439 // q3-style directional shading
3440 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3442 if ((f = DotProduct(c2, lightdir)) > 0)
3443 VectorMA(ambientcolor, f, diffusecolor, c);
3445 VectorCopy(ambientcolor, c);
3454 rsurface_lightmapcolor4f = rsurface_array_color4f;
3458 r = ambientcolor[0];
3459 g = ambientcolor[1];
3460 b = ambientcolor[2];
3461 rsurface_lightmapcolor4f = NULL;
3463 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3464 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3465 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3466 GL_Color(r, g, b, a);
3467 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3470 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3472 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3473 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3474 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3476 rsurface_mode = RSURFMODE_SHOWSURFACES;
3478 GL_BlendFunc(GL_ONE, GL_ZERO);
3479 R_Mesh_ColorPointer(NULL);
3480 R_Mesh_ResetTextureState();
3482 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3483 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3486 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3488 // transparent sky would be ridiculous
3489 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3491 if (rsurface_mode != RSURFMODE_SKY)
3493 if (rsurface_mode == RSURFMODE_GLSL)
3495 qglUseProgramObjectARB(0);CHECKGLERROR
3497 rsurface_mode = RSURFMODE_SKY;
3501 skyrendernow = false;
3503 // restore entity matrix
3504 R_Mesh_Matrix(&rsurface_entity->matrix);
3506 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3507 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3509 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3510 // skymasking on them, and Quake3 never did sky masking (unlike
3511 // software Quake and software Quake2), so disable the sky masking
3512 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3513 // and skymasking also looks very bad when noclipping outside the
3514 // level, so don't use it then either.
3515 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3517 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3518 R_Mesh_ColorPointer(NULL);
3519 R_Mesh_ResetTextureState();
3520 if (skyrendermasked)
3522 // depth-only (masking)
3523 GL_ColorMask(0,0,0,0);
3524 // just to make sure that braindead drivers don't draw
3525 // anything despite that colormask...
3526 GL_BlendFunc(GL_ZERO, GL_ONE);
3531 GL_BlendFunc(GL_ONE, GL_ZERO);
3533 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3534 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3535 if (skyrendermasked)
3536 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3540 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3542 if (rsurface_mode != RSURFMODE_GLSL)
3544 rsurface_mode = RSURFMODE_GLSL;
3545 R_Mesh_ResetTextureState();
3548 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
3549 if (!r_glsl_permutation)
3552 if (rsurface_lightmode == 2)
3553 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3555 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3556 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3557 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3558 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3559 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3560 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3562 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3564 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3565 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3566 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3567 R_Mesh_ColorPointer(NULL);
3569 else if (rsurface_uselightmaptexture)
3571 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
3572 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3573 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3574 R_Mesh_ColorPointer(NULL);
3578 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3579 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3580 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3581 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3584 if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3585 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
3587 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3588 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3593 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3595 // OpenGL 1.3 path - anything not completely ancient
3596 int texturesurfaceindex;
3597 qboolean applycolor;
3601 const texturelayer_t *layer;
3602 if (rsurface_mode != RSURFMODE_MULTIPASS)
3603 rsurface_mode = RSURFMODE_MULTIPASS;
3604 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3605 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3608 int layertexrgbscale;
3609 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3611 if (layerindex == 0)
3615 GL_AlphaTest(false);
3616 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3619 GL_DepthMask(layer->depthmask);
3620 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3621 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3623 layertexrgbscale = 4;
3624 VectorScale(layer->color, 0.25f, layercolor);
3626 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3628 layertexrgbscale = 2;
3629 VectorScale(layer->color, 0.5f, layercolor);
3633 layertexrgbscale = 1;
3634 VectorScale(layer->color, 1.0f, layercolor);
3636 layercolor[3] = layer->color[3];
3637 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3638 R_Mesh_ColorPointer(NULL);
3639 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3640 switch (layer->type)
3642 case TEXTURELAYERTYPE_LITTEXTURE:
3643 memset(&m, 0, sizeof(m));
3644 m.tex[0] = R_GetTexture(r_texture_white);
3645 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3646 m.tex[1] = R_GetTexture(layer->texture);
3647 m.texmatrix[1] = layer->texmatrix;
3648 m.texrgbscale[1] = layertexrgbscale;
3649 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3650 R_Mesh_TextureState(&m);
3651 if (rsurface_lightmode == 2)
3652 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3653 else if (rsurface_uselightmaptexture)
3654 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3656 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3658 case TEXTURELAYERTYPE_TEXTURE:
3659 memset(&m, 0, sizeof(m));
3660 m.tex[0] = R_GetTexture(layer->texture);
3661 m.texmatrix[0] = layer->texmatrix;
3662 m.texrgbscale[0] = layertexrgbscale;
3663 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3664 R_Mesh_TextureState(&m);
3665 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3667 case TEXTURELAYERTYPE_FOG:
3668 memset(&m, 0, sizeof(m));
3669 m.texrgbscale[0] = layertexrgbscale;
3672 m.tex[0] = R_GetTexture(layer->texture);
3673 m.texmatrix[0] = layer->texmatrix;
3674 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3676 R_Mesh_TextureState(&m);
3677 // generate a color array for the fog pass
3678 R_Mesh_ColorPointer(rsurface_array_color4f);
3679 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3683 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3684 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)
3686 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3687 c[0] = layercolor[0];
3688 c[1] = layercolor[1];
3689 c[2] = layercolor[2];
3690 c[3] = f * layercolor[3];
3693 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3696 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3698 GL_LockArrays(0, 0);
3701 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3703 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3704 GL_AlphaTest(false);
3708 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3710 // OpenGL 1.1 - crusty old voodoo path
3711 int texturesurfaceindex;
3715 const texturelayer_t *layer;
3716 if (rsurface_mode != RSURFMODE_MULTIPASS)
3717 rsurface_mode = RSURFMODE_MULTIPASS;
3718 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3719 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3721 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3723 if (layerindex == 0)
3727 GL_AlphaTest(false);
3728 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3731 GL_DepthMask(layer->depthmask);
3732 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3733 R_Mesh_ColorPointer(NULL);
3734 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3735 switch (layer->type)
3737 case TEXTURELAYERTYPE_LITTEXTURE:
3738 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3740 // two-pass lit texture with 2x rgbscale
3741 // first the lightmap pass
3742 memset(&m, 0, sizeof(m));
3743 m.tex[0] = R_GetTexture(r_texture_white);
3744 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3745 R_Mesh_TextureState(&m);
3746 if (rsurface_lightmode == 2)
3747 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3748 else if (rsurface_uselightmaptexture)
3749 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3751 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3752 GL_LockArrays(0, 0);
3753 // then apply the texture to it
3754 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3755 memset(&m, 0, sizeof(m));
3756 m.tex[0] = R_GetTexture(layer->texture);
3757 m.texmatrix[0] = layer->texmatrix;
3758 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3759 R_Mesh_TextureState(&m);
3760 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);
3764 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3765 memset(&m, 0, sizeof(m));
3766 m.tex[0] = R_GetTexture(layer->texture);
3767 m.texmatrix[0] = layer->texmatrix;
3768 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3769 R_Mesh_TextureState(&m);
3770 if (rsurface_lightmode == 2)
3771 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);
3773 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);
3776 case TEXTURELAYERTYPE_TEXTURE:
3777 // singletexture unlit texture with transparency support
3778 memset(&m, 0, sizeof(m));
3779 m.tex[0] = R_GetTexture(layer->texture);
3780 m.texmatrix[0] = layer->texmatrix;
3781 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3782 R_Mesh_TextureState(&m);
3783 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);
3785 case TEXTURELAYERTYPE_FOG:
3786 // singletexture fogging
3787 R_Mesh_ColorPointer(rsurface_array_color4f);
3790 memset(&m, 0, sizeof(m));
3791 m.tex[0] = R_GetTexture(layer->texture);
3792 m.texmatrix[0] = layer->texmatrix;
3793 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3794 R_Mesh_TextureState(&m);
3797 R_Mesh_ResetTextureState();
3798 // generate a color array for the fog pass
3799 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3803 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3804 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)
3806 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3807 c[0] = layer->color[0];
3808 c[1] = layer->color[1];
3809 c[2] = layer->color[2];
3810 c[3] = f * layer->color[3];
3813 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3816 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3818 GL_LockArrays(0, 0);
3821 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3823 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3824 GL_AlphaTest(false);
3828 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3830 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3832 r_shadow_rtlight = NULL;
3833 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3835 if (r_showsurfaces.integer)
3836 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3837 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3838 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3839 else if (rsurface_texture->currentnumlayers)
3841 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3842 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3843 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3844 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3845 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3846 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3847 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3848 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3849 if (r_glsl.integer && gl_support_fragment_shader)
3850 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3851 else if (gl_combine.integer && r_textureunits.integer >= 2)
3852 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3854 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3857 GL_LockArrays(0, 0);
3860 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3863 int texturenumsurfaces, endsurface;
3865 msurface_t *surface;
3866 msurface_t *texturesurfacelist[1024];
3868 // if the model is static it doesn't matter what value we give for
3869 // wantnormals and wanttangents, so this logic uses only rules applicable
3870 // to a model, knowing that they are meaningless otherwise
3871 if (ent == r_refdef.worldentity)
3872 RSurf_ActiveWorldEntity();
3873 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3874 RSurf_ActiveModelEntity(ent, false, false);
3876 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3878 for (i = 0;i < numsurfaces;i = j)
3881 surface = rsurface_model->data_surfaces + surfacelist[i];
3882 texture = surface->texture;
3883 R_UpdateTextureInfo(ent, texture);
3884 rsurface_texture = texture->currentframe;
3885 rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
3886 // scan ahead until we find a different texture
3887 endsurface = min(i + 1024, numsurfaces);
3888 texturenumsurfaces = 0;
3889 texturesurfacelist[texturenumsurfaces++] = surface;
3890 for (;j < endsurface;j++)
3892 surface = rsurface_model->data_surfaces + surfacelist[j];
3893 if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
3895 texturesurfacelist[texturenumsurfaces++] = surface;
3897 // render the range of surfaces
3898 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3904 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
3907 vec3_t tempcenter, center;
3909 // break the surface list down into batches by texture and use of lightmapping
3910 for (i = 0;i < numsurfaces;i = j)
3913 // texture is the base texture pointer, rsurface_texture is the
3914 // current frame/skin the texture is directing us to use (for example
3915 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
3916 // use skin 1 instead)
3917 texture = surfacelist[i]->texture;
3918 rsurface_texture = texture->currentframe;
3919 rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
3920 if (!(rsurface_texture->currentmaterialflags & flagsmask))
3922 // if this texture is not the kind we want, skip ahead to the next one
3923 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
3927 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3929 // transparent surfaces get pushed off into the transparent queue
3930 const msurface_t *surface = surfacelist[i];
3931 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3932 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3933 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3934 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3935 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);
3939 // simply scan ahead until we find a different texture or lightmap state
3940 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
3942 // render the range of surfaces
3943 R_DrawTextureSurfaceList(j - i, surfacelist + i);
3948 float locboxvertex3f[6*4*3] =
3950 1,0,1, 1,0,0, 1,1,0, 1,1,1,
3951 0,1,1, 0,1,0, 0,0,0, 0,0,1,
3952 1,1,1, 1,1,0, 0,1,0, 0,1,1,
3953 0,0,1, 0,0,0, 1,0,0, 1,0,1,
3954 0,0,1, 1,0,1, 1,1,1, 0,1,1,
3955 1,0,0, 0,0,0, 0,1,0, 1,1,0
3958 int locboxelement3i[6*2*3] =
3968 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3971 cl_locnode_t *loc = (cl_locnode_t *)ent;
3973 float vertex3f[6*4*3];
3975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3976 GL_DepthMask(false);
3978 GL_CullFace(GL_NONE);
3979 R_Mesh_Matrix(&identitymatrix);
3981 R_Mesh_VertexPointer(vertex3f);
3982 R_Mesh_ColorPointer(NULL);
3983 R_Mesh_ResetTextureState();
3986 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
3987 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
3988 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
3989 surfacelist[0] < 0 ? 0.5f : 0.125f);
3991 if (VectorCompare(loc->mins, loc->maxs))
3993 VectorSet(size, 2, 2, 2);
3994 VectorMA(loc->mins, -0.5f, size, mins);
3998 VectorCopy(loc->mins, mins);
3999 VectorSubtract(loc->maxs, loc->mins, size);
4002 for (i = 0;i < 6*4*3;)
4003 for (j = 0;j < 3;j++, i++)
4004 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4006 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i);
4009 void R_DrawLocs(void)
4012 cl_locnode_t *loc, *nearestloc;
4014 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4015 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4017 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4018 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4022 void R_DrawCollisionBrushes(entity_render_t *ent)
4026 msurface_t *surface;
4027 model_t *model = ent->model;
4028 if (!model->brush.num_brushes)
4031 R_Mesh_ColorPointer(NULL);
4032 R_Mesh_ResetTextureState();
4033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4034 GL_DepthMask(false);
4035 GL_DepthTest(!r_showdisabledepthtest.integer);
4036 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4037 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4038 if (brush->colbrushf && brush->colbrushf->numtriangles)
4039 R_DrawCollisionBrush(brush->colbrushf);
4040 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4041 if (surface->num_collisiontriangles)
4042 R_DrawCollisionSurface(ent, surface);
4043 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4046 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4049 const int *elements;
4050 msurface_t *surface;
4051 model_t *model = ent->model;
4054 GL_DepthTest(!r_showdisabledepthtest.integer);
4056 GL_BlendFunc(GL_ONE, GL_ZERO);
4057 R_Mesh_ColorPointer(NULL);
4058 R_Mesh_ResetTextureState();
4059 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4061 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4063 rsurface_texture = surface->texture->currentframe;
4064 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4066 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4069 if (!rsurface_texture->currentlayers->depthmask)
4070 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4071 else if (ent == r_refdef.worldentity)
4072 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4074 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4075 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4078 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4080 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
4081 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
4082 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
4089 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4091 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4093 VectorCopy(rsurface_vertex3f + l * 3, v);
4094 qglVertex3f(v[0], v[1], v[2]);
4095 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4096 qglVertex3f(v[0], v[1], v[2]);
4100 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4102 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4104 VectorCopy(rsurface_vertex3f + l * 3, v);
4105 qglVertex3f(v[0], v[1], v[2]);
4106 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4107 qglVertex3f(v[0], v[1], v[2]);
4111 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4113 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4115 VectorCopy(rsurface_vertex3f + l * 3, v);
4116 qglVertex3f(v[0], v[1], v[2]);
4117 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4118 qglVertex3f(v[0], v[1], v[2]);
4125 rsurface_texture = NULL;
4128 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4129 void R_DrawWorldSurfaces(qboolean skysurfaces)
4131 int i, j, endj, f, flagsmask;
4132 int counttriangles = 0;
4133 msurface_t *surface, **surfacechain;
4135 model_t *model = r_refdef.worldmodel;
4136 const int maxsurfacelist = 1024;
4137 int numsurfacelist = 0;
4138 msurface_t *surfacelist[1024];
4142 RSurf_ActiveWorldEntity();
4144 // update light styles
4145 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4147 for (i = 0;i < model->brushq1.light_styles;i++)
4149 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4151 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4152 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4153 for (;(surface = *surfacechain);surfacechain++)
4154 surface->cached_dlight = true;
4159 R_UpdateAllTextureInfo(r_refdef.worldentity);
4160 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4163 rsurface_uselightmaptexture = false;
4164 rsurface_texture = NULL;
4166 j = model->firstmodelsurface;
4167 endj = j + model->nummodelsurfaces;
4170 // quickly skip over non-visible surfaces
4171 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4173 // quickly iterate over visible surfaces
4174 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4176 // process this surface
4177 surface = model->data_surfaces + j;
4178 // if this surface fits the criteria, add it to the list
4179 if (surface->num_triangles)
4181 // if lightmap parameters changed, rebuild lightmap texture
4182 if (surface->cached_dlight)
4183 R_BuildLightMap(r_refdef.worldentity, surface);
4184 // add face to draw list
4185 surfacelist[numsurfacelist++] = surface;
4186 counttriangles += surface->num_triangles;
4187 if (numsurfacelist >= maxsurfacelist)
4189 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4196 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4197 r_refdef.stats.entities_triangles += counttriangles;
4200 if (r_showcollisionbrushes.integer && !skysurfaces)
4201 R_DrawCollisionBrushes(r_refdef.worldentity);
4203 if (r_showtris.integer || r_shownormals.integer)
4204 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4207 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
4209 int i, f, flagsmask;
4210 int counttriangles = 0;
4211 msurface_t *surface, *endsurface, **surfacechain;
4213 model_t *model = ent->model;
4214 const int maxsurfacelist = 1024;
4215 int numsurfacelist = 0;
4216 msurface_t *surfacelist[1024];
4220 // if the model is static it doesn't matter what value we give for
4221 // wantnormals and wanttangents, so this logic uses only rules applicable
4222 // to a model, knowing that they are meaningless otherwise
4223 if (ent == r_refdef.worldentity)
4224 RSurf_ActiveWorldEntity();
4225 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4226 RSurf_ActiveModelEntity(ent, false, false);
4228 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4230 // update light styles
4231 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4233 for (i = 0;i < model->brushq1.light_styles;i++)
4235 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4237 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4238 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4239 for (;(surface = *surfacechain);surfacechain++)
4240 surface->cached_dlight = true;
4245 R_UpdateAllTextureInfo(ent);
4246 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4249 rsurface_uselightmaptexture = false;
4250 rsurface_texture = NULL;
4252 surface = model->data_surfaces + model->firstmodelsurface;
4253 endsurface = surface + model->nummodelsurfaces;
4254 for (;surface < endsurface;surface++)
4256 // if this surface fits the criteria, add it to the list
4257 if (surface->num_triangles)
4259 // if lightmap parameters changed, rebuild lightmap texture
4260 if (surface->cached_dlight)
4261 R_BuildLightMap(ent, surface);
4262 // add face to draw list
4263 surfacelist[numsurfacelist++] = surface;
4264 counttriangles += surface->num_triangles;
4265 if (numsurfacelist >= maxsurfacelist)
4267 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4273 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4274 r_refdef.stats.entities_triangles += counttriangles;
4277 if (r_showcollisionbrushes.integer && !skysurfaces)
4278 R_DrawCollisionBrushes(ent);
4280 if (r_showtris.integer || r_shownormals.integer)
4281 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);