2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 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)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
854 "#ifdef USEDIFFUSE\n"
855 " // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "# ifdef USESPECULAR\n"
859 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
862 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "# ifdef USESPECULAR\n"
864 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
874 " // calculate surface normal, light normal, and specular normal\n"
875 " // compute color intensity for the two textures (colormap and glossmap)\n"
876 " // scale by light color and attenuation as efficiently as possible\n"
877 " // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 " // get the light normal\n"
880 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# ifdef USESPECULAR\n"
883 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
885 " // calculate directional shading\n"
886 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
888 "# ifdef USEDIFFUSE\n"
889 " // calculate directional shading\n"
890 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
892 " // calculate directionless shading\n"
893 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
897 "# ifdef USECUBEFILTER\n"
898 " // apply light cubemap filter\n"
899 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
902 "#endif // MODE_LIGHTSOURCE\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 " // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 " // get the light normal\n"
911 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
913 "# ifdef USESPECULAR\n"
914 " // calculate directional shading\n"
915 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
919 "# ifdef USEDIFFUSE\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 " color.rgb *= AmbientColor;\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
935 " // get the light normal\n"
936 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 " // calculate directional shading\n"
939 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
964 " // apply lightmap color\n"
965 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
996 " color *= TintColor;\n"
999 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1006 " color.rgb *= SceneBrightness;\n"
1008 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1010 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1013 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1014 "#ifdef USEREFLECTION\n"
1015 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1021 " gl_FragColor = vec4(color);\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1026 "#endif // FRAGMENT_SHADER\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1033 typedef struct shaderpermutationinfo_s
1035 const char *pretext;
1038 shaderpermutationinfo_t;
1040 typedef struct shadermodeinfo_s
1042 const char *vertexfilename;
1043 const char *geometryfilename;
1044 const char *fragmentfilename;
1045 const char *pretext;
1050 typedef enum shaderpermutation_e
1052 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1068 shaderpermutation_t;
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1073 {"#define USEDIFFUSE\n", " diffuse"},
1074 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075 {"#define USECOLORMAPPING\n", " colormapping"},
1076 {"#define USECONTRASTBOOST\n", " contrastboost"},
1077 {"#define USEFOG\n", " fog"},
1078 {"#define USECUBEFILTER\n", " cubefilter"},
1079 {"#define USEGLOW\n", " glow"},
1080 {"#define USESPECULAR\n", " specular"},
1081 {"#define USEREFLECTION\n", " reflection"},
1082 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084 {"#define USEGAMMARAMPS\n", " gammaramps"},
1085 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1091 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1124 typedef struct r_glsl_permutation_s
1126 // indicates if we have tried compiling this permutation already
1128 // 0 if compilation failed
1130 // locations of detected uniforms in program object, or -1 if not found
1131 int loc_Texture_First;
1132 int loc_Texture_Second;
1133 int loc_Texture_GammaRamps;
1134 int loc_Texture_Normal;
1135 int loc_Texture_Color;
1136 int loc_Texture_Gloss;
1137 int loc_Texture_Glow;
1138 int loc_Texture_SecondaryNormal;
1139 int loc_Texture_SecondaryColor;
1140 int loc_Texture_SecondaryGloss;
1141 int loc_Texture_SecondaryGlow;
1142 int loc_Texture_Pants;
1143 int loc_Texture_Shirt;
1144 int loc_Texture_FogMask;
1145 int loc_Texture_Lightmap;
1146 int loc_Texture_Deluxemap;
1147 int loc_Texture_Attenuation;
1148 int loc_Texture_Cube;
1149 int loc_Texture_Refraction;
1150 int loc_Texture_Reflection;
1152 int loc_LightPosition;
1153 int loc_EyePosition;
1154 int loc_Color_Pants;
1155 int loc_Color_Shirt;
1156 int loc_FogRangeRecip;
1157 int loc_AmbientScale;
1158 int loc_DiffuseScale;
1159 int loc_SpecularScale;
1160 int loc_SpecularPower;
1162 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163 int loc_OffsetMapping_Scale;
1165 int loc_AmbientColor;
1166 int loc_DiffuseColor;
1167 int loc_SpecularColor;
1169 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170 int loc_GammaCoeff; // 1 / gamma
1171 int loc_DistortScaleRefractReflect;
1172 int loc_ScreenScaleRefractReflect;
1173 int loc_ScreenCenterRefractReflect;
1174 int loc_RefractColor;
1175 int loc_ReflectColor;
1176 int loc_ReflectFactor;
1177 int loc_ReflectOffset;
1185 r_glsl_permutation_t;
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1195 if (!filename || !filename[0])
1197 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1200 if (printfromdisknotice)
1201 Con_DPrint("from disk... ");
1202 return shaderstring;
1204 else if (!strcmp(filename, "glsl/default.glsl"))
1206 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1209 return shaderstring;
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1215 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217 int vertstrings_count = 0;
1218 int geomstrings_count = 0;
1219 int fragstrings_count = 0;
1220 char *vertexstring, *geometrystring, *fragmentstring;
1221 const char *vertstrings_list[32+3];
1222 const char *geomstrings_list[32+3];
1223 const char *fragstrings_list[32+3];
1224 char permutationname[256];
1231 permutationname[0] = 0;
1232 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1236 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1238 // the first pretext is which type of shader to compile as
1239 // (later these will all be bound together as a program object)
1240 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1244 // the second pretext is the mode (for example a light source)
1245 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1250 // now add all the permutation pretexts
1251 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1253 if (permutation & (1<<i))
1255 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1262 // keep line numbers correct
1263 vertstrings_list[vertstrings_count++] = "\n";
1264 geomstrings_list[geomstrings_count++] = "\n";
1265 fragstrings_list[fragstrings_count++] = "\n";
1269 // now append the shader text itself
1270 vertstrings_list[vertstrings_count++] = vertexstring;
1271 geomstrings_list[geomstrings_count++] = geometrystring;
1272 fragstrings_list[fragstrings_count++] = fragmentstring;
1274 // if any sources were NULL, clear the respective list
1276 vertstrings_count = 0;
1277 if (!geometrystring)
1278 geomstrings_count = 0;
1279 if (!fragmentstring)
1280 fragstrings_count = 0;
1282 // compile the shader program
1283 if (vertstrings_count + geomstrings_count + fragstrings_count)
1284 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1288 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289 // look up all the uniform variable names we care about, so we don't
1290 // have to look them up every time we set them
1291 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1292 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1293 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1296 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1312 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1313 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1314 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1315 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1318 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1320 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1321 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1322 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1325 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1326 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1328 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1329 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1334 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1335 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1339 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1340 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1341 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1342 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1343 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1344 // initialize the samplers to refer to the texture units we use
1345 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1346 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1347 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1348 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1349 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1350 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1351 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1352 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1356 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1357 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1358 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1359 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1360 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1361 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1362 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1363 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1364 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1366 if (developer.integer)
1367 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1370 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1374 Mem_Free(vertexstring);
1376 Mem_Free(geometrystring);
1378 Mem_Free(fragmentstring);
1381 void R_GLSL_Restart_f(void)
1384 shaderpermutation_t permutation;
1385 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387 if (r_glsl_permutations[mode][permutation].program)
1388 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1392 void R_GLSL_DumpShader_f(void)
1396 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1399 Con_Printf("failed to write to glsl/default.glsl\n");
1403 FS_Print(file, "// The engine may define the following macros:\n");
1404 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405 for (i = 0;i < SHADERMODE_COUNT;i++)
1406 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409 FS_Print(file, "\n");
1410 FS_Print(file, builtinshaderstring);
1413 Con_Printf("glsl/default.glsl written\n");
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1418 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419 if (r_glsl_permutation != perm)
1421 r_glsl_permutation = perm;
1422 if (!r_glsl_permutation->program)
1424 if (!r_glsl_permutation->compiled)
1425 R_GLSL_CompilePermutation(mode, permutation);
1426 if (!r_glsl_permutation->program)
1428 // remove features until we find a valid permutation
1430 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 // reduce i more quickly whenever it would not remove any bits
1433 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434 if (!(permutation & j))
1437 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438 if (!r_glsl_permutation->compiled)
1439 R_GLSL_CompilePermutation(mode, permutation);
1440 if (r_glsl_permutation->program)
1443 if (i >= SHADERPERMUTATION_COUNT)
1445 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1446 Cvar_SetValueQuick(&r_glsl, 0);
1447 R_GLSL_Restart_f(); // unload shaders
1448 return; // no bit left to clear
1453 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1457 void R_SetupGenericShader(qboolean usetexture)
1459 if (gl_support_fragment_shader)
1461 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463 else if (r_glsl_permutation)
1465 r_glsl_permutation = NULL;
1466 qglUseProgramObjectARB(0);CHECKGLERROR
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1473 if (gl_support_fragment_shader)
1475 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477 else if (r_glsl_permutation)
1479 r_glsl_permutation = NULL;
1480 qglUseProgramObjectARB(0);CHECKGLERROR
1483 if (!r_glsl_permutation)
1485 if (texturemode == GL_DECAL && gl_combine.integer)
1486 texturemode = GL_INTERPOLATE_ARB;
1487 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1491 void R_SetupDepthOrShadowShader(void)
1493 if (gl_support_fragment_shader)
1495 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497 else if (r_glsl_permutation)
1499 r_glsl_permutation = NULL;
1500 qglUseProgramObjectARB(0);CHECKGLERROR
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1510 // select a permutation of the lighting shader appropriate to this
1511 // combination of texture, entity, light source, and fogging, only use the
1512 // minimum features necessary to avoid wasting rendering time in the
1513 // fragment shader on features that are not being used
1514 unsigned int permutation = 0;
1515 shadermode_t mode = 0;
1516 // TODO: implement geometry-shader based shadow volumes someday
1517 if (r_glsl_offsetmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520 if (r_glsl_offsetmapping_reliefmapping.integer)
1521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1523 if (rsurfacepass == RSURFPASS_BACKGROUND)
1525 // distorted background
1526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527 mode = SHADERMODE_WATER;
1529 mode = SHADERMODE_REFRACTION;
1531 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1534 mode = SHADERMODE_LIGHTSOURCE;
1535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538 permutation |= SHADERPERMUTATION_CUBEFILTER;
1539 if (diffusescale > 0)
1540 permutation |= SHADERPERMUTATION_DIFFUSE;
1541 if (specularscale > 0)
1542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543 if (r_refdef.fogenabled)
1544 permutation |= SHADERPERMUTATION_FOG;
1545 if (rsurface.texture->colormapping)
1546 permutation |= SHADERPERMUTATION_COLORMAPPING;
1547 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1552 // unshaded geometry (fullbright or ambient model lighting)
1553 mode = SHADERMODE_FLATCOLOR;
1554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557 permutation |= SHADERPERMUTATION_GLOW;
1558 if (r_refdef.fogenabled)
1559 permutation |= SHADERPERMUTATION_FOG;
1560 if (rsurface.texture->colormapping)
1561 permutation |= SHADERPERMUTATION_COLORMAPPING;
1562 if (r_glsl_offsetmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565 if (r_glsl_offsetmapping_reliefmapping.integer)
1566 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571 permutation |= SHADERPERMUTATION_REFLECTION;
1573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1575 // directional model lighting
1576 mode = SHADERMODE_LIGHTDIRECTION;
1577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580 permutation |= SHADERPERMUTATION_GLOW;
1581 permutation |= SHADERPERMUTATION_DIFFUSE;
1582 if (specularscale > 0)
1583 permutation |= SHADERPERMUTATION_SPECULAR;
1584 if (r_refdef.fogenabled)
1585 permutation |= SHADERPERMUTATION_FOG;
1586 if (rsurface.texture->colormapping)
1587 permutation |= SHADERPERMUTATION_COLORMAPPING;
1588 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591 permutation |= SHADERPERMUTATION_REFLECTION;
1593 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1595 // ambient model lighting
1596 mode = SHADERMODE_LIGHTDIRECTION;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600 permutation |= SHADERPERMUTATION_GLOW;
1601 if (r_refdef.fogenabled)
1602 permutation |= SHADERPERMUTATION_FOG;
1603 if (rsurface.texture->colormapping)
1604 permutation |= SHADERPERMUTATION_COLORMAPPING;
1605 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608 permutation |= SHADERPERMUTATION_REFLECTION;
1613 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1615 // deluxemapping (light direction texture)
1616 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1619 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620 permutation |= SHADERPERMUTATION_DIFFUSE;
1621 if (specularscale > 0)
1622 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624 else if (r_glsl_deluxemapping.integer >= 2)
1626 // fake deluxemapping (uniform light direction in tangentspace)
1627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628 permutation |= SHADERPERMUTATION_DIFFUSE;
1629 if (specularscale > 0)
1630 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1632 else if (rsurface.uselightmaptexture)
1634 // ordinary lightmapping (q1bsp, q3bsp)
1635 mode = SHADERMODE_LIGHTMAP;
1639 // ordinary vertex coloring (q3bsp)
1640 mode = SHADERMODE_VERTEXCOLOR;
1642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645 permutation |= SHADERPERMUTATION_GLOW;
1646 if (r_refdef.fogenabled)
1647 permutation |= SHADERPERMUTATION_FOG;
1648 if (rsurface.texture->colormapping)
1649 permutation |= SHADERPERMUTATION_COLORMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 R_SetupShader_SetPermutation(mode, permutation);
1656 if (mode == SHADERMODE_LIGHTSOURCE)
1658 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659 if (permutation & SHADERPERMUTATION_DIFFUSE)
1661 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1668 // ambient only is simpler
1669 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1670 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1674 // additive passes are only darkened by fog, not tinted
1675 if (r_glsl_permutation->loc_FogColor >= 0)
1676 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1680 if (mode == SHADERMODE_LIGHTDIRECTION)
1682 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1683 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1684 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1685 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1693 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1694 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695 // additive passes are only darkened by fog, not tinted
1696 if (r_glsl_permutation->loc_FogColor >= 0)
1698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1703 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1704 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1705 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1706 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1711 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1713 // The formula used is actually:
1714 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715 // color.rgb *= SceneBrightness;
1717 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718 // and do [[calculations]] here in the engine
1719 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1723 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725 if (r_glsl_permutation->loc_Color_Pants >= 0)
1727 if (rsurface.texture->currentskinframe->pants)
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1730 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1732 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1734 if (rsurface.texture->currentskinframe->shirt)
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1737 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1739 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1745 #define SKINFRAME_HASH 1024
1749 int loadsequence; // incremented each level change
1750 memexpandablearray_t array;
1751 skinframe_t *hash[SKINFRAME_HASH];
1755 void R_SkinFrame_PrepareForPurge(void)
1757 r_skinframe.loadsequence++;
1758 // wrap it without hitting zero
1759 if (r_skinframe.loadsequence >= 200)
1760 r_skinframe.loadsequence = 1;
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1767 // mark the skinframe as used for the purging code
1768 skinframe->loadsequence = r_skinframe.loadsequence;
1771 void R_SkinFrame_Purge(void)
1775 for (i = 0;i < SKINFRAME_HASH;i++)
1777 for (s = r_skinframe.hash[i];s;s = s->next)
1779 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1781 if (s->merged == s->base)
1783 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784 R_PurgeTexture(s->stain );s->stain = NULL;
1785 R_PurgeTexture(s->merged);s->merged = NULL;
1786 R_PurgeTexture(s->base );s->base = NULL;
1787 R_PurgeTexture(s->pants );s->pants = NULL;
1788 R_PurgeTexture(s->shirt );s->shirt = NULL;
1789 R_PurgeTexture(s->nmap );s->nmap = NULL;
1790 R_PurgeTexture(s->gloss );s->gloss = NULL;
1791 R_PurgeTexture(s->glow );s->glow = NULL;
1792 R_PurgeTexture(s->fog );s->fog = NULL;
1793 s->loadsequence = 0;
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1801 char basename[MAX_QPATH];
1803 Image_StripImageExtension(name, basename, sizeof(basename));
1805 if( last == NULL ) {
1807 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808 item = r_skinframe.hash[hashindex];
1813 // linearly search through the hash bucket
1814 for( ; item ; item = item->next ) {
1815 if( !strcmp( item->basename, basename ) ) {
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1836 rtexture_t *dyntexture;
1837 // check whether its a dynamic texture
1838 dyntexture = CL_GetDynTexture( basename );
1839 if (!add && !dyntexture)
1841 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842 memset(item, 0, sizeof(*item));
1843 strlcpy(item->basename, basename, sizeof(item->basename));
1844 item->base = dyntexture; // either NULL or dyntexture handle
1845 item->textureflags = textureflags;
1846 item->comparewidth = comparewidth;
1847 item->compareheight = compareheight;
1848 item->comparecrc = comparecrc;
1849 item->next = r_skinframe.hash[hashindex];
1850 r_skinframe.hash[hashindex] = item;
1852 else if( item->base == NULL )
1854 rtexture_t *dyntexture;
1855 // check whether its a dynamic texture
1856 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1857 dyntexture = CL_GetDynTexture( basename );
1858 item->base = dyntexture; // either NULL or dyntexture handle
1861 R_SkinFrame_MarkUsed(item);
1865 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1867 // FIXME: it should be possible to disable loading various layers using
1868 // cvars, to prevent wasted loading time and memory usage if the user does
1870 qboolean loadnormalmap = true;
1871 qboolean loadgloss = true;
1872 qboolean loadpantsandshirt = true;
1873 qboolean loadglow = true;
1875 unsigned char *pixels;
1876 unsigned char *bumppixels;
1877 unsigned char *basepixels = NULL;
1878 int basepixels_width;
1879 int basepixels_height;
1880 skinframe_t *skinframe;
1884 if (cls.state == ca_dedicated)
1887 // return an existing skinframe if already loaded
1888 // if loading of the first image fails, don't make a new skinframe as it
1889 // would cause all future lookups of this to be missing
1890 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1891 if (skinframe && skinframe->base)
1894 basepixels = loadimagepixelsbgra(name, complain, true);
1895 if (basepixels == NULL)
1898 if (developer_loading.integer)
1899 Con_Printf("loading skin \"%s\"\n", name);
1901 // we've got some pixels to store, so really allocate this new texture now
1903 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1904 skinframe->stain = NULL;
1905 skinframe->merged = NULL;
1906 skinframe->base = r_texture_notexture;
1907 skinframe->pants = NULL;
1908 skinframe->shirt = NULL;
1909 skinframe->nmap = r_texture_blanknormalmap;
1910 skinframe->gloss = NULL;
1911 skinframe->glow = NULL;
1912 skinframe->fog = NULL;
1914 basepixels_width = image_width;
1915 basepixels_height = image_height;
1916 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1918 if (textureflags & TEXF_ALPHA)
1920 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1921 if (basepixels[j] < 255)
1923 if (j < basepixels_width * basepixels_height * 4)
1925 // has transparent pixels
1927 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1928 for (j = 0;j < image_width * image_height * 4;j += 4)
1933 pixels[j+3] = basepixels[j+3];
1935 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1940 // _norm is the name used by tenebrae and has been adopted as standard
1943 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1945 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1949 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1951 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1952 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1953 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1955 Mem_Free(bumppixels);
1957 else if (r_shadow_bumpscale_basetexture.value > 0)
1959 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1960 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1961 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1965 // _luma is supported for tenebrae compatibility
1966 // (I think it's a very stupid name, but oh well)
1967 // _glow is the preferred name
1968 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1969 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1970 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1971 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1974 Mem_Free(basepixels);
1979 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1982 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
1985 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1990 for (i = 0;i < width*height;i++)
1991 if (((unsigned char *)&palette[in[i]])[3] > 0)
1993 if (i == width*height)
1996 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1999 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2000 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2003 unsigned char *temp1, *temp2;
2004 skinframe_t *skinframe;
2006 if (cls.state == ca_dedicated)
2009 // if already loaded just return it, otherwise make a new skinframe
2010 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2011 if (skinframe && skinframe->base)
2014 skinframe->stain = NULL;
2015 skinframe->merged = NULL;
2016 skinframe->base = r_texture_notexture;
2017 skinframe->pants = NULL;
2018 skinframe->shirt = NULL;
2019 skinframe->nmap = r_texture_blanknormalmap;
2020 skinframe->gloss = NULL;
2021 skinframe->glow = NULL;
2022 skinframe->fog = NULL;
2024 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2028 if (developer_loading.integer)
2029 Con_Printf("loading 32bit skin \"%s\"\n", name);
2031 if (r_shadow_bumpscale_basetexture.value > 0)
2033 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2034 temp2 = temp1 + width * height * 4;
2035 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2036 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2039 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2040 if (textureflags & TEXF_ALPHA)
2042 for (i = 3;i < width * height * 4;i += 4)
2043 if (skindata[i] < 255)
2045 if (i < width * height * 4)
2047 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2048 memcpy(fogpixels, skindata, width * height * 4);
2049 for (i = 0;i < width * height * 4;i += 4)
2050 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2051 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2052 Mem_Free(fogpixels);
2059 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2062 unsigned char *temp1, *temp2;
2063 skinframe_t *skinframe;
2065 if (cls.state == ca_dedicated)
2068 // if already loaded just return it, otherwise make a new skinframe
2069 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2070 if (skinframe && skinframe->base)
2073 skinframe->stain = NULL;
2074 skinframe->merged = NULL;
2075 skinframe->base = r_texture_notexture;
2076 skinframe->pants = NULL;
2077 skinframe->shirt = NULL;
2078 skinframe->nmap = r_texture_blanknormalmap;
2079 skinframe->gloss = NULL;
2080 skinframe->glow = NULL;
2081 skinframe->fog = NULL;
2083 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2087 if (developer_loading.integer)
2088 Con_Printf("loading quake skin \"%s\"\n", name);
2090 if (r_shadow_bumpscale_basetexture.value > 0)
2092 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2093 temp2 = temp1 + width * height * 4;
2094 // use either a custom palette or the quake palette
2095 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2096 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2097 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2100 // use either a custom palette, or the quake palette
2101 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2102 if (loadglowtexture)
2103 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2104 if (loadpantsandshirt)
2106 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2107 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2109 if (skinframe->pants || skinframe->shirt)
2110 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2111 if (textureflags & TEXF_ALPHA)
2113 for (i = 0;i < width * height;i++)
2114 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2116 if (i < width * height)
2117 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2123 skinframe_t *R_SkinFrame_LoadMissing(void)
2125 skinframe_t *skinframe;
2127 if (cls.state == ca_dedicated)
2130 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2131 skinframe->stain = NULL;
2132 skinframe->merged = NULL;
2133 skinframe->base = r_texture_notexture;
2134 skinframe->pants = NULL;
2135 skinframe->shirt = NULL;
2136 skinframe->nmap = r_texture_blanknormalmap;
2137 skinframe->gloss = NULL;
2138 skinframe->glow = NULL;
2139 skinframe->fog = NULL;
2144 void gl_main_start(void)
2146 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2147 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2149 // set up r_skinframe loading system for textures
2150 memset(&r_skinframe, 0, sizeof(r_skinframe));
2151 r_skinframe.loadsequence = 1;
2152 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2154 r_main_texturepool = R_AllocTexturePool();
2155 R_BuildBlankTextures();
2157 if (gl_texturecubemap)
2160 R_BuildNormalizationCube();
2162 r_texture_fogattenuation = NULL;
2163 r_texture_gammaramps = NULL;
2164 //r_texture_fogintensity = NULL;
2165 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2166 memset(&r_waterstate, 0, sizeof(r_waterstate));
2167 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2168 memset(&r_svbsp, 0, sizeof (r_svbsp));
2170 r_refdef.fogmasktable_density = 0;
2173 void gl_main_shutdown(void)
2175 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2176 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2178 // clear out the r_skinframe state
2179 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2180 memset(&r_skinframe, 0, sizeof(r_skinframe));
2183 Mem_Free(r_svbsp.nodes);
2184 memset(&r_svbsp, 0, sizeof (r_svbsp));
2185 R_FreeTexturePool(&r_main_texturepool);
2186 r_texture_blanknormalmap = NULL;
2187 r_texture_white = NULL;
2188 r_texture_grey128 = NULL;
2189 r_texture_black = NULL;
2190 r_texture_whitecube = NULL;
2191 r_texture_normalizationcube = NULL;
2192 r_texture_fogattenuation = NULL;
2193 r_texture_gammaramps = NULL;
2194 //r_texture_fogintensity = NULL;
2195 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2196 memset(&r_waterstate, 0, sizeof(r_waterstate));
2200 extern void CL_ParseEntityLump(char *entitystring);
2201 void gl_main_newmap(void)
2203 // FIXME: move this code to client
2205 char *entities, entname[MAX_QPATH];
2208 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2209 l = (int)strlen(entname) - 4;
2210 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2212 memcpy(entname + l, ".ent", 5);
2213 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2215 CL_ParseEntityLump(entities);
2220 if (cl.worldmodel->brush.entities)
2221 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2225 void GL_Main_Init(void)
2227 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2229 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2230 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2231 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2232 if (gamemode == GAME_NEHAHRA)
2234 Cvar_RegisterVariable (&gl_fogenable);
2235 Cvar_RegisterVariable (&gl_fogdensity);
2236 Cvar_RegisterVariable (&gl_fogred);
2237 Cvar_RegisterVariable (&gl_foggreen);
2238 Cvar_RegisterVariable (&gl_fogblue);
2239 Cvar_RegisterVariable (&gl_fogstart);
2240 Cvar_RegisterVariable (&gl_fogend);
2241 Cvar_RegisterVariable (&gl_skyclip);
2243 Cvar_RegisterVariable(&r_depthfirst);
2244 Cvar_RegisterVariable(&r_useinfinitefarclip);
2245 Cvar_RegisterVariable(&r_nearclip);
2246 Cvar_RegisterVariable(&r_showbboxes);
2247 Cvar_RegisterVariable(&r_showsurfaces);
2248 Cvar_RegisterVariable(&r_showtris);
2249 Cvar_RegisterVariable(&r_shownormals);
2250 Cvar_RegisterVariable(&r_showlighting);
2251 Cvar_RegisterVariable(&r_showshadowvolumes);
2252 Cvar_RegisterVariable(&r_showcollisionbrushes);
2253 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2254 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2255 Cvar_RegisterVariable(&r_showdisabledepthtest);
2256 Cvar_RegisterVariable(&r_drawportals);
2257 Cvar_RegisterVariable(&r_drawentities);
2258 Cvar_RegisterVariable(&r_cullentities_trace);
2259 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2262 Cvar_RegisterVariable(&r_drawviewmodel);
2263 Cvar_RegisterVariable(&r_speeds);
2264 Cvar_RegisterVariable(&r_fullbrights);
2265 Cvar_RegisterVariable(&r_wateralpha);
2266 Cvar_RegisterVariable(&r_dynamic);
2267 Cvar_RegisterVariable(&r_fullbright);
2268 Cvar_RegisterVariable(&r_shadows);
2269 Cvar_RegisterVariable(&r_shadows_throwdistance);
2270 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2271 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2272 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2273 Cvar_RegisterVariable(&r_fog_exp2);
2274 Cvar_RegisterVariable(&r_drawfog);
2275 Cvar_RegisterVariable(&r_textureunits);
2276 Cvar_RegisterVariable(&r_glsl);
2277 Cvar_RegisterVariable(&r_glsl_contrastboost);
2278 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2279 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2280 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2281 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2282 Cvar_RegisterVariable(&r_glsl_postprocess);
2283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2284 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2287 Cvar_RegisterVariable(&r_glsl_usegeneric);
2288 Cvar_RegisterVariable(&r_water);
2289 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2290 Cvar_RegisterVariable(&r_water_clippingplanebias);
2291 Cvar_RegisterVariable(&r_water_refractdistort);
2292 Cvar_RegisterVariable(&r_water_reflectdistort);
2293 Cvar_RegisterVariable(&r_lerpsprites);
2294 Cvar_RegisterVariable(&r_lerpmodels);
2295 Cvar_RegisterVariable(&r_lerplightstyles);
2296 Cvar_RegisterVariable(&r_waterscroll);
2297 Cvar_RegisterVariable(&r_bloom);
2298 Cvar_RegisterVariable(&r_bloom_colorscale);
2299 Cvar_RegisterVariable(&r_bloom_brighten);
2300 Cvar_RegisterVariable(&r_bloom_blur);
2301 Cvar_RegisterVariable(&r_bloom_resolution);
2302 Cvar_RegisterVariable(&r_bloom_colorexponent);
2303 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2304 Cvar_RegisterVariable(&r_hdr);
2305 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2306 Cvar_RegisterVariable(&r_hdr_glowintensity);
2307 Cvar_RegisterVariable(&r_hdr_range);
2308 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2309 Cvar_RegisterVariable(&developer_texturelogging);
2310 Cvar_RegisterVariable(&gl_lightmaps);
2311 Cvar_RegisterVariable(&r_test);
2312 Cvar_RegisterVariable(&r_batchmode);
2313 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2314 Cvar_SetValue("r_fullbrights", 0);
2315 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2317 Cvar_RegisterVariable(&r_track_sprites);
2318 Cvar_RegisterVariable(&r_track_sprites_flags);
2319 Cvar_RegisterVariable(&r_track_sprites_scalew);
2320 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2323 extern void R_Textures_Init(void);
2324 extern void GL_Draw_Init(void);
2325 extern void GL_Main_Init(void);
2326 extern void R_Shadow_Init(void);
2327 extern void R_Sky_Init(void);
2328 extern void GL_Surf_Init(void);
2329 extern void R_Particles_Init(void);
2330 extern void R_Explosion_Init(void);
2331 extern void gl_backend_init(void);
2332 extern void Sbar_Init(void);
2333 extern void R_LightningBeams_Init(void);
2334 extern void Mod_RenderInit(void);
2336 void Render_Init(void)
2348 R_LightningBeams_Init();
2357 extern char *ENGINE_EXTENSIONS;
2360 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2361 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2362 gl_version = (const char *)qglGetString(GL_VERSION);
2363 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2367 if (!gl_platformextensions)
2368 gl_platformextensions = "";
2370 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2371 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2372 Con_Printf("GL_VERSION: %s\n", gl_version);
2373 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2374 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2376 VID_CheckExtensions();
2378 // LordHavoc: report supported extensions
2379 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2381 // clear to black (loading plaque will be seen over this)
2383 qglClearColor(0,0,0,1);CHECKGLERROR
2384 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2391 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2393 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2396 p = r_refdef.view.frustum + i;
2401 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2405 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2409 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2413 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2417 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2421 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2425 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2429 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2441 for (i = 0;i < numplanes;i++)
2448 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2452 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2456 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2460 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2484 //==================================================================================
2486 static void R_View_UpdateEntityVisible (void)
2489 entity_render_t *ent;
2491 if (!r_drawentities.integer)
2494 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2495 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2497 // worldmodel can check visibility
2498 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2499 for (i = 0;i < r_refdef.scene.numentities;i++)
2501 ent = r_refdef.scene.entities[i];
2502 if (!(ent->flags & renderimask))
2503 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2504 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2505 r_refdef.viewcache.entityvisible[i] = true;
2507 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2509 for (i = 0;i < r_refdef.scene.numentities;i++)
2511 ent = r_refdef.scene.entities[i];
2512 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2514 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2515 ent->last_trace_visibility = realtime;
2516 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2517 r_refdef.viewcache.entityvisible[i] = 0;
2524 // no worldmodel or it can't check visibility
2525 for (i = 0;i < r_refdef.scene.numentities;i++)
2527 ent = r_refdef.scene.entities[i];
2528 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2533 // only used if skyrendermasked, and normally returns false
2534 int R_DrawBrushModelsSky (void)
2537 entity_render_t *ent;
2539 if (!r_drawentities.integer)
2543 for (i = 0;i < r_refdef.scene.numentities;i++)
2545 if (!r_refdef.viewcache.entityvisible[i])
2547 ent = r_refdef.scene.entities[i];
2548 if (!ent->model || !ent->model->DrawSky)
2550 ent->model->DrawSky(ent);
2556 static void R_DrawNoModel(entity_render_t *ent);
2557 static void R_DrawModels(void)
2560 entity_render_t *ent;
2562 if (!r_drawentities.integer)
2565 for (i = 0;i < r_refdef.scene.numentities;i++)
2567 if (!r_refdef.viewcache.entityvisible[i])
2569 ent = r_refdef.scene.entities[i];
2570 r_refdef.stats.entities++;
2571 if (ent->model && ent->model->Draw != NULL)
2572 ent->model->Draw(ent);
2578 static void R_DrawModelsDepth(void)
2581 entity_render_t *ent;
2583 if (!r_drawentities.integer)
2586 for (i = 0;i < r_refdef.scene.numentities;i++)
2588 if (!r_refdef.viewcache.entityvisible[i])
2590 ent = r_refdef.scene.entities[i];
2591 if (ent->model && ent->model->DrawDepth != NULL)
2592 ent->model->DrawDepth(ent);
2596 static void R_DrawModelsDebug(void)
2599 entity_render_t *ent;
2601 if (!r_drawentities.integer)
2604 for (i = 0;i < r_refdef.scene.numentities;i++)
2606 if (!r_refdef.viewcache.entityvisible[i])
2608 ent = r_refdef.scene.entities[i];
2609 if (ent->model && ent->model->DrawDebug != NULL)
2610 ent->model->DrawDebug(ent);
2614 static void R_DrawModelsAddWaterPlanes(void)
2617 entity_render_t *ent;
2619 if (!r_drawentities.integer)
2622 for (i = 0;i < r_refdef.scene.numentities;i++)
2624 if (!r_refdef.viewcache.entityvisible[i])
2626 ent = r_refdef.scene.entities[i];
2627 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2628 ent->model->DrawAddWaterPlanes(ent);
2632 static void R_View_SetFrustum(void)
2635 double slopex, slopey;
2636 vec3_t forward, left, up, origin;
2638 // we can't trust r_refdef.view.forward and friends in reflected scenes
2639 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2642 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2643 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2644 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2645 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2646 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2647 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2648 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2649 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2650 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2651 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2652 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2653 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2657 zNear = r_refdef.nearclip;
2658 nudge = 1.0 - 1.0 / (1<<23);
2659 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2660 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2661 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2662 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2663 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2664 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2665 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2666 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2672 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2673 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2674 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2675 r_refdef.view.frustum[0].dist = m[15] - m[12];
2677 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2678 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2679 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2680 r_refdef.view.frustum[1].dist = m[15] + m[12];
2682 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2683 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2684 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2685 r_refdef.view.frustum[2].dist = m[15] - m[13];
2687 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2688 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2689 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2690 r_refdef.view.frustum[3].dist = m[15] + m[13];
2692 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2693 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2694 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2695 r_refdef.view.frustum[4].dist = m[15] - m[14];
2697 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2698 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2699 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2700 r_refdef.view.frustum[5].dist = m[15] + m[14];
2703 if (r_refdef.view.useperspective)
2705 slopex = 1.0 / r_refdef.view.frustum_x;
2706 slopey = 1.0 / r_refdef.view.frustum_y;
2707 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2708 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2709 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2710 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2711 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2713 // Leaving those out was a mistake, those were in the old code, and they
2714 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2715 // I couldn't reproduce it after adding those normalizations. --blub
2716 VectorNormalize(r_refdef.view.frustum[0].normal);
2717 VectorNormalize(r_refdef.view.frustum[1].normal);
2718 VectorNormalize(r_refdef.view.frustum[2].normal);
2719 VectorNormalize(r_refdef.view.frustum[3].normal);
2721 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2722 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2723 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2724 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2725 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2727 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2728 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2729 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2730 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2731 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2735 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2736 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2737 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2738 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2739 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2740 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2741 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2742 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2743 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2744 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2746 r_refdef.view.numfrustumplanes = 5;
2748 if (r_refdef.view.useclipplane)
2750 r_refdef.view.numfrustumplanes = 6;
2751 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2754 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2755 PlaneClassify(r_refdef.view.frustum + i);
2757 // LordHavoc: note to all quake engine coders, Quake had a special case
2758 // for 90 degrees which assumed a square view (wrong), so I removed it,
2759 // Quake2 has it disabled as well.
2761 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2762 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2763 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2764 //PlaneClassify(&frustum[0]);
2766 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2767 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2768 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2769 //PlaneClassify(&frustum[1]);
2771 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2772 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2773 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2774 //PlaneClassify(&frustum[2]);
2776 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2777 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2778 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2779 //PlaneClassify(&frustum[3]);
2782 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2783 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2784 //PlaneClassify(&frustum[4]);
2787 void R_View_Update(void)
2789 R_View_SetFrustum();
2790 R_View_WorldVisibility(r_refdef.view.useclipplane);
2791 R_View_UpdateEntityVisible();
2794 void R_SetupView(qboolean allowwaterclippingplane)
2796 if (!r_refdef.view.useperspective)
2797 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2798 else if (gl_stencil && r_useinfinitefarclip.integer)
2799 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2801 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2803 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2805 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2807 // LordHavoc: couldn't figure out how to make this approach the
2808 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2809 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2810 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2811 dist = r_refdef.view.clipplane.dist;
2812 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2816 void R_ResetViewRendering2D(void)
2820 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2821 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2822 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2823 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2824 GL_Color(1, 1, 1, 1);
2825 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2826 GL_BlendFunc(GL_ONE, GL_ZERO);
2827 GL_AlphaTest(false);
2828 GL_ScissorTest(false);
2829 GL_DepthMask(false);
2830 GL_DepthRange(0, 1);
2831 GL_DepthTest(false);
2832 R_Mesh_Matrix(&identitymatrix);
2833 R_Mesh_ResetTextureState();
2834 GL_PolygonOffset(0, 0);
2835 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2836 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2837 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2838 qglStencilMask(~0);CHECKGLERROR
2839 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2840 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2841 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2842 R_SetupGenericShader(true);
2845 void R_ResetViewRendering3D(void)
2849 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2850 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2852 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2853 GL_Color(1, 1, 1, 1);
2854 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2855 GL_BlendFunc(GL_ONE, GL_ZERO);
2856 GL_AlphaTest(false);
2857 GL_ScissorTest(true);
2859 GL_DepthRange(0, 1);
2861 R_Mesh_Matrix(&identitymatrix);
2862 R_Mesh_ResetTextureState();
2863 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2864 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2865 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2866 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2867 qglStencilMask(~0);CHECKGLERROR
2868 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2869 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2870 GL_CullFace(r_refdef.view.cullface_back);
2871 R_SetupGenericShader(true);
2874 void R_RenderScene(qboolean addwaterplanes);
2876 static void R_Water_StartFrame(void)
2879 int waterwidth, waterheight, texturewidth, textureheight;
2880 r_waterstate_waterplane_t *p;
2882 // set waterwidth and waterheight to the water resolution that will be
2883 // used (often less than the screen resolution for faster rendering)
2884 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2885 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2887 // calculate desired texture sizes
2888 // can't use water if the card does not support the texture size
2889 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2890 texturewidth = textureheight = waterwidth = waterheight = 0;
2891 else if (gl_support_arb_texture_non_power_of_two)
2893 texturewidth = waterwidth;
2894 textureheight = waterheight;
2898 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2899 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2902 // allocate textures as needed
2903 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2905 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2906 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2908 if (p->texture_refraction)
2909 R_FreeTexture(p->texture_refraction);
2910 p->texture_refraction = NULL;
2911 if (p->texture_reflection)
2912 R_FreeTexture(p->texture_reflection);
2913 p->texture_reflection = NULL;
2915 memset(&r_waterstate, 0, sizeof(r_waterstate));
2916 r_waterstate.waterwidth = waterwidth;
2917 r_waterstate.waterheight = waterheight;
2918 r_waterstate.texturewidth = texturewidth;
2919 r_waterstate.textureheight = textureheight;
2922 if (r_waterstate.waterwidth)
2924 r_waterstate.enabled = true;
2926 // set up variables that will be used in shader setup
2927 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2928 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2929 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2930 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2933 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2934 r_waterstate.numwaterplanes = 0;
2937 static void R_Water_AddWaterPlane(msurface_t *surface)
2939 int triangleindex, planeindex;
2945 r_waterstate_waterplane_t *p;
2946 // just use the first triangle with a valid normal for any decisions
2947 VectorClear(normal);
2948 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2950 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2951 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2952 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2953 TriangleNormal(vert[0], vert[1], vert[2], normal);
2954 if (VectorLength2(normal) >= 0.001)
2958 VectorCopy(normal, plane.normal);
2959 VectorNormalize(plane.normal);
2960 plane.dist = DotProduct(vert[0], plane.normal);
2961 PlaneClassify(&plane);
2962 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2964 // skip backfaces (except if nocullface is set)
2965 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2967 VectorNegate(plane.normal, plane.normal);
2969 PlaneClassify(&plane);
2973 // find a matching plane if there is one
2974 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2975 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2977 if (planeindex >= r_waterstate.maxwaterplanes)
2978 return; // nothing we can do, out of planes
2980 // if this triangle does not fit any known plane rendered this frame, add one
2981 if (planeindex >= r_waterstate.numwaterplanes)
2983 // store the new plane
2984 r_waterstate.numwaterplanes++;
2986 // clear materialflags and pvs
2987 p->materialflags = 0;
2988 p->pvsvalid = false;
2990 // merge this surface's materialflags into the waterplane
2991 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2992 // merge this surface's PVS into the waterplane
2993 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2994 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2995 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2997 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3002 static void R_Water_ProcessPlanes(void)
3004 r_refdef_view_t originalview;
3006 r_waterstate_waterplane_t *p;
3008 originalview = r_refdef.view;
3010 // make sure enough textures are allocated
3011 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3013 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3015 if (!p->texture_refraction)
3016 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3017 if (!p->texture_refraction)
3021 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3023 if (!p->texture_reflection)
3024 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3025 if (!p->texture_reflection)
3031 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3033 r_refdef.view.showdebug = false;
3034 r_refdef.view.width = r_waterstate.waterwidth;
3035 r_refdef.view.height = r_waterstate.waterheight;
3036 r_refdef.view.useclipplane = true;
3037 r_waterstate.renderingscene = true;
3039 // render the normal view scene and copy into texture
3040 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3041 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3043 r_refdef.view.clipplane = p->plane;
3044 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3045 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3046 PlaneClassify(&r_refdef.view.clipplane);
3048 R_RenderScene(false);
3050 // copy view into the screen texture
3051 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3052 GL_ActiveTexture(0);
3054 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3059 // render reflected scene and copy into texture
3060 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3061 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3062 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3063 r_refdef.view.clipplane = p->plane;
3064 // reverse the cullface settings for this render
3065 r_refdef.view.cullface_front = GL_FRONT;
3066 r_refdef.view.cullface_back = GL_BACK;
3067 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3069 r_refdef.view.usecustompvs = true;
3071 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3073 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3076 R_ResetViewRendering3D();
3077 R_ClearScreen(r_refdef.fogenabled);
3078 if (r_timereport_active)
3079 R_TimeReport("viewclear");
3081 R_RenderScene(false);
3083 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3084 GL_ActiveTexture(0);
3086 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3088 R_ResetViewRendering3D();
3089 R_ClearScreen(r_refdef.fogenabled);
3090 if (r_timereport_active)
3091 R_TimeReport("viewclear");
3094 r_refdef.view = originalview;
3095 r_refdef.view.clear = true;
3096 r_waterstate.renderingscene = false;
3100 r_refdef.view = originalview;
3101 r_waterstate.renderingscene = false;
3102 Cvar_SetValueQuick(&r_water, 0);
3103 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3107 void R_Bloom_StartFrame(void)
3109 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3111 // set bloomwidth and bloomheight to the bloom resolution that will be
3112 // used (often less than the screen resolution for faster rendering)
3113 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3114 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3115 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3116 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3117 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3119 // calculate desired texture sizes
3120 if (gl_support_arb_texture_non_power_of_two)
3122 screentexturewidth = r_refdef.view.width;
3123 screentextureheight = r_refdef.view.height;
3124 bloomtexturewidth = r_bloomstate.bloomwidth;
3125 bloomtextureheight = r_bloomstate.bloomheight;
3129 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3130 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3131 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3132 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3135 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3137 Cvar_SetValueQuick(&r_hdr, 0);
3138 Cvar_SetValueQuick(&r_bloom, 0);
3141 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3142 screentexturewidth = screentextureheight = 0;
3143 if (!r_hdr.integer && !r_bloom.integer)
3144 bloomtexturewidth = bloomtextureheight = 0;
3146 // allocate textures as needed
3147 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3149 if (r_bloomstate.texture_screen)
3150 R_FreeTexture(r_bloomstate.texture_screen);
3151 r_bloomstate.texture_screen = NULL;
3152 r_bloomstate.screentexturewidth = screentexturewidth;
3153 r_bloomstate.screentextureheight = screentextureheight;
3154 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3155 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3157 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3159 if (r_bloomstate.texture_bloom)
3160 R_FreeTexture(r_bloomstate.texture_bloom);
3161 r_bloomstate.texture_bloom = NULL;
3162 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3163 r_bloomstate.bloomtextureheight = bloomtextureheight;
3164 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3165 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3168 // set up a texcoord array for the full resolution screen image
3169 // (we have to keep this around to copy back during final render)
3170 r_bloomstate.screentexcoord2f[0] = 0;
3171 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3172 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3173 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3174 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3175 r_bloomstate.screentexcoord2f[5] = 0;
3176 r_bloomstate.screentexcoord2f[6] = 0;
3177 r_bloomstate.screentexcoord2f[7] = 0;
3179 // set up a texcoord array for the reduced resolution bloom image
3180 // (which will be additive blended over the screen image)
3181 r_bloomstate.bloomtexcoord2f[0] = 0;
3182 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3183 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3184 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3185 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3186 r_bloomstate.bloomtexcoord2f[5] = 0;
3187 r_bloomstate.bloomtexcoord2f[6] = 0;
3188 r_bloomstate.bloomtexcoord2f[7] = 0;
3190 if (r_hdr.integer || r_bloom.integer)
3192 r_bloomstate.enabled = true;
3193 r_bloomstate.hdr = r_hdr.integer != 0;
3197 void R_Bloom_CopyBloomTexture(float colorscale)
3199 r_refdef.stats.bloom++;
3201 // scale down screen texture to the bloom texture size
3203 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3204 GL_BlendFunc(GL_ONE, GL_ZERO);
3205 GL_Color(colorscale, colorscale, colorscale, 1);
3206 // TODO: optimize with multitexture or GLSL
3207 R_SetupGenericShader(true);
3208 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3209 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3210 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3211 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3213 // we now have a bloom image in the framebuffer
3214 // copy it into the bloom image texture for later processing
3215 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3216 GL_ActiveTexture(0);
3218 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3219 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3222 void R_Bloom_CopyHDRTexture(void)
3224 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3225 GL_ActiveTexture(0);
3227 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3228 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3231 void R_Bloom_MakeTexture(void)
3234 float xoffset, yoffset, r, brighten;
3236 r_refdef.stats.bloom++;
3238 R_ResetViewRendering2D();
3239 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3240 R_Mesh_ColorPointer(NULL, 0, 0);
3241 R_SetupGenericShader(true);
3243 // we have a bloom image in the framebuffer
3245 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3247 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3250 r = bound(0, r_bloom_colorexponent.value / x, 1);
3251 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3252 GL_Color(r, r, r, 1);
3253 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3254 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3255 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3256 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3258 // copy the vertically blurred bloom view to a texture
3259 GL_ActiveTexture(0);
3261 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3262 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3265 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3266 brighten = r_bloom_brighten.value;
3268 brighten *= r_hdr_range.value;
3269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3272 for (dir = 0;dir < 2;dir++)
3274 // blend on at multiple vertical offsets to achieve a vertical blur
3275 // TODO: do offset blends using GLSL
3276 GL_BlendFunc(GL_ONE, GL_ZERO);
3277 for (x = -range;x <= range;x++)
3279 if (!dir){xoffset = 0;yoffset = x;}
3280 else {xoffset = x;yoffset = 0;}
3281 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3282 yoffset /= (float)r_bloomstate.bloomtextureheight;
3283 // compute a texcoord array with the specified x and y offset
3284 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3285 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3286 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3287 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3288 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3289 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3290 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3291 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3292 // this r value looks like a 'dot' particle, fading sharply to
3293 // black at the edges
3294 // (probably not realistic but looks good enough)
3295 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3296 //r = (dir ? 1.0f : brighten)/(range*2+1);
3297 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3298 GL_Color(r, r, r, 1);
3299 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301 GL_BlendFunc(GL_ONE, GL_ONE);
3304 // copy the vertically blurred bloom view to a texture
3305 GL_ActiveTexture(0);
3307 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3308 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3311 // apply subtract last
3312 // (just like it would be in a GLSL shader)
3313 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3315 GL_BlendFunc(GL_ONE, GL_ZERO);
3316 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3317 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3318 GL_Color(1, 1, 1, 1);
3319 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3320 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3322 GL_BlendFunc(GL_ONE, GL_ONE);
3323 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3324 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3325 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3326 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3327 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3328 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3329 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3331 // copy the darkened bloom view to a texture
3332 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3333 GL_ActiveTexture(0);
3335 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3336 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3340 void R_HDR_RenderBloomTexture(void)
3342 int oldwidth, oldheight;
3343 float oldcolorscale;
3345 oldcolorscale = r_refdef.view.colorscale;
3346 oldwidth = r_refdef.view.width;
3347 oldheight = r_refdef.view.height;
3348 r_refdef.view.width = r_bloomstate.bloomwidth;
3349 r_refdef.view.height = r_bloomstate.bloomheight;
3351 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3352 // TODO: add exposure compensation features
3353 // TODO: add fp16 framebuffer support
3355 r_refdef.view.showdebug = false;
3356 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3358 R_ClearScreen(r_refdef.fogenabled);
3359 if (r_timereport_active)
3360 R_TimeReport("HDRclear");
3362 r_waterstate.numwaterplanes = 0;
3363 R_RenderScene(r_waterstate.enabled);
3364 r_refdef.view.showdebug = true;
3366 R_ResetViewRendering2D();
3368 R_Bloom_CopyHDRTexture();
3369 R_Bloom_MakeTexture();
3371 // restore the view settings
3372 r_refdef.view.width = oldwidth;
3373 r_refdef.view.height = oldheight;
3374 r_refdef.view.colorscale = oldcolorscale;
3376 R_ResetViewRendering3D();
3378 R_ClearScreen(r_refdef.fogenabled);
3379 if (r_timereport_active)
3380 R_TimeReport("viewclear");
3383 static void R_BlendView(void)
3385 if (r_bloomstate.texture_screen)
3387 // copy view into the screen texture
3388 R_ResetViewRendering2D();
3389 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3390 R_Mesh_ColorPointer(NULL, 0, 0);
3391 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3392 GL_ActiveTexture(0);CHECKGLERROR
3393 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3394 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3397 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3399 unsigned int permutation =
3400 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3401 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3402 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3403 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3405 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3407 // render simple bloom effect
3408 // copy the screen and shrink it and darken it for the bloom process
3409 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3410 // make the bloom texture
3411 R_Bloom_MakeTexture();
3414 R_ResetViewRendering2D();
3415 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3416 R_Mesh_ColorPointer(NULL, 0, 0);
3417 GL_Color(1, 1, 1, 1);
3418 GL_BlendFunc(GL_ONE, GL_ZERO);
3419 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3420 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3421 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3422 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3423 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3424 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3425 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3426 if (r_glsl_permutation->loc_TintColor >= 0)
3427 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3428 if (r_glsl_permutation->loc_ClientTime >= 0)
3429 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3430 if (r_glsl_permutation->loc_PixelSize >= 0)
3431 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3432 if (r_glsl_permutation->loc_UserVec1 >= 0)
3434 float a=0, b=0, c=0, d=0;
3435 #if _MSC_VER >= 1400
3436 #define sscanf sscanf_s
3438 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3439 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3441 if (r_glsl_permutation->loc_UserVec2 >= 0)
3443 float a=0, b=0, c=0, d=0;
3444 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3445 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3447 if (r_glsl_permutation->loc_UserVec3 >= 0)
3449 float a=0, b=0, c=0, d=0;
3450 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3451 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3453 if (r_glsl_permutation->loc_UserVec4 >= 0)
3455 float a=0, b=0, c=0, d=0;
3456 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3457 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3459 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3460 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3466 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3468 // render high dynamic range bloom effect
3469 // the bloom texture was made earlier this render, so we just need to
3470 // blend it onto the screen...
3471 R_ResetViewRendering2D();
3472 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3473 R_Mesh_ColorPointer(NULL, 0, 0);
3474 R_SetupGenericShader(true);
3475 GL_Color(1, 1, 1, 1);
3476 GL_BlendFunc(GL_ONE, GL_ONE);
3477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3479 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3480 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3482 else if (r_bloomstate.texture_bloom)
3484 // render simple bloom effect
3485 // copy the screen and shrink it and darken it for the bloom process
3486 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3487 // make the bloom texture
3488 R_Bloom_MakeTexture();
3489 // put the original screen image back in place and blend the bloom
3491 R_ResetViewRendering2D();
3492 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3493 R_Mesh_ColorPointer(NULL, 0, 0);
3494 GL_Color(1, 1, 1, 1);
3495 GL_BlendFunc(GL_ONE, GL_ZERO);
3496 // do both in one pass if possible
3497 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3498 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3499 if (r_textureunits.integer >= 2 && gl_combine.integer)
3501 R_SetupGenericTwoTextureShader(GL_ADD);
3502 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3503 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3507 R_SetupGenericShader(true);
3508 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3509 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3510 // now blend on the bloom texture
3511 GL_BlendFunc(GL_ONE, GL_ONE);
3512 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3513 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3515 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3516 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3518 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3520 // apply a color tint to the whole view
3521 R_ResetViewRendering2D();
3522 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3523 R_Mesh_ColorPointer(NULL, 0, 0);
3524 R_SetupGenericShader(false);
3525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3526 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3527 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3531 void R_RenderScene(qboolean addwaterplanes);
3533 matrix4x4_t r_waterscrollmatrix;
3535 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3537 if (r_refdef.fog_density)
3539 r_refdef.fogcolor[0] = r_refdef.fog_red;
3540 r_refdef.fogcolor[1] = r_refdef.fog_green;
3541 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3545 VectorCopy(r_refdef.fogcolor, fogvec);
3546 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3548 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3549 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3550 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3551 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3553 // color.rgb *= ContrastBoost * SceneBrightness;
3554 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3555 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3556 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3557 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3562 void R_UpdateVariables(void)
3566 r_refdef.scene.ambient = r_ambient.value;
3568 r_refdef.farclip = 4096;
3569 if (r_refdef.scene.worldmodel)
3570 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3571 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3573 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3574 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3575 r_refdef.polygonfactor = 0;
3576 r_refdef.polygonoffset = 0;
3577 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3578 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3580 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3581 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3582 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3583 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3584 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3585 if (r_showsurfaces.integer)
3587 r_refdef.scene.rtworld = false;
3588 r_refdef.scene.rtworldshadows = false;
3589 r_refdef.scene.rtdlight = false;
3590 r_refdef.scene.rtdlightshadows = false;
3591 r_refdef.lightmapintensity = 0;
3594 if (gamemode == GAME_NEHAHRA)
3596 if (gl_fogenable.integer)
3598 r_refdef.oldgl_fogenable = true;
3599 r_refdef.fog_density = gl_fogdensity.value;
3600 r_refdef.fog_red = gl_fogred.value;
3601 r_refdef.fog_green = gl_foggreen.value;
3602 r_refdef.fog_blue = gl_fogblue.value;
3603 r_refdef.fog_alpha = 1;
3604 r_refdef.fog_start = 0;
3605 r_refdef.fog_end = gl_skyclip.value;
3607 else if (r_refdef.oldgl_fogenable)
3609 r_refdef.oldgl_fogenable = false;
3610 r_refdef.fog_density = 0;
3611 r_refdef.fog_red = 0;
3612 r_refdef.fog_green = 0;
3613 r_refdef.fog_blue = 0;
3614 r_refdef.fog_alpha = 0;
3615 r_refdef.fog_start = 0;
3616 r_refdef.fog_end = 0;
3620 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3621 r_refdef.fog_start = max(0, r_refdef.fog_start);
3622 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3624 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3626 if (r_refdef.fog_density && r_drawfog.integer)
3628 r_refdef.fogenabled = true;
3629 // this is the point where the fog reaches 0.9986 alpha, which we
3630 // consider a good enough cutoff point for the texture
3631 // (0.9986 * 256 == 255.6)
3632 if (r_fog_exp2.integer)
3633 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3635 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3636 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3637 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3638 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3639 // fog color was already set
3640 // update the fog texture
3641 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3642 R_BuildFogTexture();
3645 r_refdef.fogenabled = false;
3647 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3649 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3651 // build GLSL gamma texture
3652 #define RAMPWIDTH 256
3653 unsigned short ramp[RAMPWIDTH * 3];
3654 unsigned char ramprgb[RAMPWIDTH][4];
3657 r_texture_gammaramps_serial = vid_gammatables_serial;
3659 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3660 for(i = 0; i < RAMPWIDTH; ++i)
3662 ramprgb[i][0] = ramp[i] >> 8;
3663 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3664 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3667 if (r_texture_gammaramps)
3669 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3673 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3679 // remove GLSL gamma texture
3683 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3684 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3690 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3691 if( scenetype != r_currentscenetype ) {
3692 // store the old scenetype
3693 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3694 r_currentscenetype = scenetype;
3695 // move in the new scene
3696 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3705 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3707 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3708 if( scenetype == r_currentscenetype ) {
3709 return &r_refdef.scene;
3711 return &r_scenes_store[ scenetype ];
3720 void R_RenderView(void)
3722 if (r_refdef.view.isoverlay)
3724 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3725 GL_Clear( GL_DEPTH_BUFFER_BIT );
3726 R_TimeReport("depthclear");
3728 r_refdef.view.showdebug = false;
3730 r_waterstate.enabled = false;
3731 r_waterstate.numwaterplanes = 0;
3733 R_RenderScene(false);
3739 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3740 return; //Host_Error ("R_RenderView: NULL worldmodel");
3742 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3744 // break apart the view matrix into vectors for various purposes
3745 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3746 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3747 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3748 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3749 // make an inverted copy of the view matrix for tracking sprites
3750 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3752 R_Shadow_UpdateWorldLightSelection();
3754 R_Bloom_StartFrame();
3755 R_Water_StartFrame();
3758 if (r_timereport_active)
3759 R_TimeReport("viewsetup");
3761 R_ResetViewRendering3D();
3763 if (r_refdef.view.clear || r_refdef.fogenabled)
3765 R_ClearScreen(r_refdef.fogenabled);
3766 if (r_timereport_active)
3767 R_TimeReport("viewclear");
3769 r_refdef.view.clear = true;
3771 r_refdef.view.showdebug = true;
3773 // this produces a bloom texture to be used in R_BlendView() later
3775 R_HDR_RenderBloomTexture();
3777 r_waterstate.numwaterplanes = 0;
3778 R_RenderScene(r_waterstate.enabled);
3781 if (r_timereport_active)
3782 R_TimeReport("blendview");
3784 GL_Scissor(0, 0, vid.width, vid.height);
3785 GL_ScissorTest(false);
3789 extern void R_DrawLightningBeams (void);
3790 extern void VM_CL_AddPolygonsToMeshQueue (void);
3791 extern void R_DrawPortals (void);
3792 extern cvar_t cl_locs_show;
3793 static void R_DrawLocs(void);
3794 static void R_DrawEntityBBoxes(void);
3795 void R_RenderScene(qboolean addwaterplanes)
3797 r_refdef.stats.renders++;
3803 R_ResetViewRendering3D();
3806 if (r_timereport_active)
3807 R_TimeReport("watervis");
3809 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3811 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3812 if (r_timereport_active)
3813 R_TimeReport("waterworld");
3816 // don't let sound skip if going slow
3817 if (r_refdef.scene.extraupdate)
3820 R_DrawModelsAddWaterPlanes();
3821 if (r_timereport_active)
3822 R_TimeReport("watermodels");
3824 R_Water_ProcessPlanes();
3825 if (r_timereport_active)
3826 R_TimeReport("waterscenes");
3829 R_ResetViewRendering3D();
3831 // don't let sound skip if going slow
3832 if (r_refdef.scene.extraupdate)
3835 R_MeshQueue_BeginScene();
3840 if (r_timereport_active)
3841 R_TimeReport("visibility");
3843 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3845 if (cl.csqc_vidvars.drawworld)
3847 // don't let sound skip if going slow
3848 if (r_refdef.scene.extraupdate)
3851 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3853 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3854 if (r_timereport_active)
3855 R_TimeReport("worldsky");
3858 if (R_DrawBrushModelsSky() && r_timereport_active)
3859 R_TimeReport("bmodelsky");
3862 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3864 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3865 if (r_timereport_active)
3866 R_TimeReport("worlddepth");
3868 if (r_depthfirst.integer >= 2)
3870 R_DrawModelsDepth();
3871 if (r_timereport_active)
3872 R_TimeReport("modeldepth");
3875 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3877 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3878 if (r_timereport_active)
3879 R_TimeReport("world");
3882 // don't let sound skip if going slow
3883 if (r_refdef.scene.extraupdate)
3887 if (r_timereport_active)
3888 R_TimeReport("models");
3890 // don't let sound skip if going slow
3891 if (r_refdef.scene.extraupdate)
3894 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3896 R_DrawModelShadows();
3898 R_ResetViewRendering3D();
3900 // don't let sound skip if going slow
3901 if (r_refdef.scene.extraupdate)
3905 R_ShadowVolumeLighting(false);
3906 if (r_timereport_active)
3907 R_TimeReport("rtlights");
3909 // don't let sound skip if going slow
3910 if (r_refdef.scene.extraupdate)
3913 if (cl.csqc_vidvars.drawworld)
3915 R_DrawLightningBeams();
3916 if (r_timereport_active)
3917 R_TimeReport("lightning");
3920 if (r_timereport_active)
3921 R_TimeReport("decals");
3924 if (r_timereport_active)
3925 R_TimeReport("particles");
3928 if (r_timereport_active)
3929 R_TimeReport("explosions");
3932 R_SetupGenericShader(true);
3933 VM_CL_AddPolygonsToMeshQueue();
3935 if (r_refdef.view.showdebug)
3937 if (cl_locs_show.integer)
3940 if (r_timereport_active)
3941 R_TimeReport("showlocs");
3944 if (r_drawportals.integer)
3947 if (r_timereport_active)
3948 R_TimeReport("portals");
3951 if (r_showbboxes.value > 0)
3953 R_DrawEntityBBoxes();
3954 if (r_timereport_active)
3955 R_TimeReport("bboxes");
3959 R_SetupGenericShader(true);
3960 R_MeshQueue_RenderTransparent();
3961 if (r_timereport_active)
3962 R_TimeReport("drawtrans");
3964 R_SetupGenericShader(true);
3966 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3968 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3969 if (r_timereport_active)
3970 R_TimeReport("worlddebug");
3971 R_DrawModelsDebug();
3972 if (r_timereport_active)
3973 R_TimeReport("modeldebug");
3976 R_SetupGenericShader(true);
3978 if (cl.csqc_vidvars.drawworld)
3981 if (r_timereport_active)
3982 R_TimeReport("coronas");
3985 // don't let sound skip if going slow
3986 if (r_refdef.scene.extraupdate)
3989 R_ResetViewRendering2D();
3992 static const unsigned short bboxelements[36] =
4002 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4005 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4006 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4007 GL_DepthMask(false);
4008 GL_DepthRange(0, 1);
4009 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4010 R_Mesh_Matrix(&identitymatrix);
4011 R_Mesh_ResetTextureState();
4013 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4014 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4015 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4016 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4017 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4018 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4019 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4020 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4021 R_FillColors(color4f, 8, cr, cg, cb, ca);
4022 if (r_refdef.fogenabled)
4024 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4026 f1 = FogPoint_World(v);
4028 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4029 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4030 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4033 R_Mesh_VertexPointer(vertex3f, 0, 0);
4034 R_Mesh_ColorPointer(color4f, 0, 0);
4035 R_Mesh_ResetTextureState();
4036 R_SetupGenericShader(false);
4037 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4040 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4044 prvm_edict_t *edict;
4045 prvm_prog_t *prog_save = prog;
4047 // this function draws bounding boxes of server entities
4051 GL_CullFace(GL_NONE);
4052 R_SetupGenericShader(false);
4056 for (i = 0;i < numsurfaces;i++)
4058 edict = PRVM_EDICT_NUM(surfacelist[i]);
4059 switch ((int)edict->fields.server->solid)
4061 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4062 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4063 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4064 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4065 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4066 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4068 color[3] *= r_showbboxes.value;
4069 color[3] = bound(0, color[3], 1);
4070 GL_DepthTest(!r_showdisabledepthtest.integer);
4071 GL_CullFace(r_refdef.view.cullface_front);
4072 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4078 static void R_DrawEntityBBoxes(void)
4081 prvm_edict_t *edict;
4083 prvm_prog_t *prog_save = prog;
4085 // this function draws bounding boxes of server entities
4091 for (i = 0;i < prog->num_edicts;i++)
4093 edict = PRVM_EDICT_NUM(i);
4094 if (edict->priv.server->free)
4096 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4097 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4099 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4101 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4102 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4108 unsigned short nomodelelements[24] =
4120 float nomodelvertex3f[6*3] =
4130 float nomodelcolor4f[6*4] =
4132 0.0f, 0.0f, 0.5f, 1.0f,
4133 0.0f, 0.0f, 0.5f, 1.0f,
4134 0.0f, 0.5f, 0.0f, 1.0f,
4135 0.0f, 0.5f, 0.0f, 1.0f,
4136 0.5f, 0.0f, 0.0f, 1.0f,
4137 0.5f, 0.0f, 0.0f, 1.0f
4140 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4145 // this is only called once per entity so numsurfaces is always 1, and
4146 // surfacelist is always {0}, so this code does not handle batches
4147 R_Mesh_Matrix(&ent->matrix);
4149 if (ent->flags & EF_ADDITIVE)
4151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4152 GL_DepthMask(false);
4154 else if (ent->alpha < 1)
4156 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4157 GL_DepthMask(false);
4161 GL_BlendFunc(GL_ONE, GL_ZERO);
4164 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4165 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4166 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4167 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4168 R_SetupGenericShader(false);
4169 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4170 if (r_refdef.fogenabled)
4173 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4174 R_Mesh_ColorPointer(color4f, 0, 0);
4175 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4176 f1 = FogPoint_World(org);
4178 for (i = 0, c = color4f;i < 6;i++, c += 4)
4180 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4181 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4182 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4186 else if (ent->alpha != 1)
4188 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4189 R_Mesh_ColorPointer(color4f, 0, 0);
4190 for (i = 0, c = color4f;i < 6;i++, c += 4)
4194 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4195 R_Mesh_ResetTextureState();
4196 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4199 void R_DrawNoModel(entity_render_t *ent)
4202 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4203 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4204 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4206 // R_DrawNoModelCallback(ent, 0);
4209 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4211 vec3_t right1, right2, diff, normal;
4213 VectorSubtract (org2, org1, normal);
4215 // calculate 'right' vector for start
4216 VectorSubtract (r_refdef.view.origin, org1, diff);
4217 CrossProduct (normal, diff, right1);
4218 VectorNormalize (right1);
4220 // calculate 'right' vector for end
4221 VectorSubtract (r_refdef.view.origin, org2, diff);
4222 CrossProduct (normal, diff, right2);
4223 VectorNormalize (right2);
4225 vert[ 0] = org1[0] + width * right1[0];
4226 vert[ 1] = org1[1] + width * right1[1];
4227 vert[ 2] = org1[2] + width * right1[2];
4228 vert[ 3] = org1[0] - width * right1[0];
4229 vert[ 4] = org1[1] - width * right1[1];
4230 vert[ 5] = org1[2] - width * right1[2];
4231 vert[ 6] = org2[0] - width * right2[0];
4232 vert[ 7] = org2[1] - width * right2[1];
4233 vert[ 8] = org2[2] - width * right2[2];
4234 vert[ 9] = org2[0] + width * right2[0];
4235 vert[10] = org2[1] + width * right2[1];
4236 vert[11] = org2[2] + width * right2[2];
4239 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4241 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4246 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4247 fog = FogPoint_World(origin);
4249 R_Mesh_Matrix(&identitymatrix);
4250 GL_BlendFunc(blendfunc1, blendfunc2);
4256 GL_CullFace(r_refdef.view.cullface_front);
4259 GL_CullFace(r_refdef.view.cullface_back);
4260 GL_CullFace(GL_NONE);
4262 GL_DepthMask(false);
4263 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4264 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4265 GL_DepthTest(!depthdisable);
4267 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4268 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4269 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4270 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4271 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4272 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4273 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4274 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4275 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4276 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4277 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4278 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4280 R_Mesh_VertexPointer(vertex3f, 0, 0);
4281 R_Mesh_ColorPointer(NULL, 0, 0);
4282 R_Mesh_ResetTextureState();
4283 R_SetupGenericShader(true);
4284 R_Mesh_TexBind(0, R_GetTexture(texture));
4285 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4286 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4287 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4288 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4290 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4292 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4293 GL_BlendFunc(blendfunc1, GL_ONE);
4295 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4296 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4300 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4305 VectorSet(v, x, y, z);
4306 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4307 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4309 if (i == mesh->numvertices)
4311 if (mesh->numvertices < mesh->maxvertices)
4313 VectorCopy(v, vertex3f);
4314 mesh->numvertices++;
4316 return mesh->numvertices;
4322 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4326 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4327 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4328 e = mesh->element3i + mesh->numtriangles * 3;
4329 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4331 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4332 if (mesh->numtriangles < mesh->maxtriangles)
4337 mesh->numtriangles++;
4339 element[1] = element[2];
4343 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4347 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4348 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4349 e = mesh->element3i + mesh->numtriangles * 3;
4350 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4352 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4353 if (mesh->numtriangles < mesh->maxtriangles)
4358 mesh->numtriangles++;
4360 element[1] = element[2];
4364 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4365 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4367 int planenum, planenum2;
4370 mplane_t *plane, *plane2;
4372 double temppoints[2][256*3];
4373 // figure out how large a bounding box we need to properly compute this brush
4375 for (w = 0;w < numplanes;w++)
4376 maxdist = max(maxdist, planes[w].dist);
4377 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4378 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4379 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4383 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4384 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4386 if (planenum2 == planenum)
4388 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);
4391 if (tempnumpoints < 3)
4393 // generate elements forming a triangle fan for this polygon
4394 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4398 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)
4400 texturelayer_t *layer;
4401 layer = t->currentlayers + t->currentnumlayers++;
4403 layer->depthmask = depthmask;
4404 layer->blendfunc1 = blendfunc1;
4405 layer->blendfunc2 = blendfunc2;
4406 layer->texture = texture;
4407 layer->texmatrix = *matrix;
4408 layer->color[0] = r * r_refdef.view.colorscale;
4409 layer->color[1] = g * r_refdef.view.colorscale;
4410 layer->color[2] = b * r_refdef.view.colorscale;
4411 layer->color[3] = a;
4414 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4417 index = parms[2] + r_refdef.scene.time * parms[3];
4418 index -= floor(index);
4422 case Q3WAVEFUNC_NONE:
4423 case Q3WAVEFUNC_NOISE:
4424 case Q3WAVEFUNC_COUNT:
4427 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4428 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4429 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4430 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4431 case Q3WAVEFUNC_TRIANGLE:
4433 f = index - floor(index);
4444 return (float)(parms[0] + parms[1] * f);
4447 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4450 dp_model_t *model = ent->model;
4453 q3shaderinfo_layer_tcmod_t *tcmod;
4455 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4457 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4461 // switch to an alternate material if this is a q1bsp animated material
4463 texture_t *texture = t;
4464 int s = ent->skinnum;
4465 if ((unsigned int)s >= (unsigned int)model->numskins)
4467 if (model->skinscenes)
4469 if (model->skinscenes[s].framecount > 1)
4470 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4472 s = model->skinscenes[s].firstframe;
4475 t = t + s * model->num_surfaces;
4478 // use an alternate animation if the entity's frame is not 0,
4479 // and only if the texture has an alternate animation
4480 if (ent->frame2 != 0 && t->anim_total[1])
4481 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4483 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4485 texture->currentframe = t;
4488 // update currentskinframe to be a qw skin or animation frame
4489 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4491 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4493 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4494 if (developer_loading.integer)
4495 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4496 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4498 t->currentskinframe = r_qwskincache_skinframe[i];
4499 if (t->currentskinframe == NULL)
4500 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4502 else if (t->numskinframes >= 2)
4503 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4504 if (t->backgroundnumskinframes >= 2)
4505 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4507 t->currentmaterialflags = t->basematerialflags;
4508 t->currentalpha = ent->alpha;
4509 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4510 t->currentalpha *= r_wateralpha.value;
4511 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4512 t->currentalpha *= t->r_water_wateralpha;
4513 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4514 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4515 if (!(ent->flags & RENDER_LIGHT))
4516 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4517 else if (rsurface.modeltexcoordlightmap2f == NULL)
4519 // pick a model lighting mode
4520 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4521 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4523 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4525 if (ent->effects & EF_ADDITIVE)
4526 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4527 else if (t->currentalpha < 1)
4528 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4529 if (ent->effects & EF_DOUBLESIDED)
4530 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4531 if (ent->effects & EF_NODEPTHTEST)
4532 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4533 if (ent->flags & RENDER_VIEWMODEL)
4534 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4535 if (t->backgroundnumskinframes)
4536 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4537 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4539 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4540 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4543 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4545 // there is no tcmod
4546 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4547 t->currenttexmatrix = r_waterscrollmatrix;
4549 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4552 switch(tcmod->tcmod)
4556 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4557 matrix = r_waterscrollmatrix;
4559 matrix = identitymatrix;
4561 case Q3TCMOD_ENTITYTRANSLATE:
4562 // this is used in Q3 to allow the gamecode to control texcoord
4563 // scrolling on the entity, which is not supported in darkplaces yet.
4564 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4566 case Q3TCMOD_ROTATE:
4567 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4568 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4569 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4572 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4574 case Q3TCMOD_SCROLL:
4575 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4577 case Q3TCMOD_STRETCH:
4578 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4579 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4581 case Q3TCMOD_TRANSFORM:
4582 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4583 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4584 VectorSet(tcmat + 6, 0 , 0 , 1);
4585 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4586 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4588 case Q3TCMOD_TURBULENT:
4589 // this is handled in the RSurf_PrepareVertices function
4590 matrix = identitymatrix;
4593 // either replace or concatenate the transformation
4595 t->currenttexmatrix = matrix;
4598 matrix4x4_t temp = t->currenttexmatrix;
4599 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4603 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4604 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4605 t->glosstexture = r_texture_black;
4606 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4607 t->backgroundglosstexture = r_texture_black;
4608 t->specularpower = r_shadow_glossexponent.value;
4609 // TODO: store reference values for these in the texture?
4610 t->specularscale = 0;
4611 if (r_shadow_gloss.integer > 0)
4613 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4615 if (r_shadow_glossintensity.value > 0)
4617 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4618 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4619 t->specularscale = r_shadow_glossintensity.value;
4622 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4624 t->glosstexture = r_texture_white;
4625 t->backgroundglosstexture = r_texture_white;
4626 t->specularscale = r_shadow_gloss2intensity.value;
4630 // lightmaps mode looks bad with dlights using actual texturing, so turn
4631 // off the colormap and glossmap, but leave the normalmap on as it still
4632 // accurately represents the shading involved
4633 if (gl_lightmaps.integer)
4635 t->basetexture = r_texture_grey128;
4636 t->backgroundbasetexture = NULL;
4637 t->specularscale = 0;
4638 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4641 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4642 VectorClear(t->dlightcolor);
4643 t->currentnumlayers = 0;
4644 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4647 int blendfunc1, blendfunc2, depthmask;
4648 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4650 blendfunc1 = GL_SRC_ALPHA;
4651 blendfunc2 = GL_ONE;
4653 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4655 blendfunc1 = GL_SRC_ALPHA;
4656 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4658 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4660 blendfunc1 = t->customblendfunc[0];
4661 blendfunc2 = t->customblendfunc[1];
4665 blendfunc1 = GL_ONE;
4666 blendfunc2 = GL_ZERO;
4668 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4669 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4670 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4671 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4673 // fullbright is not affected by r_refdef.lightmapintensity
4674 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4675 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4676 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4677 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4678 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4682 vec3_t ambientcolor;
4684 // set the color tint used for lights affecting this surface
4685 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4687 // q3bsp has no lightmap updates, so the lightstylevalue that
4688 // would normally be baked into the lightmap must be
4689 // applied to the color
4690 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4691 if (ent->model->type == mod_brushq3)
4692 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4693 colorscale *= r_refdef.lightmapintensity;
4694 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4695 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4696 // basic lit geometry
4697 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4698 // add pants/shirt if needed
4699 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4700 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4701 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4702 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4703 // now add ambient passes if needed
4704 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4706 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4707 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4708 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4709 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4710 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4713 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4714 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4715 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4717 // if this is opaque use alpha blend which will darken the earlier
4720 // if this is an alpha blended material, all the earlier passes
4721 // were darkened by fog already, so we only need to add the fog
4722 // color ontop through the fog mask texture
4724 // if this is an additive blended material, all the earlier passes
4725 // were darkened by fog already, and we should not add fog color
4726 // (because the background was not darkened, there is no fog color
4727 // that was lost behind it).
4728 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4733 void R_UpdateAllTextureInfo(entity_render_t *ent)
4737 for (i = 0;i < ent->model->num_texturesperskin;i++)
4738 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4741 rsurfacestate_t rsurface;
4743 void R_Mesh_ResizeArrays(int newvertices)
4746 if (rsurface.array_size >= newvertices)
4748 if (rsurface.array_modelvertex3f)
4749 Mem_Free(rsurface.array_modelvertex3f);
4750 rsurface.array_size = (newvertices + 1023) & ~1023;
4751 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4752 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4753 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4754 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4755 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4756 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4757 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4758 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4759 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4760 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4761 rsurface.array_color4f = base + rsurface.array_size * 27;
4762 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4765 void RSurf_ActiveWorldEntity(void)
4767 dp_model_t *model = r_refdef.scene.worldmodel;
4768 if (rsurface.array_size < model->surfmesh.num_vertices)
4769 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4770 rsurface.matrix = identitymatrix;
4771 rsurface.inversematrix = identitymatrix;
4772 R_Mesh_Matrix(&identitymatrix);
4773 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4774 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4775 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4776 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4777 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4778 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4779 rsurface.frameblend[0].frame = 0;
4780 rsurface.frameblend[0].lerp = 1;
4781 rsurface.frameblend[1].frame = 0;
4782 rsurface.frameblend[1].lerp = 0;
4783 rsurface.frameblend[2].frame = 0;
4784 rsurface.frameblend[2].lerp = 0;
4785 rsurface.frameblend[3].frame = 0;
4786 rsurface.frameblend[3].lerp = 0;
4787 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4788 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4789 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4790 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4791 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4792 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4793 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4794 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4795 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4796 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4797 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4798 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4799 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4800 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4801 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4802 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4803 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4804 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4805 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4806 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4807 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4808 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4809 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4810 rsurface.modelelement3i = model->surfmesh.data_element3i;
4811 rsurface.modelelement3s = model->surfmesh.data_element3s;
4812 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4813 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4814 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4815 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4816 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4817 rsurface.modelsurfaces = model->data_surfaces;
4818 rsurface.generatedvertex = false;
4819 rsurface.vertex3f = rsurface.modelvertex3f;
4820 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4821 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4822 rsurface.svector3f = rsurface.modelsvector3f;
4823 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4824 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4825 rsurface.tvector3f = rsurface.modeltvector3f;
4826 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4827 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4828 rsurface.normal3f = rsurface.modelnormal3f;
4829 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4830 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4831 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4834 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4836 dp_model_t *model = ent->model;
4837 if (rsurface.array_size < model->surfmesh.num_vertices)
4838 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4839 rsurface.matrix = ent->matrix;
4840 rsurface.inversematrix = ent->inversematrix;
4841 R_Mesh_Matrix(&rsurface.matrix);
4842 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4843 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4844 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4845 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4846 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4847 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4848 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4849 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4850 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4851 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4852 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4853 rsurface.frameblend[0] = ent->frameblend[0];
4854 rsurface.frameblend[1] = ent->frameblend[1];
4855 rsurface.frameblend[2] = ent->frameblend[2];
4856 rsurface.frameblend[3] = ent->frameblend[3];
4857 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4858 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4859 if (ent->model->brush.submodel)
4861 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4862 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4864 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4868 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4869 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4870 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4871 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4872 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4874 else if (wantnormals)
4876 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4877 rsurface.modelsvector3f = NULL;
4878 rsurface.modeltvector3f = NULL;
4879 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4880 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4884 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4885 rsurface.modelsvector3f = NULL;
4886 rsurface.modeltvector3f = NULL;
4887 rsurface.modelnormal3f = NULL;
4888 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4890 rsurface.modelvertex3f_bufferobject = 0;
4891 rsurface.modelvertex3f_bufferoffset = 0;
4892 rsurface.modelsvector3f_bufferobject = 0;
4893 rsurface.modelsvector3f_bufferoffset = 0;
4894 rsurface.modeltvector3f_bufferobject = 0;
4895 rsurface.modeltvector3f_bufferoffset = 0;
4896 rsurface.modelnormal3f_bufferobject = 0;
4897 rsurface.modelnormal3f_bufferoffset = 0;
4898 rsurface.generatedvertex = true;
4902 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4903 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4904 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4905 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4906 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4907 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4908 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4909 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4910 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4911 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4912 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4913 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4914 rsurface.generatedvertex = false;
4916 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4917 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4918 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4919 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4920 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4921 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4922 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4923 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4924 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4925 rsurface.modelelement3i = model->surfmesh.data_element3i;
4926 rsurface.modelelement3s = model->surfmesh.data_element3s;
4927 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4928 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4929 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4930 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4931 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4932 rsurface.modelsurfaces = model->data_surfaces;
4933 rsurface.vertex3f = rsurface.modelvertex3f;
4934 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4935 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4936 rsurface.svector3f = rsurface.modelsvector3f;
4937 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4938 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4939 rsurface.tvector3f = rsurface.modeltvector3f;
4940 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4941 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4942 rsurface.normal3f = rsurface.modelnormal3f;
4943 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4944 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4945 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4948 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4949 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4952 int texturesurfaceindex;
4957 const float *v1, *in_tc;
4959 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4961 q3shaderinfo_deform_t *deform;
4962 // 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
4963 if (rsurface.generatedvertex)
4965 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4966 generatenormals = true;
4967 for (i = 0;i < Q3MAXDEFORMS;i++)
4969 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4971 generatetangents = true;
4972 generatenormals = true;
4974 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4975 generatenormals = true;
4977 if (generatenormals && !rsurface.modelnormal3f)
4979 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4980 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4981 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4982 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4984 if (generatetangents && !rsurface.modelsvector3f)
4986 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4987 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4988 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4989 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4990 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4991 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4992 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4995 rsurface.vertex3f = rsurface.modelvertex3f;
4996 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4997 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4998 rsurface.svector3f = rsurface.modelsvector3f;
4999 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5000 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5001 rsurface.tvector3f = rsurface.modeltvector3f;
5002 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5003 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5004 rsurface.normal3f = rsurface.modelnormal3f;
5005 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5006 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5007 // if vertices are deformed (sprite flares and things in maps, possibly
5008 // water waves, bulges and other deformations), generate them into
5009 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5010 // (may be static model data or generated data for an animated model, or
5011 // the previous deform pass)
5012 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5014 switch (deform->deform)
5017 case Q3DEFORM_PROJECTIONSHADOW:
5018 case Q3DEFORM_TEXT0:
5019 case Q3DEFORM_TEXT1:
5020 case Q3DEFORM_TEXT2:
5021 case Q3DEFORM_TEXT3:
5022 case Q3DEFORM_TEXT4:
5023 case Q3DEFORM_TEXT5:
5024 case Q3DEFORM_TEXT6:
5025 case Q3DEFORM_TEXT7:
5028 case Q3DEFORM_AUTOSPRITE:
5029 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5030 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5031 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5032 VectorNormalize(newforward);
5033 VectorNormalize(newright);
5034 VectorNormalize(newup);
5035 // make deformed versions of only the model vertices used by the specified surfaces
5036 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5038 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5039 // a single autosprite surface can contain multiple sprites...
5040 for (j = 0;j < surface->num_vertices - 3;j += 4)
5042 VectorClear(center);
5043 for (i = 0;i < 4;i++)
5044 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5045 VectorScale(center, 0.25f, center);
5046 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5047 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5048 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5049 for (i = 0;i < 4;i++)
5051 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5052 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5055 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5056 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5058 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5059 rsurface.vertex3f_bufferobject = 0;
5060 rsurface.vertex3f_bufferoffset = 0;
5061 rsurface.svector3f = rsurface.array_deformedsvector3f;
5062 rsurface.svector3f_bufferobject = 0;
5063 rsurface.svector3f_bufferoffset = 0;
5064 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5065 rsurface.tvector3f_bufferobject = 0;
5066 rsurface.tvector3f_bufferoffset = 0;
5067 rsurface.normal3f = rsurface.array_deformednormal3f;
5068 rsurface.normal3f_bufferobject = 0;
5069 rsurface.normal3f_bufferoffset = 0;
5071 case Q3DEFORM_AUTOSPRITE2:
5072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5074 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5075 VectorNormalize(newforward);
5076 VectorNormalize(newright);
5077 VectorNormalize(newup);
5078 // make deformed versions of only the model vertices used by the specified surfaces
5079 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5081 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5082 const float *v1, *v2;
5092 memset(shortest, 0, sizeof(shortest));
5093 // a single autosprite surface can contain multiple sprites...
5094 for (j = 0;j < surface->num_vertices - 3;j += 4)
5096 VectorClear(center);
5097 for (i = 0;i < 4;i++)
5098 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5099 VectorScale(center, 0.25f, center);
5100 // find the two shortest edges, then use them to define the
5101 // axis vectors for rotating around the central axis
5102 for (i = 0;i < 6;i++)
5104 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5105 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5107 Debug_PolygonBegin(NULL, 0);
5108 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5109 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5110 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5113 l = VectorDistance2(v1, v2);
5114 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5116 l += (1.0f / 1024.0f);
5117 if (shortest[0].length2 > l || i == 0)
5119 shortest[1] = shortest[0];
5120 shortest[0].length2 = l;
5121 shortest[0].v1 = v1;
5122 shortest[0].v2 = v2;
5124 else if (shortest[1].length2 > l || i == 1)
5126 shortest[1].length2 = l;
5127 shortest[1].v1 = v1;
5128 shortest[1].v2 = v2;
5131 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5132 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5134 Debug_PolygonBegin(NULL, 0);
5135 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5136 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5137 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5140 // this calculates the right vector from the shortest edge
5141 // and the up vector from the edge midpoints
5142 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5143 VectorNormalize(right);
5144 VectorSubtract(end, start, up);
5145 VectorNormalize(up);
5146 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5147 //VectorSubtract(rsurface.modelorg, center, forward);
5148 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5149 VectorNegate(forward, forward);
5150 VectorReflect(forward, 0, up, forward);
5151 VectorNormalize(forward);
5152 CrossProduct(up, forward, newright);
5153 VectorNormalize(newright);
5155 Debug_PolygonBegin(NULL, 0);
5156 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5157 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5158 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5162 Debug_PolygonBegin(NULL, 0);
5163 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5164 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5165 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5168 // rotate the quad around the up axis vector, this is made
5169 // especially easy by the fact we know the quad is flat,
5170 // so we only have to subtract the center position and
5171 // measure distance along the right vector, and then
5172 // multiply that by the newright vector and add back the
5174 // we also need to subtract the old position to undo the
5175 // displacement from the center, which we do with a
5176 // DotProduct, the subtraction/addition of center is also
5177 // optimized into DotProducts here
5178 l = DotProduct(right, center);
5179 for (i = 0;i < 4;i++)
5181 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5182 f = DotProduct(right, v1) - l;
5183 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5186 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5187 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5189 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5190 rsurface.vertex3f_bufferobject = 0;
5191 rsurface.vertex3f_bufferoffset = 0;
5192 rsurface.svector3f = rsurface.array_deformedsvector3f;
5193 rsurface.svector3f_bufferobject = 0;
5194 rsurface.svector3f_bufferoffset = 0;
5195 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5196 rsurface.tvector3f_bufferobject = 0;
5197 rsurface.tvector3f_bufferoffset = 0;
5198 rsurface.normal3f = rsurface.array_deformednormal3f;
5199 rsurface.normal3f_bufferobject = 0;
5200 rsurface.normal3f_bufferoffset = 0;
5202 case Q3DEFORM_NORMAL:
5203 // deform the normals to make reflections wavey
5204 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5206 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5207 for (j = 0;j < surface->num_vertices;j++)
5210 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5211 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5212 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5213 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5214 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5215 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5216 VectorNormalize(normal);
5218 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5220 rsurface.svector3f = rsurface.array_deformedsvector3f;
5221 rsurface.svector3f_bufferobject = 0;
5222 rsurface.svector3f_bufferoffset = 0;
5223 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5224 rsurface.tvector3f_bufferobject = 0;
5225 rsurface.tvector3f_bufferoffset = 0;
5226 rsurface.normal3f = rsurface.array_deformednormal3f;
5227 rsurface.normal3f_bufferobject = 0;
5228 rsurface.normal3f_bufferoffset = 0;
5231 // deform vertex array to make wavey water and flags and such
5232 waveparms[0] = deform->waveparms[0];
5233 waveparms[1] = deform->waveparms[1];
5234 waveparms[2] = deform->waveparms[2];
5235 waveparms[3] = deform->waveparms[3];
5236 // this is how a divisor of vertex influence on deformation
5237 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5238 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5239 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5241 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5242 for (j = 0;j < surface->num_vertices;j++)
5244 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5245 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5246 // if the wavefunc depends on time, evaluate it per-vertex
5249 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5250 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5252 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5255 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5256 rsurface.vertex3f_bufferobject = 0;
5257 rsurface.vertex3f_bufferoffset = 0;
5259 case Q3DEFORM_BULGE:
5260 // deform vertex array to make the surface have moving bulges
5261 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5263 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5264 for (j = 0;j < surface->num_vertices;j++)
5266 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5267 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5270 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5271 rsurface.vertex3f_bufferobject = 0;
5272 rsurface.vertex3f_bufferoffset = 0;
5275 // deform vertex array
5276 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5277 VectorScale(deform->parms, scale, waveparms);
5278 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5280 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5281 for (j = 0;j < surface->num_vertices;j++)
5282 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5284 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5285 rsurface.vertex3f_bufferobject = 0;
5286 rsurface.vertex3f_bufferoffset = 0;
5290 // generate texcoords based on the chosen texcoord source
5291 switch(rsurface.texture->tcgen.tcgen)
5294 case Q3TCGEN_TEXTURE:
5295 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5296 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5297 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5299 case Q3TCGEN_LIGHTMAP:
5300 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5301 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5302 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5304 case Q3TCGEN_VECTOR:
5305 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5307 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5308 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5310 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5311 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5314 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5315 rsurface.texcoordtexture2f_bufferobject = 0;
5316 rsurface.texcoordtexture2f_bufferoffset = 0;
5318 case Q3TCGEN_ENVIRONMENT:
5319 // make environment reflections using a spheremap
5320 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5322 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5323 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5324 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5325 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5326 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5328 float l, d, eyedir[3];
5329 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5330 l = 0.5f / VectorLength(eyedir);
5331 d = DotProduct(normal, eyedir)*2;
5332 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5333 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5336 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5337 rsurface.texcoordtexture2f_bufferobject = 0;
5338 rsurface.texcoordtexture2f_bufferoffset = 0;
5341 // the only tcmod that needs software vertex processing is turbulent, so
5342 // check for it here and apply the changes if needed
5343 // and we only support that as the first one
5344 // (handling a mixture of turbulent and other tcmods would be problematic
5345 // without punting it entirely to a software path)
5346 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5348 amplitude = rsurface.texture->tcmods[0].parms[1];
5349 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5350 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5352 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5353 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5355 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5356 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5359 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5360 rsurface.texcoordtexture2f_bufferobject = 0;
5361 rsurface.texcoordtexture2f_bufferoffset = 0;
5363 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5364 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5365 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5366 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5369 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5372 const msurface_t *surface = texturesurfacelist[0];
5373 const msurface_t *surface2;
5378 // TODO: lock all array ranges before render, rather than on each surface
5379 if (texturenumsurfaces == 1)
5381 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5382 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5384 else if (r_batchmode.integer == 2)
5386 #define MAXBATCHTRIANGLES 4096
5387 int batchtriangles = 0;
5388 int batchelements[MAXBATCHTRIANGLES*3];
5389 for (i = 0;i < texturenumsurfaces;i = j)
5391 surface = texturesurfacelist[i];
5393 if (surface->num_triangles > MAXBATCHTRIANGLES)
5395 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5398 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5399 batchtriangles = surface->num_triangles;
5400 firstvertex = surface->num_firstvertex;
5401 endvertex = surface->num_firstvertex + surface->num_vertices;
5402 for (;j < texturenumsurfaces;j++)
5404 surface2 = texturesurfacelist[j];
5405 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5407 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5408 batchtriangles += surface2->num_triangles;
5409 firstvertex = min(firstvertex, surface2->num_firstvertex);
5410 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5412 surface2 = texturesurfacelist[j-1];
5413 numvertices = endvertex - firstvertex;
5414 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5417 else if (r_batchmode.integer == 1)
5419 for (i = 0;i < texturenumsurfaces;i = j)
5421 surface = texturesurfacelist[i];
5422 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5423 if (texturesurfacelist[j] != surface2)
5425 surface2 = texturesurfacelist[j-1];
5426 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5427 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5428 GL_LockArrays(surface->num_firstvertex, numvertices);
5429 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5434 for (i = 0;i < texturenumsurfaces;i++)
5436 surface = texturesurfacelist[i];
5437 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5438 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5443 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5445 int i, planeindex, vertexindex;
5449 r_waterstate_waterplane_t *p, *bestp;
5450 msurface_t *surface;
5451 if (r_waterstate.renderingscene)
5453 for (i = 0;i < texturenumsurfaces;i++)
5455 surface = texturesurfacelist[i];
5456 if (lightmaptexunit >= 0)
5457 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5458 if (deluxemaptexunit >= 0)
5459 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5460 // pick the closest matching water plane
5463 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5466 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5468 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5469 d += fabs(PlaneDiff(vert, &p->plane));
5471 if (bestd > d || !bestp)
5479 if (refractiontexunit >= 0)
5480 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5481 if (reflectiontexunit >= 0)
5482 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5486 if (refractiontexunit >= 0)
5487 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5488 if (reflectiontexunit >= 0)
5489 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5491 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5492 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5496 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5500 const msurface_t *surface = texturesurfacelist[0];
5501 const msurface_t *surface2;
5506 // TODO: lock all array ranges before render, rather than on each surface
5507 if (texturenumsurfaces == 1)
5509 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510 if (deluxemaptexunit >= 0)
5511 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5513 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5515 else if (r_batchmode.integer == 2)
5517 #define MAXBATCHTRIANGLES 4096
5518 int batchtriangles = 0;
5519 int batchelements[MAXBATCHTRIANGLES*3];
5520 for (i = 0;i < texturenumsurfaces;i = j)
5522 surface = texturesurfacelist[i];
5523 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5524 if (deluxemaptexunit >= 0)
5525 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5527 if (surface->num_triangles > MAXBATCHTRIANGLES)
5529 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5532 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5533 batchtriangles = surface->num_triangles;
5534 firstvertex = surface->num_firstvertex;
5535 endvertex = surface->num_firstvertex + surface->num_vertices;
5536 for (;j < texturenumsurfaces;j++)
5538 surface2 = texturesurfacelist[j];
5539 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5541 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5542 batchtriangles += surface2->num_triangles;
5543 firstvertex = min(firstvertex, surface2->num_firstvertex);
5544 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5546 surface2 = texturesurfacelist[j-1];
5547 numvertices = endvertex - firstvertex;
5548 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5551 else if (r_batchmode.integer == 1)
5554 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5555 for (i = 0;i < texturenumsurfaces;i = j)
5557 surface = texturesurfacelist[i];
5558 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5559 if (texturesurfacelist[j] != surface2)
5561 Con_Printf(" %i", j - i);
5564 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5566 for (i = 0;i < texturenumsurfaces;i = j)
5568 surface = texturesurfacelist[i];
5569 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5570 if (deluxemaptexunit >= 0)
5571 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5572 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5573 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5576 Con_Printf(" %i", j - i);
5578 surface2 = texturesurfacelist[j-1];
5579 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5580 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5581 GL_LockArrays(surface->num_firstvertex, numvertices);
5582 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5590 for (i = 0;i < texturenumsurfaces;i++)
5592 surface = texturesurfacelist[i];
5593 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5594 if (deluxemaptexunit >= 0)
5595 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5596 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5597 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5602 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5605 int texturesurfaceindex;
5606 if (r_showsurfaces.integer == 2)
5608 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5610 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5611 for (j = 0;j < surface->num_triangles;j++)
5613 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5614 GL_Color(f, f, f, 1);
5615 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5621 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5625 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5626 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5627 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5632 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5634 int texturesurfaceindex;
5638 if (rsurface.lightmapcolor4f)
5640 // generate color arrays for the surfaces in this list
5641 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5643 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5644 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)
5646 f = FogPoint_Model(v);
5656 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5658 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5659 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)
5661 f = FogPoint_Model(v);
5669 rsurface.lightmapcolor4f = rsurface.array_color4f;
5670 rsurface.lightmapcolor4f_bufferobject = 0;
5671 rsurface.lightmapcolor4f_bufferoffset = 0;
5674 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5676 int texturesurfaceindex;
5679 if (!rsurface.lightmapcolor4f)
5681 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5683 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5684 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)
5692 rsurface.lightmapcolor4f = rsurface.array_color4f;
5693 rsurface.lightmapcolor4f_bufferobject = 0;
5694 rsurface.lightmapcolor4f_bufferoffset = 0;
5697 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5700 rsurface.lightmapcolor4f = NULL;
5701 rsurface.lightmapcolor4f_bufferobject = 0;
5702 rsurface.lightmapcolor4f_bufferoffset = 0;
5703 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5704 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5705 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5706 GL_Color(r, g, b, a);
5707 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5710 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5712 // TODO: optimize applyfog && applycolor case
5713 // just apply fog if necessary, and tint the fog color array if necessary
5714 rsurface.lightmapcolor4f = NULL;
5715 rsurface.lightmapcolor4f_bufferobject = 0;
5716 rsurface.lightmapcolor4f_bufferoffset = 0;
5717 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5718 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5719 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5720 GL_Color(r, g, b, a);
5721 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5724 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5726 int texturesurfaceindex;
5730 if (texturesurfacelist[0]->lightmapinfo)
5732 // generate color arrays for the surfaces in this list
5733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5736 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5738 if (surface->lightmapinfo->samples)
5740 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5741 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5742 VectorScale(lm, scale, c);
5743 if (surface->lightmapinfo->styles[1] != 255)
5745 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5747 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5748 VectorMA(c, scale, lm, c);
5749 if (surface->lightmapinfo->styles[2] != 255)
5752 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5753 VectorMA(c, scale, lm, c);
5754 if (surface->lightmapinfo->styles[3] != 255)
5757 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5758 VectorMA(c, scale, lm, c);
5768 rsurface.lightmapcolor4f = rsurface.array_color4f;
5769 rsurface.lightmapcolor4f_bufferobject = 0;
5770 rsurface.lightmapcolor4f_bufferoffset = 0;
5774 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5775 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5776 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5778 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5779 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5780 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5781 GL_Color(r, g, b, a);
5782 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5785 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5787 int texturesurfaceindex;
5791 vec3_t ambientcolor;
5792 vec3_t diffusecolor;
5796 VectorCopy(rsurface.modellight_lightdir, lightdir);
5797 f = 0.5f * r_refdef.lightmapintensity;
5798 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5799 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5800 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5801 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5802 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5803 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5804 if (VectorLength2(diffusecolor) > 0)
5806 // generate color arrays for the surfaces in this list
5807 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5809 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5810 int numverts = surface->num_vertices;
5811 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5812 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5813 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5814 // q3-style directional shading
5815 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5817 if ((f = DotProduct(c2, lightdir)) > 0)
5818 VectorMA(ambientcolor, f, diffusecolor, c);
5820 VectorCopy(ambientcolor, c);
5829 rsurface.lightmapcolor4f = rsurface.array_color4f;
5830 rsurface.lightmapcolor4f_bufferobject = 0;
5831 rsurface.lightmapcolor4f_bufferoffset = 0;
5835 r = ambientcolor[0];
5836 g = ambientcolor[1];
5837 b = ambientcolor[2];
5838 rsurface.lightmapcolor4f = NULL;
5839 rsurface.lightmapcolor4f_bufferobject = 0;
5840 rsurface.lightmapcolor4f_bufferoffset = 0;
5842 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5843 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5844 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5845 GL_Color(r, g, b, a);
5846 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5849 void RSurf_SetupDepthAndCulling(void)
5851 // submodels are biased to avoid z-fighting with world surfaces that they
5852 // may be exactly overlapping (avoids z-fighting artifacts on certain
5853 // doors and things in Quake maps)
5854 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5855 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5856 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5857 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5860 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5862 // transparent sky would be ridiculous
5863 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5865 R_SetupGenericShader(false);
5868 skyrendernow = false;
5869 // we have to force off the water clipping plane while rendering sky
5873 // restore entity matrix
5874 R_Mesh_Matrix(&rsurface.matrix);
5876 RSurf_SetupDepthAndCulling();
5878 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5879 // skymasking on them, and Quake3 never did sky masking (unlike
5880 // software Quake and software Quake2), so disable the sky masking
5881 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5882 // and skymasking also looks very bad when noclipping outside the
5883 // level, so don't use it then either.
5884 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5886 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5887 R_Mesh_ColorPointer(NULL, 0, 0);
5888 R_Mesh_ResetTextureState();
5889 if (skyrendermasked)
5891 R_SetupDepthOrShadowShader();
5892 // depth-only (masking)
5893 GL_ColorMask(0,0,0,0);
5894 // just to make sure that braindead drivers don't draw
5895 // anything despite that colormask...
5896 GL_BlendFunc(GL_ZERO, GL_ONE);
5900 R_SetupGenericShader(false);
5902 GL_BlendFunc(GL_ONE, GL_ZERO);
5904 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5905 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5906 if (skyrendermasked)
5907 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5909 R_Mesh_ResetTextureState();
5910 GL_Color(1, 1, 1, 1);
5913 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5915 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5918 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5919 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5920 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5921 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5922 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5923 if (rsurface.texture->backgroundcurrentskinframe)
5925 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5926 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5927 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5928 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5930 if(rsurface.texture->colormapping)
5932 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5933 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5935 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5936 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5937 R_Mesh_ColorPointer(NULL, 0, 0);
5939 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5941 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5943 // render background
5944 GL_BlendFunc(GL_ONE, GL_ZERO);
5946 GL_AlphaTest(false);
5948 GL_Color(1, 1, 1, 1);
5949 R_Mesh_ColorPointer(NULL, 0, 0);
5951 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5952 if (r_glsl_permutation)
5954 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5955 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5956 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5957 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5958 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5959 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5960 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5962 GL_LockArrays(0, 0);
5964 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5965 GL_DepthMask(false);
5966 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5967 R_Mesh_ColorPointer(NULL, 0, 0);
5969 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5970 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5971 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5974 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5975 if (!r_glsl_permutation)
5978 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5979 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5980 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5981 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5982 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5983 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5985 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5987 GL_BlendFunc(GL_ONE, GL_ZERO);
5989 GL_AlphaTest(false);
5993 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5994 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5995 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5998 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6000 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6001 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6003 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6007 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6008 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6010 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6012 GL_LockArrays(0, 0);
6015 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6017 // OpenGL 1.3 path - anything not completely ancient
6018 int texturesurfaceindex;
6019 qboolean applycolor;
6023 const texturelayer_t *layer;
6024 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6026 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6029 int layertexrgbscale;
6030 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6032 if (layerindex == 0)
6036 GL_AlphaTest(false);
6037 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6040 GL_DepthMask(layer->depthmask && writedepth);
6041 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6042 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6044 layertexrgbscale = 4;
6045 VectorScale(layer->color, 0.25f, layercolor);
6047 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6049 layertexrgbscale = 2;
6050 VectorScale(layer->color, 0.5f, layercolor);
6054 layertexrgbscale = 1;
6055 VectorScale(layer->color, 1.0f, layercolor);
6057 layercolor[3] = layer->color[3];
6058 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6059 R_Mesh_ColorPointer(NULL, 0, 0);
6060 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6061 switch (layer->type)
6063 case TEXTURELAYERTYPE_LITTEXTURE:
6064 memset(&m, 0, sizeof(m));
6065 m.tex[0] = R_GetTexture(r_texture_white);
6066 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6067 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6068 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6069 m.tex[1] = R_GetTexture(layer->texture);
6070 m.texmatrix[1] = layer->texmatrix;
6071 m.texrgbscale[1] = layertexrgbscale;
6072 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6073 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6074 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6075 R_Mesh_TextureState(&m);
6076 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6077 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6078 else if (rsurface.uselightmaptexture)
6079 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6081 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6083 case TEXTURELAYERTYPE_TEXTURE:
6084 memset(&m, 0, sizeof(m));
6085 m.tex[0] = R_GetTexture(layer->texture);
6086 m.texmatrix[0] = layer->texmatrix;
6087 m.texrgbscale[0] = layertexrgbscale;
6088 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6089 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6090 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6091 R_Mesh_TextureState(&m);
6092 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6094 case TEXTURELAYERTYPE_FOG:
6095 memset(&m, 0, sizeof(m));
6096 m.texrgbscale[0] = layertexrgbscale;
6099 m.tex[0] = R_GetTexture(layer->texture);
6100 m.texmatrix[0] = layer->texmatrix;
6101 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6102 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6103 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6105 R_Mesh_TextureState(&m);
6106 // generate a color array for the fog pass
6107 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6108 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6112 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6113 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)
6115 f = 1 - FogPoint_Model(v);
6116 c[0] = layercolor[0];
6117 c[1] = layercolor[1];
6118 c[2] = layercolor[2];
6119 c[3] = f * layercolor[3];
6122 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6125 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6127 GL_LockArrays(0, 0);
6130 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6132 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6133 GL_AlphaTest(false);
6137 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6139 // OpenGL 1.1 - crusty old voodoo path
6140 int texturesurfaceindex;
6144 const texturelayer_t *layer;
6145 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6147 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6151 if (layerindex == 0)
6155 GL_AlphaTest(false);
6156 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6159 GL_DepthMask(layer->depthmask && writedepth);
6160 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6161 R_Mesh_ColorPointer(NULL, 0, 0);
6162 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6163 switch (layer->type)
6165 case TEXTURELAYERTYPE_LITTEXTURE:
6166 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6168 // two-pass lit texture with 2x rgbscale
6169 // first the lightmap pass
6170 memset(&m, 0, sizeof(m));
6171 m.tex[0] = R_GetTexture(r_texture_white);
6172 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6173 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6174 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6175 R_Mesh_TextureState(&m);
6176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6177 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6178 else if (rsurface.uselightmaptexture)
6179 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6181 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6182 GL_LockArrays(0, 0);
6183 // then apply the texture to it
6184 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6185 memset(&m, 0, sizeof(m));
6186 m.tex[0] = R_GetTexture(layer->texture);
6187 m.texmatrix[0] = layer->texmatrix;
6188 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6189 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6190 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6191 R_Mesh_TextureState(&m);
6192 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);
6196 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6197 memset(&m, 0, sizeof(m));
6198 m.tex[0] = R_GetTexture(layer->texture);
6199 m.texmatrix[0] = layer->texmatrix;
6200 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6201 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6202 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6203 R_Mesh_TextureState(&m);
6204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6205 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);
6207 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);
6210 case TEXTURELAYERTYPE_TEXTURE:
6211 // singletexture unlit texture with transparency support
6212 memset(&m, 0, sizeof(m));
6213 m.tex[0] = R_GetTexture(layer->texture);
6214 m.texmatrix[0] = layer->texmatrix;
6215 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6216 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6217 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6218 R_Mesh_TextureState(&m);
6219 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);
6221 case TEXTURELAYERTYPE_FOG:
6222 // singletexture fogging
6223 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6226 memset(&m, 0, sizeof(m));
6227 m.tex[0] = R_GetTexture(layer->texture);
6228 m.texmatrix[0] = layer->texmatrix;
6229 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6230 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6231 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6232 R_Mesh_TextureState(&m);
6235 R_Mesh_ResetTextureState();
6236 // generate a color array for the fog pass
6237 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6241 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6242 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)
6244 f = 1 - FogPoint_Model(v);
6245 c[0] = layer->color[0];
6246 c[1] = layer->color[1];
6247 c[2] = layer->color[2];
6248 c[3] = f * layer->color[3];
6251 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6254 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6256 GL_LockArrays(0, 0);
6259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6261 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6262 GL_AlphaTest(false);
6266 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6269 RSurf_SetupDepthAndCulling();
6270 if (r_glsl.integer && gl_support_fragment_shader)
6271 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6272 else if (gl_combine.integer && r_textureunits.integer >= 2)
6273 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6275 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6279 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6282 int texturenumsurfaces, endsurface;
6284 msurface_t *surface;
6285 msurface_t *texturesurfacelist[1024];
6287 // if the model is static it doesn't matter what value we give for
6288 // wantnormals and wanttangents, so this logic uses only rules applicable
6289 // to a model, knowing that they are meaningless otherwise
6290 if (ent == r_refdef.scene.worldentity)
6291 RSurf_ActiveWorldEntity();
6292 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6293 RSurf_ActiveModelEntity(ent, false, false);
6295 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6297 for (i = 0;i < numsurfaces;i = j)
6300 surface = rsurface.modelsurfaces + surfacelist[i];
6301 texture = surface->texture;
6302 R_UpdateTextureInfo(ent, texture);
6303 rsurface.texture = texture->currentframe;
6304 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6305 // scan ahead until we find a different texture
6306 endsurface = min(i + 1024, numsurfaces);
6307 texturenumsurfaces = 0;
6308 texturesurfacelist[texturenumsurfaces++] = surface;
6309 for (;j < endsurface;j++)
6311 surface = rsurface.modelsurfaces + surfacelist[j];
6312 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6314 texturesurfacelist[texturenumsurfaces++] = surface;
6316 // render the range of surfaces
6317 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6319 GL_AlphaTest(false);
6322 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6327 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6329 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6331 RSurf_SetupDepthAndCulling();
6332 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6333 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6335 else if (r_showsurfaces.integer)
6337 RSurf_SetupDepthAndCulling();
6339 GL_BlendFunc(GL_ONE, GL_ZERO);
6341 GL_AlphaTest(false);
6342 R_Mesh_ColorPointer(NULL, 0, 0);
6343 R_Mesh_ResetTextureState();
6344 R_SetupGenericShader(false);
6345 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6346 if (!r_refdef.view.showdebug)
6348 GL_Color(0, 0, 0, 1);
6349 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6352 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6354 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6355 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6356 else if (!rsurface.texture->currentnumlayers)
6358 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6360 // transparent surfaces get pushed off into the transparent queue
6361 int surfacelistindex;
6362 const msurface_t *surface;
6363 vec3_t tempcenter, center;
6364 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6366 surface = texturesurfacelist[surfacelistindex];
6367 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6368 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6369 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6370 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6371 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6376 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6377 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6382 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6386 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6389 for (i = 0;i < numsurfaces;i++)
6390 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6391 R_Water_AddWaterPlane(surfacelist[i]);
6394 // break the surface list down into batches by texture and use of lightmapping
6395 for (i = 0;i < numsurfaces;i = j)
6398 // texture is the base texture pointer, rsurface.texture is the
6399 // current frame/skin the texture is directing us to use (for example
6400 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6401 // use skin 1 instead)
6402 texture = surfacelist[i]->texture;
6403 rsurface.texture = texture->currentframe;
6404 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6405 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6407 // if this texture is not the kind we want, skip ahead to the next one
6408 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6412 // simply scan ahead until we find a different texture or lightmap state
6413 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6415 // render the range of surfaces
6416 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6420 float locboxvertex3f[6*4*3] =
6422 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6423 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6424 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6425 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6426 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6427 1,0,0, 0,0,0, 0,1,0, 1,1,0
6430 unsigned short locboxelements[6*2*3] =
6440 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6443 cl_locnode_t *loc = (cl_locnode_t *)ent;
6445 float vertex3f[6*4*3];
6447 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6448 GL_DepthMask(false);
6449 GL_DepthRange(0, 1);
6450 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6452 GL_CullFace(GL_NONE);
6453 R_Mesh_Matrix(&identitymatrix);
6455 R_Mesh_VertexPointer(vertex3f, 0, 0);
6456 R_Mesh_ColorPointer(NULL, 0, 0);
6457 R_Mesh_ResetTextureState();
6458 R_SetupGenericShader(false);
6461 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6462 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6463 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6464 surfacelist[0] < 0 ? 0.5f : 0.125f);
6466 if (VectorCompare(loc->mins, loc->maxs))
6468 VectorSet(size, 2, 2, 2);
6469 VectorMA(loc->mins, -0.5f, size, mins);
6473 VectorCopy(loc->mins, mins);
6474 VectorSubtract(loc->maxs, loc->mins, size);
6477 for (i = 0;i < 6*4*3;)
6478 for (j = 0;j < 3;j++, i++)
6479 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6481 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6484 void R_DrawLocs(void)
6487 cl_locnode_t *loc, *nearestloc;
6489 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6490 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6492 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6493 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6497 void R_DrawDebugModel(entity_render_t *ent)
6499 int i, j, k, l, flagsmask;
6500 const int *elements;
6502 msurface_t *surface;
6503 dp_model_t *model = ent->model;
6506 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6508 R_Mesh_ColorPointer(NULL, 0, 0);
6509 R_Mesh_ResetTextureState();
6510 R_SetupGenericShader(false);
6511 GL_DepthRange(0, 1);
6512 GL_DepthTest(!r_showdisabledepthtest.integer);
6513 GL_DepthMask(false);
6514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6516 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6518 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6519 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6521 if (brush->colbrushf && brush->colbrushf->numtriangles)
6523 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6524 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6525 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6528 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6530 if (surface->num_collisiontriangles)
6532 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6533 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6534 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6539 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6541 if (r_showtris.integer || r_shownormals.integer)
6543 if (r_showdisabledepthtest.integer)
6545 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6546 GL_DepthMask(false);
6550 GL_BlendFunc(GL_ONE, GL_ZERO);
6553 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6555 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6557 rsurface.texture = surface->texture->currentframe;
6558 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6560 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6561 if (r_showtris.value > 0)
6563 if (!rsurface.texture->currentlayers->depthmask)
6564 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6565 else if (ent == r_refdef.scene.worldentity)
6566 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6568 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6569 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6572 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6574 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6575 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6576 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6577 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6582 if (r_shownormals.value > 0)
6585 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6587 VectorCopy(rsurface.vertex3f + l * 3, v);
6588 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6589 qglVertex3f(v[0], v[1], v[2]);
6590 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6591 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6592 qglVertex3f(v[0], v[1], v[2]);
6597 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6599 VectorCopy(rsurface.vertex3f + l * 3, v);
6600 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6601 qglVertex3f(v[0], v[1], v[2]);
6602 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6603 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6604 qglVertex3f(v[0], v[1], v[2]);
6609 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6611 VectorCopy(rsurface.vertex3f + l * 3, v);
6612 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6613 qglVertex3f(v[0], v[1], v[2]);
6614 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6615 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6616 qglVertex3f(v[0], v[1], v[2]);
6623 rsurface.texture = NULL;
6627 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6628 int r_maxsurfacelist = 0;
6629 msurface_t **r_surfacelist = NULL;
6630 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6632 int i, j, endj, f, flagsmask;
6634 dp_model_t *model = r_refdef.scene.worldmodel;
6635 msurface_t *surfaces;
6636 unsigned char *update;
6637 int numsurfacelist = 0;
6641 if (r_maxsurfacelist < model->num_surfaces)
6643 r_maxsurfacelist = model->num_surfaces;
6645 Mem_Free(r_surfacelist);
6646 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6649 RSurf_ActiveWorldEntity();
6651 surfaces = model->data_surfaces;
6652 update = model->brushq1.lightmapupdateflags;
6654 // update light styles on this submodel
6655 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6657 model_brush_lightstyleinfo_t *style;
6658 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6660 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6662 int *list = style->surfacelist;
6663 style->value = r_refdef.scene.lightstylevalue[style->style];
6664 for (j = 0;j < style->numsurfaces;j++)
6665 update[list[j]] = true;
6670 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6671 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6675 R_DrawDebugModel(r_refdef.scene.worldentity);
6681 rsurface.uselightmaptexture = false;
6682 rsurface.texture = NULL;
6683 rsurface.rtlight = NULL;
6685 // add visible surfaces to draw list
6686 j = model->firstmodelsurface;
6687 endj = j + model->nummodelsurfaces;
6692 if (r_refdef.viewcache.world_surfacevisible[j])
6694 r_surfacelist[numsurfacelist++] = surfaces + j;
6695 // update lightmap if needed
6697 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6703 if (r_refdef.viewcache.world_surfacevisible[j])
6704 r_surfacelist[numsurfacelist++] = surfaces + j;
6705 // don't do anything if there were no surfaces
6706 if (!numsurfacelist)
6708 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6709 GL_AlphaTest(false);
6711 // add to stats if desired
6712 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6714 r_refdef.stats.world_surfaces += numsurfacelist;
6715 for (j = 0;j < numsurfacelist;j++)
6716 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6720 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6722 int i, j, endj, f, flagsmask;
6724 dp_model_t *model = ent->model;
6725 msurface_t *surfaces;
6726 unsigned char *update;
6727 int numsurfacelist = 0;
6731 if (r_maxsurfacelist < model->num_surfaces)
6733 r_maxsurfacelist = model->num_surfaces;
6735 Mem_Free(r_surfacelist);
6736 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6739 // if the model is static it doesn't matter what value we give for
6740 // wantnormals and wanttangents, so this logic uses only rules applicable
6741 // to a model, knowing that they are meaningless otherwise
6742 if (ent == r_refdef.scene.worldentity)
6743 RSurf_ActiveWorldEntity();
6744 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6745 RSurf_ActiveModelEntity(ent, false, false);
6747 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6749 surfaces = model->data_surfaces;
6750 update = model->brushq1.lightmapupdateflags;
6752 // update light styles
6753 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6755 model_brush_lightstyleinfo_t *style;
6756 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6758 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6760 int *list = style->surfacelist;
6761 style->value = r_refdef.scene.lightstylevalue[style->style];
6762 for (j = 0;j < style->numsurfaces;j++)
6763 update[list[j]] = true;
6768 R_UpdateAllTextureInfo(ent);
6769 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6773 R_DrawDebugModel(ent);
6779 rsurface.uselightmaptexture = false;
6780 rsurface.texture = NULL;
6781 rsurface.rtlight = NULL;
6783 // add visible surfaces to draw list
6784 j = model->firstmodelsurface;
6785 endj = j + model->nummodelsurfaces;
6787 r_surfacelist[numsurfacelist++] = surfaces + j;
6788 // don't do anything if there were no surfaces
6789 if (!numsurfacelist)
6791 // update lightmaps if needed
6793 for (j = model->firstmodelsurface;j < endj;j++)
6795 R_BuildLightMap(ent, surfaces + j);
6796 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6797 GL_AlphaTest(false);
6799 // add to stats if desired
6800 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6802 r_refdef.stats.entities++;
6803 r_refdef.stats.entities_surfaces += numsurfacelist;
6804 for (j = 0;j < numsurfacelist;j++)
6805 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;