2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
41 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
44 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
45 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
50 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
51 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
52 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
53 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
54 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
55 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
56 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
57 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
58 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
59 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
60 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
68 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
70 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
72 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
73 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
74 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
75 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
76 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
78 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
79 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
80 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
82 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
83 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
84 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
85 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
86 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
87 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
88 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
90 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
91 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
92 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
93 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
95 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
97 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
99 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
101 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
102 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
104 typedef struct r_glsl_bloomshader_s
107 int loc_Texture_Bloom;
109 r_glsl_bloomshader_t;
111 static struct r_bloomstate_s
116 int bloomwidth, bloomheight;
118 int screentexturewidth, screentextureheight;
119 rtexture_t *texture_screen;
121 int bloomtexturewidth, bloomtextureheight;
122 rtexture_t *texture_bloom;
124 r_glsl_bloomshader_t *shader;
126 // arrays for rendering the screen passes
127 float screentexcoord2f[8];
128 float bloomtexcoord2f[8];
129 float offsettexcoord2f[8];
133 // shadow volume bsp struct with automatically growing nodes buffer
136 rtexture_t *r_texture_blanknormalmap;
137 rtexture_t *r_texture_white;
138 rtexture_t *r_texture_black;
139 rtexture_t *r_texture_notexture;
140 rtexture_t *r_texture_whitecube;
141 rtexture_t *r_texture_normalizationcube;
142 rtexture_t *r_texture_fogattenuation;
143 //rtexture_t *r_texture_fogintensity;
145 // information about each possible shader permutation
146 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
147 // currently selected permutation
148 r_glsl_permutation_t *r_glsl_permutation;
150 // temporary variable used by a macro
153 // vertex coordinates for a quad that covers the screen exactly
154 const static float r_screenvertex3f[12] =
162 extern void R_DrawModelShadows(void);
164 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
167 for (i = 0;i < verts;i++)
178 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
181 for (i = 0;i < verts;i++)
191 // FIXME: move this to client?
194 if (gamemode == GAME_NEHAHRA)
196 Cvar_Set("gl_fogenable", "0");
197 Cvar_Set("gl_fogdensity", "0.2");
198 Cvar_Set("gl_fogred", "0.3");
199 Cvar_Set("gl_foggreen", "0.3");
200 Cvar_Set("gl_fogblue", "0.3");
202 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
205 // FIXME: move this to client?
206 void FOG_registercvars(void)
211 if (gamemode == GAME_NEHAHRA)
213 Cvar_RegisterVariable (&gl_fogenable);
214 Cvar_RegisterVariable (&gl_fogdensity);
215 Cvar_RegisterVariable (&gl_fogred);
216 Cvar_RegisterVariable (&gl_foggreen);
217 Cvar_RegisterVariable (&gl_fogblue);
218 Cvar_RegisterVariable (&gl_fogstart);
219 Cvar_RegisterVariable (&gl_fogend);
222 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
223 for (x = 0;x < FOGTABLEWIDTH;x++)
225 alpha = exp(r / ((double)x*(double)x));
226 if (x == FOGTABLEWIDTH - 1)
228 r_refdef.fogtable[x] = bound(0, alpha, 1);
232 static void R_BuildBlankTextures(void)
234 unsigned char data[4];
235 data[0] = 128; // normal X
236 data[1] = 128; // normal Y
237 data[2] = 255; // normal Z
238 data[3] = 128; // height
239 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
244 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
249 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
252 static void R_BuildNoTexture(void)
255 unsigned char pix[16][16][4];
256 // this makes a light grey/dark grey checkerboard texture
257 for (y = 0;y < 16;y++)
259 for (x = 0;x < 16;x++)
261 if ((y < 8) ^ (x < 8))
277 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
280 static void R_BuildWhiteCube(void)
282 unsigned char data[6*1*1*4];
283 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
284 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
285 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
286 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
287 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
288 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
289 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
292 static void R_BuildNormalizationCube(void)
296 vec_t s, t, intensity;
298 unsigned char data[6][NORMSIZE][NORMSIZE][4];
299 for (side = 0;side < 6;side++)
301 for (y = 0;y < NORMSIZE;y++)
303 for (x = 0;x < NORMSIZE;x++)
305 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
306 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 intensity = 127.0f / sqrt(DotProduct(v, v));
342 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
343 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
344 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
345 data[side][y][x][3] = 255;
349 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
352 static void R_BuildFogTexture(void)
357 unsigned char data1[FOGWIDTH][4];
358 //unsigned char data2[FOGWIDTH][4];
359 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
360 for (x = 0;x < FOGWIDTH;x++)
362 alpha = exp(r / ((double)x*(double)x));
363 if (x == FOGWIDTH - 1)
365 b = (int)(256.0 * alpha);
366 b = bound(0, b, 255);
367 data1[x][0] = 255 - b;
368 data1[x][1] = 255 - b;
369 data1[x][2] = 255 - b;
376 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
377 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
380 static const char *builtinshaderstring =
381 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
382 "// written by Forest 'LordHavoc' Hale\n"
384 "// common definitions between vertex shader and fragment shader:\n"
386 "#ifdef __GLSL_CG_DATA_TYPES\n"
387 "#define myhalf half\n"
388 "#define myhvec2 hvec2\n"
389 "#define myhvec3 hvec3\n"
390 "#define myhvec4 hvec4\n"
392 "#define myhalf float\n"
393 "#define myhvec2 vec2\n"
394 "#define myhvec3 vec3\n"
395 "#define myhvec4 vec4\n"
398 "varying vec2 TexCoord;\n"
399 "varying vec2 TexCoordLightmap;\n"
401 "varying vec3 CubeVector;\n"
402 "varying vec3 LightVector;\n"
403 "varying vec3 EyeVector;\n"
405 "varying vec3 EyeVectorModelSpace;\n"
408 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
409 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
410 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
415 "// vertex shader specific:\n"
416 "#ifdef VERTEX_SHADER\n"
418 "uniform vec3 LightPosition;\n"
419 "uniform vec3 EyePosition;\n"
420 "uniform vec3 LightDir;\n"
422 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
426 " gl_FrontColor = gl_Color;\n"
427 " // copy the surface texcoord\n"
428 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
429 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
430 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
433 "#ifdef MODE_LIGHTSOURCE\n"
434 " // transform vertex position into light attenuation/cubemap space\n"
435 " // (-1 to +1 across the light box)\n"
436 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
438 " // transform unnormalized light direction into tangent space\n"
439 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
440 " // normalize it per pixel)\n"
441 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
442 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
443 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
444 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
447 "#ifdef MODE_LIGHTDIRECTION\n"
448 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
449 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
450 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
453 " // transform unnormalized eye direction into tangent space\n"
455 " vec3 EyeVectorModelSpace;\n"
457 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
458 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
459 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
460 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
462 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
463 " VectorS = gl_MultiTexCoord1.xyz;\n"
464 " VectorT = gl_MultiTexCoord2.xyz;\n"
465 " VectorR = gl_MultiTexCoord3.xyz;\n"
468 " // transform vertex to camera space, using ftransform to match non-VS\n"
470 " gl_Position = ftransform();\n"
473 "#endif // VERTEX_SHADER\n"
478 "// fragment shader specific:\n"
479 "#ifdef FRAGMENT_SHADER\n"
481 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
482 "uniform sampler2D Texture_Normal;\n"
483 "uniform sampler2D Texture_Color;\n"
484 "uniform sampler2D Texture_Gloss;\n"
485 "uniform samplerCube Texture_Cube;\n"
486 "uniform sampler2D Texture_Attenuation;\n"
487 "uniform sampler2D Texture_FogMask;\n"
488 "uniform sampler2D Texture_Pants;\n"
489 "uniform sampler2D Texture_Shirt;\n"
490 "uniform sampler2D Texture_Lightmap;\n"
491 "uniform sampler2D Texture_Deluxemap;\n"
492 "uniform sampler2D Texture_Glow;\n"
494 "uniform myhvec3 LightColor;\n"
495 "uniform myhvec3 AmbientColor;\n"
496 "uniform myhvec3 DiffuseColor;\n"
497 "uniform myhvec3 SpecularColor;\n"
498 "uniform myhvec3 Color_Pants;\n"
499 "uniform myhvec3 Color_Shirt;\n"
500 "uniform myhvec3 FogColor;\n"
502 "uniform myhalf GlowScale;\n"
503 "uniform myhalf SceneBrightness;\n"
505 "uniform float OffsetMapping_Scale;\n"
506 "uniform float OffsetMapping_Bias;\n"
507 "uniform float FogRangeRecip;\n"
509 "uniform myhalf AmbientScale;\n"
510 "uniform myhalf DiffuseScale;\n"
511 "uniform myhalf SpecularScale;\n"
512 "uniform myhalf SpecularPower;\n"
514 "vec2 OffsetMapping(vec2 TexCoord)\n"
516 " vec3 eyedir = vec3(normalize(EyeVector));\n"
517 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
518 " depthbias = 1.0 - depthbias * depthbias;\n"
520 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
521 " // 14 sample relief mapping: linear search and then binary search\n"
522 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
523 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
524 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
525 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
526 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
527 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
528 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
529 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
530 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
531 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
532 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
533 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
534 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
535 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
536 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
537 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
538 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
539 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
540 " TexCoord = RT.xy;\n"
542 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
543 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
544 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
545 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
546 " //TexCoord += OffsetVector * 3.0;\n"
547 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
549 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
551 " return TexCoord;\n"
556 " // apply offsetmapping\n"
557 "#ifdef USEOFFSETMAPPING\n"
558 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
559 "#define TexCoord TexCoordOffset\n"
562 " // combine the diffuse textures (base, pants, shirt)\n"
563 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
564 "#ifdef USECOLORMAPPING\n"
565 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
571 "#ifdef MODE_LIGHTSOURCE\n"
574 " // calculate surface normal, light normal, and specular normal\n"
575 " // compute color intensity for the two textures (colormap and glossmap)\n"
576 " // scale by light color and attenuation as efficiently as possible\n"
577 " // (do as much scalar math as possible rather than vector math)\n"
578 "#ifdef USESPECULAR\n"
579 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
580 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
581 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
583 " // calculate directional shading\n"
584 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
586 "#ifdef USEDIFFUSE\n"
587 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
588 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
590 " // calculate directional shading\n"
591 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
593 " // calculate directionless shading\n"
594 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
598 "#ifdef USECUBEFILTER\n"
599 " // apply light cubemap filter\n"
600 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
601 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
607 "#elif defined(MODE_LIGHTDIRECTION)\n"
608 " // directional model lighting\n"
610 " // get the surface normal and light normal\n"
611 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
612 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
614 " // calculate directional shading\n"
615 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
616 "#ifdef USESPECULAR\n"
617 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
618 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
624 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
625 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
627 " // get the surface normal and light normal\n"
628 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
630 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
631 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
632 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
634 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
636 " // calculate directional shading\n"
637 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
638 "#ifdef USESPECULAR\n"
639 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
640 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
643 " // apply lightmap color\n"
644 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
647 "#else // MODE none (lightmap)\n"
648 " // apply lightmap color\n"
649 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
652 " color *= myhvec4(gl_Color);\n"
655 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
660 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
661 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
664 " color.rgb *= SceneBrightness;\n"
666 " gl_FragColor = vec4(color);\n"
669 "#endif // FRAGMENT_SHADER\n"
672 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
673 const char *permutationinfo[][2] =
675 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
676 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
677 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
678 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
679 {"#define USEGLOW\n", " glow"},
680 {"#define USEFOG\n", " fog"},
681 {"#define USECOLORMAPPING\n", " colormapping"},
682 {"#define USEDIFFUSE\n", " diffuse"},
683 {"#define USESPECULAR\n", " specular"},
684 {"#define USECUBEFILTER\n", " cubefilter"},
685 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
686 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
690 void R_GLSL_CompilePermutation(const char *filename, int permutation)
693 qboolean shaderfound;
694 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
695 int vertstrings_count;
696 int geomstrings_count;
697 int fragstrings_count;
699 const char *vertstrings_list[32+1];
700 const char *geomstrings_list[32+1];
701 const char *fragstrings_list[32+1];
702 char permutationname[256];
707 vertstrings_list[0] = "#define VERTEX_SHADER\n";
708 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
709 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
710 vertstrings_count = 1;
711 geomstrings_count = 1;
712 fragstrings_count = 1;
713 permutationname[0] = 0;
714 for (i = 0;permutationinfo[i][0];i++)
716 if (permutation & (1<<i))
718 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
719 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
720 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
721 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
725 // keep line numbers correct
726 vertstrings_list[vertstrings_count++] = "\n";
727 geomstrings_list[geomstrings_count++] = "\n";
728 fragstrings_list[fragstrings_count++] = "\n";
731 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
735 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
736 vertstrings_list[vertstrings_count++] = shaderstring;
737 geomstrings_list[geomstrings_count++] = shaderstring;
738 fragstrings_list[fragstrings_count++] = shaderstring;
741 else if (!strcmp(filename, "glsl/default.glsl"))
743 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
744 vertstrings_list[vertstrings_count++] = builtinshaderstring;
745 geomstrings_list[geomstrings_count++] = builtinshaderstring;
746 fragstrings_list[fragstrings_count++] = builtinshaderstring;
749 // clear any lists that are not needed by this shader
750 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
751 vertstrings_count = 0;
752 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
753 geomstrings_count = 0;
754 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
755 fragstrings_count = 0;
756 // compile the shader program
757 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
758 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
762 qglUseProgramObjectARB(p->program);CHECKGLERROR
763 // look up all the uniform variable names we care about, so we don't
764 // have to look them up every time we set them
765 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
766 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
767 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
768 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
769 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
770 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
771 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
772 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
773 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
774 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
775 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
776 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
777 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
778 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
779 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
780 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
781 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
782 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
783 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
784 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
785 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
786 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
787 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
788 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
789 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
790 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
791 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
792 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
793 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (r_shadow_rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface_texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
859 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
861 // bright unshaded geometry
862 shaderfilename = "glsl/default.glsl";
863 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
864 if (rsurface_texture->currentskinframe->glow)
865 permutation |= SHADERPERMUTATION_GLOW;
866 if (r_refdef.fogenabled)
867 permutation |= SHADERPERMUTATION_FOG;
868 if (rsurface_texture->colormapping)
869 permutation |= SHADERPERMUTATION_COLORMAPPING;
870 if (r_glsl_offsetmapping.integer)
872 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
873 if (r_glsl_offsetmapping_reliefmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
877 else if (modellighting)
879 // directional model lighting
880 shaderfilename = "glsl/default.glsl";
881 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
882 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
883 if (rsurface_texture->currentskinframe->glow)
884 permutation |= SHADERPERMUTATION_GLOW;
885 if (specularscale > 0)
886 permutation |= SHADERPERMUTATION_SPECULAR;
887 if (r_refdef.fogenabled)
888 permutation |= SHADERPERMUTATION_FOG;
889 if (rsurface_texture->colormapping)
890 permutation |= SHADERPERMUTATION_COLORMAPPING;
891 if (r_glsl_offsetmapping.integer)
893 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
894 if (r_glsl_offsetmapping_reliefmapping.integer)
895 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 shaderfilename = "glsl/default.glsl";
902 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
903 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
905 // deluxemapping (light direction texture)
906 if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
907 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
909 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
910 if (specularscale > 0)
911 permutation |= SHADERPERMUTATION_SPECULAR;
913 else if (r_glsl_deluxemapping.integer >= 2)
915 // fake deluxemapping (uniform light direction in tangentspace)
916 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
917 if (specularscale > 0)
918 permutation |= SHADERPERMUTATION_SPECULAR;
922 // ordinary lightmapping
925 if (rsurface_texture->currentskinframe->glow)
926 permutation |= SHADERPERMUTATION_GLOW;
927 if (r_refdef.fogenabled)
928 permutation |= SHADERPERMUTATION_FOG;
929 if (rsurface_texture->colormapping)
930 permutation |= SHADERPERMUTATION_COLORMAPPING;
931 if (r_glsl_offsetmapping.integer)
933 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
934 if (r_glsl_offsetmapping_reliefmapping.integer)
935 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
938 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
940 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941 R_GLSL_CompilePermutation(shaderfilename, permutation);
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
944 // remove features until we find a valid permutation
946 for (i = SHADERPERMUTATION_MASK;;i>>=1)
949 return 0; // utterly failed
950 // reduce i more quickly whenever it would not remove any bits
954 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
955 R_GLSL_CompilePermutation(shaderfilename, permutation);
956 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
961 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
963 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
964 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
965 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
967 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
968 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
969 if (permutation & SHADERPERMUTATION_DIFFUSE)
971 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
972 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
973 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
974 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
978 // ambient only is simpler
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
985 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
987 if (r_glsl_permutation->loc_AmbientColor >= 0)
988 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
989 if (r_glsl_permutation->loc_DiffuseColor >= 0)
990 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
991 if (r_glsl_permutation->loc_SpecularColor >= 0)
992 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
993 if (r_glsl_permutation->loc_LightDir >= 0)
994 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
998 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
999 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1000 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1002 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
1003 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
1004 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
1005 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
1006 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1007 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1008 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
1009 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
1010 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1011 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1012 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
1013 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1014 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1015 if (r_glsl_permutation->loc_FogColor >= 0)
1017 // additive passes are only darkened by fog, not tinted
1018 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1019 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1021 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1023 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1024 if (r_glsl_permutation->loc_Color_Pants >= 0)
1026 if (rsurface_texture->currentskinframe->pants)
1027 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1029 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1031 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1033 if (rsurface_texture->currentskinframe->shirt)
1034 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1036 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1038 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1039 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1040 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1045 void R_SwitchSurfaceShader(int permutation)
1047 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1049 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1051 qglUseProgramObjectARB(r_glsl_permutation->program);
1056 void gl_main_start(void)
1058 r_main_texturepool = R_AllocTexturePool();
1059 R_BuildBlankTextures();
1061 if (gl_texturecubemap)
1064 R_BuildNormalizationCube();
1066 R_BuildFogTexture();
1067 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1068 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1069 memset(&r_svbsp, 0, sizeof (r_svbsp));
1072 void gl_main_shutdown(void)
1075 Mem_Free(r_svbsp.nodes);
1076 memset(&r_svbsp, 0, sizeof (r_svbsp));
1077 R_FreeTexturePool(&r_main_texturepool);
1078 r_texture_blanknormalmap = NULL;
1079 r_texture_white = NULL;
1080 r_texture_black = NULL;
1081 r_texture_whitecube = NULL;
1082 r_texture_normalizationcube = NULL;
1083 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1087 extern void CL_ParseEntityLump(char *entitystring);
1088 void gl_main_newmap(void)
1090 // FIXME: move this code to client
1092 char *entities, entname[MAX_QPATH];
1095 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1096 l = (int)strlen(entname) - 4;
1097 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1099 memcpy(entname + l, ".ent", 5);
1100 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1102 CL_ParseEntityLump(entities);
1107 if (cl.worldmodel->brush.entities)
1108 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1112 void GL_Main_Init(void)
1114 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1116 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1117 FOG_registercvars(); // FIXME: move this fog stuff to client?
1118 Cvar_RegisterVariable(&r_nearclip);
1119 Cvar_RegisterVariable(&r_showsurfaces);
1120 Cvar_RegisterVariable(&r_showtris);
1121 Cvar_RegisterVariable(&r_shownormals);
1122 Cvar_RegisterVariable(&r_showlighting);
1123 Cvar_RegisterVariable(&r_showshadowvolumes);
1124 Cvar_RegisterVariable(&r_showcollisionbrushes);
1125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1127 Cvar_RegisterVariable(&r_showdisabledepthtest);
1128 Cvar_RegisterVariable(&r_drawportals);
1129 Cvar_RegisterVariable(&r_drawentities);
1130 Cvar_RegisterVariable(&r_cullentities_trace);
1131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1132 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1133 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1134 Cvar_RegisterVariable(&r_drawviewmodel);
1135 Cvar_RegisterVariable(&r_speeds);
1136 Cvar_RegisterVariable(&r_fullbrights);
1137 Cvar_RegisterVariable(&r_wateralpha);
1138 Cvar_RegisterVariable(&r_dynamic);
1139 Cvar_RegisterVariable(&r_fullbright);
1140 Cvar_RegisterVariable(&r_shadows);
1141 Cvar_RegisterVariable(&r_shadows_throwdistance);
1142 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1143 Cvar_RegisterVariable(&r_textureunits);
1144 Cvar_RegisterVariable(&r_glsl);
1145 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1146 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1147 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1148 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1149 Cvar_RegisterVariable(&r_lerpsprites);
1150 Cvar_RegisterVariable(&r_lerpmodels);
1151 Cvar_RegisterVariable(&r_waterscroll);
1152 Cvar_RegisterVariable(&r_bloom);
1153 Cvar_RegisterVariable(&r_bloom_colorscale);
1154 Cvar_RegisterVariable(&r_bloom_brighten);
1155 Cvar_RegisterVariable(&r_bloom_blur);
1156 Cvar_RegisterVariable(&r_bloom_resolution);
1157 Cvar_RegisterVariable(&r_bloom_colorexponent);
1158 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1159 Cvar_RegisterVariable(&r_hdr);
1160 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1161 Cvar_RegisterVariable(&r_hdr_glowintensity);
1162 Cvar_RegisterVariable(&r_hdr_range);
1163 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1164 Cvar_RegisterVariable(&developer_texturelogging);
1165 Cvar_RegisterVariable(&gl_lightmaps);
1166 Cvar_RegisterVariable(&r_test);
1167 Cvar_RegisterVariable(&r_batchmode);
1168 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1169 Cvar_SetValue("r_fullbrights", 0);
1170 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1173 extern void R_Textures_Init(void);
1174 extern void GL_Draw_Init(void);
1175 extern void GL_Main_Init(void);
1176 extern void R_Shadow_Init(void);
1177 extern void R_Sky_Init(void);
1178 extern void GL_Surf_Init(void);
1179 extern void R_Light_Init(void);
1180 extern void R_Particles_Init(void);
1181 extern void R_Explosion_Init(void);
1182 extern void gl_backend_init(void);
1183 extern void Sbar_Init(void);
1184 extern void R_LightningBeams_Init(void);
1185 extern void Mod_RenderInit(void);
1187 void Render_Init(void)
1200 R_LightningBeams_Init();
1209 extern char *ENGINE_EXTENSIONS;
1212 VID_CheckExtensions();
1214 // LordHavoc: report supported extensions
1215 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1217 // clear to black (loading plaque will be seen over this)
1219 qglClearColor(0,0,0,1);CHECKGLERROR
1220 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1223 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1227 for (i = 0;i < 4;i++)
1229 p = r_view.frustum + i;
1234 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1238 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1242 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1246 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1250 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1254 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1258 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1262 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1270 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1274 for (i = 0;i < numplanes;i++)
1281 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1285 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1289 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1293 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1297 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1301 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1305 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1309 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1317 //==================================================================================
1319 static void R_UpdateEntityLighting(entity_render_t *ent)
1321 vec3_t tempdiffusenormal;
1323 // fetch the lighting from the worldmodel data
1324 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1325 VectorClear(ent->modellight_diffuse);
1326 VectorClear(tempdiffusenormal);
1327 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1330 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1331 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1334 VectorSet(ent->modellight_ambient, 1, 1, 1);
1336 // move the light direction into modelspace coordinates for lighting code
1337 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1338 VectorNormalize(ent->modellight_lightdir);
1340 // scale ambient and directional light contributions according to rendering variables
1341 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1342 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1343 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1344 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1345 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1346 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1349 static void R_View_UpdateEntityVisible (void)
1352 entity_render_t *ent;
1354 if (!r_drawentities.integer)
1357 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1358 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1360 // worldmodel can check visibility
1361 for (i = 0;i < r_refdef.numentities;i++)
1363 ent = r_refdef.entities[i];
1364 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1366 if(r_cullentities_trace.integer)
1368 for (i = 0;i < r_refdef.numentities;i++)
1370 ent = r_refdef.entities[i];
1371 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1373 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1374 ent->last_trace_visibility = realtime;
1375 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1376 r_viewcache.entityvisible[i] = 0;
1383 // no worldmodel or it can't check visibility
1384 for (i = 0;i < r_refdef.numentities;i++)
1386 ent = r_refdef.entities[i];
1387 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1391 // update entity lighting (even on hidden entities for r_shadows)
1392 for (i = 0;i < r_refdef.numentities;i++)
1393 R_UpdateEntityLighting(r_refdef.entities[i]);
1396 // only used if skyrendermasked, and normally returns false
1397 int R_DrawBrushModelsSky (void)
1400 entity_render_t *ent;
1402 if (!r_drawentities.integer)
1406 for (i = 0;i < r_refdef.numentities;i++)
1408 if (!r_viewcache.entityvisible[i])
1410 ent = r_refdef.entities[i];
1411 if (!ent->model || !ent->model->DrawSky)
1413 ent->model->DrawSky(ent);
1419 void R_DrawNoModel(entity_render_t *ent);
1420 void R_DrawModels(void)
1423 entity_render_t *ent;
1425 if (!r_drawentities.integer)
1428 for (i = 0;i < r_refdef.numentities;i++)
1430 if (!r_viewcache.entityvisible[i])
1432 ent = r_refdef.entities[i];
1433 r_refdef.stats.entities++;
1434 if (ent->model && ent->model->Draw != NULL)
1435 ent->model->Draw(ent);
1441 static void R_View_SetFrustum(void)
1443 double slopex, slopey;
1445 // break apart the view matrix into vectors for various purposes
1446 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1447 VectorNegate(r_view.left, r_view.right);
1450 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1451 r_view.frustum[0].normal[1] = 0 - 0;
1452 r_view.frustum[0].normal[2] = -1 - 0;
1453 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1454 r_view.frustum[1].normal[1] = 0 + 0;
1455 r_view.frustum[1].normal[2] = -1 + 0;
1456 r_view.frustum[2].normal[0] = 0 - 0;
1457 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1458 r_view.frustum[2].normal[2] = -1 - 0;
1459 r_view.frustum[3].normal[0] = 0 + 0;
1460 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1461 r_view.frustum[3].normal[2] = -1 + 0;
1465 zNear = r_refdef.nearclip;
1466 nudge = 1.0 - 1.0 / (1<<23);
1467 r_view.frustum[4].normal[0] = 0 - 0;
1468 r_view.frustum[4].normal[1] = 0 - 0;
1469 r_view.frustum[4].normal[2] = -1 - -nudge;
1470 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1471 r_view.frustum[5].normal[0] = 0 + 0;
1472 r_view.frustum[5].normal[1] = 0 + 0;
1473 r_view.frustum[5].normal[2] = -1 + -nudge;
1474 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1480 r_view.frustum[0].normal[0] = m[3] - m[0];
1481 r_view.frustum[0].normal[1] = m[7] - m[4];
1482 r_view.frustum[0].normal[2] = m[11] - m[8];
1483 r_view.frustum[0].dist = m[15] - m[12];
1485 r_view.frustum[1].normal[0] = m[3] + m[0];
1486 r_view.frustum[1].normal[1] = m[7] + m[4];
1487 r_view.frustum[1].normal[2] = m[11] + m[8];
1488 r_view.frustum[1].dist = m[15] + m[12];
1490 r_view.frustum[2].normal[0] = m[3] - m[1];
1491 r_view.frustum[2].normal[1] = m[7] - m[5];
1492 r_view.frustum[2].normal[2] = m[11] - m[9];
1493 r_view.frustum[2].dist = m[15] - m[13];
1495 r_view.frustum[3].normal[0] = m[3] + m[1];
1496 r_view.frustum[3].normal[1] = m[7] + m[5];
1497 r_view.frustum[3].normal[2] = m[11] + m[9];
1498 r_view.frustum[3].dist = m[15] + m[13];
1500 r_view.frustum[4].normal[0] = m[3] - m[2];
1501 r_view.frustum[4].normal[1] = m[7] - m[6];
1502 r_view.frustum[4].normal[2] = m[11] - m[10];
1503 r_view.frustum[4].dist = m[15] - m[14];
1505 r_view.frustum[5].normal[0] = m[3] + m[2];
1506 r_view.frustum[5].normal[1] = m[7] + m[6];
1507 r_view.frustum[5].normal[2] = m[11] + m[10];
1508 r_view.frustum[5].dist = m[15] + m[14];
1513 slopex = 1.0 / r_view.frustum_x;
1514 slopey = 1.0 / r_view.frustum_y;
1515 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1516 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1517 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1518 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1519 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1520 VectorNormalize(r_view.frustum[0].normal);
1521 VectorNormalize(r_view.frustum[1].normal);
1522 VectorNormalize(r_view.frustum[2].normal);
1523 VectorNormalize(r_view.frustum[3].normal);
1524 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1525 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1526 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1527 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1528 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1529 PlaneClassify(&r_view.frustum[0]);
1530 PlaneClassify(&r_view.frustum[1]);
1531 PlaneClassify(&r_view.frustum[2]);
1532 PlaneClassify(&r_view.frustum[3]);
1533 PlaneClassify(&r_view.frustum[4]);
1535 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1536 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1537 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1538 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1539 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1541 // LordHavoc: note to all quake engine coders, Quake had a special case
1542 // for 90 degrees which assumed a square view (wrong), so I removed it,
1543 // Quake2 has it disabled as well.
1545 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1546 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1547 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1548 //PlaneClassify(&frustum[0]);
1550 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1551 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1552 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1553 //PlaneClassify(&frustum[1]);
1555 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1556 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1557 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1558 //PlaneClassify(&frustum[2]);
1560 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1561 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1562 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1563 //PlaneClassify(&frustum[3]);
1566 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1567 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1568 //PlaneClassify(&frustum[4]);
1571 void R_View_Update(void)
1573 R_View_SetFrustum();
1574 R_View_WorldVisibility();
1575 R_View_UpdateEntityVisible();
1578 void R_SetupView(const matrix4x4_t *matrix)
1580 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1581 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1583 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1585 GL_SetupView_Orientation_FromEntity(matrix);
1588 void R_ResetViewRendering2D(void)
1590 if (gl_support_fragment_shader)
1592 qglUseProgramObjectARB(0);CHECKGLERROR
1597 // GL is weird because it's bottom to top, r_view.y is top to bottom
1598 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1599 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1600 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1601 GL_Color(1, 1, 1, 1);
1602 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1603 GL_BlendFunc(GL_ONE, GL_ZERO);
1604 GL_AlphaTest(false);
1605 GL_ScissorTest(false);
1606 GL_DepthMask(false);
1607 GL_DepthRange(0, 1);
1608 GL_DepthTest(false);
1609 R_Mesh_Matrix(&identitymatrix);
1610 R_Mesh_ResetTextureState();
1611 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1612 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1613 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1614 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1615 qglStencilMask(~0);CHECKGLERROR
1616 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1617 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1618 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1621 void R_ResetViewRendering3D(void)
1623 if (gl_support_fragment_shader)
1625 qglUseProgramObjectARB(0);CHECKGLERROR
1630 // GL is weird because it's bottom to top, r_view.y is top to bottom
1631 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1632 R_SetupView(&r_view.matrix);
1633 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1634 GL_Color(1, 1, 1, 1);
1635 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1636 GL_BlendFunc(GL_ONE, GL_ZERO);
1637 GL_AlphaTest(false);
1638 GL_ScissorTest(true);
1640 GL_DepthRange(0, 1);
1642 R_Mesh_Matrix(&identitymatrix);
1643 R_Mesh_ResetTextureState();
1644 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1645 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1646 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1647 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1648 qglStencilMask(~0);CHECKGLERROR
1649 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1650 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1651 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1655 R_Bloom_SetupShader(
1657 "// written by Forest 'LordHavoc' Hale\n"
1659 "// common definitions between vertex shader and fragment shader:\n"
1661 "#ifdef __GLSL_CG_DATA_TYPES\n"
1662 "#define myhalf half\n"
1663 "#define myhvec2 hvec2\n"
1664 "#define myhvec3 hvec3\n"
1665 "#define myhvec4 hvec4\n"
1667 "#define myhalf float\n"
1668 "#define myhvec2 vec2\n"
1669 "#define myhvec3 vec3\n"
1670 "#define myhvec4 vec4\n"
1673 "varying vec2 ScreenTexCoord;\n"
1674 "varying vec2 BloomTexCoord;\n"
1679 "// vertex shader specific:\n"
1680 "#ifdef VERTEX_SHADER\n"
1684 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
1685 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
1686 " // transform vertex to camera space, using ftransform to match non-VS\n"
1688 " gl_Position = ftransform();\n"
1691 "#endif // VERTEX_SHADER\n"
1696 "// fragment shader specific:\n"
1697 "#ifdef FRAGMENT_SHADER\n"
1702 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
1703 " for (x = -BLUR_X;x <= BLUR_X;x++)
1704 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1705 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1706 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1707 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1709 " gl_FragColor = vec4(color);\n"
1712 "#endif // FRAGMENT_SHADER\n"
1715 void R_RenderScene(void);
1717 void R_Bloom_StartFrame(void)
1719 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
1721 // set bloomwidth and bloomheight to the bloom resolution that will be
1722 // used (often less than the screen resolution for faster rendering)
1723 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1724 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
1725 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
1727 // calculate desired texture sizes
1728 if (gl_support_arb_texture_non_power_of_two)
1730 screentexturewidth = r_view.width;
1731 screentextureheight = r_view.height;
1732 bloomtexturewidth = r_bloomstate.bloomwidth;
1733 bloomtextureheight = r_bloomstate.bloomheight;
1737 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
1738 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
1739 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
1740 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
1745 screentexturewidth = screentextureheight = 0;
1747 else if (r_bloom.integer)
1752 screentexturewidth = screentextureheight = 0;
1753 bloomtexturewidth = bloomtextureheight = 0;
1756 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
1758 // can't use bloom if the parameters are too weird
1759 // can't use bloom if the card does not support the texture size
1760 if (r_bloomstate.texture_screen)
1761 R_FreeTexture(r_bloomstate.texture_screen);
1762 if (r_bloomstate.texture_bloom)
1763 R_FreeTexture(r_bloomstate.texture_bloom);
1764 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1768 r_bloomstate.enabled = true;
1769 r_bloomstate.hdr = r_hdr.integer != 0;
1771 // allocate textures as needed
1772 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
1774 if (r_bloomstate.texture_screen)
1775 R_FreeTexture(r_bloomstate.texture_screen);
1776 r_bloomstate.texture_screen = NULL;
1777 r_bloomstate.screentexturewidth = screentexturewidth;
1778 r_bloomstate.screentextureheight = screentextureheight;
1779 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
1780 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1782 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
1784 if (r_bloomstate.texture_bloom)
1785 R_FreeTexture(r_bloomstate.texture_bloom);
1786 r_bloomstate.texture_bloom = NULL;
1787 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
1788 r_bloomstate.bloomtextureheight = bloomtextureheight;
1789 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
1790 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1793 // set up a texcoord array for the full resolution screen image
1794 // (we have to keep this around to copy back during final render)
1795 r_bloomstate.screentexcoord2f[0] = 0;
1796 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1797 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1798 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1799 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1800 r_bloomstate.screentexcoord2f[5] = 0;
1801 r_bloomstate.screentexcoord2f[6] = 0;
1802 r_bloomstate.screentexcoord2f[7] = 0;
1804 // set up a texcoord array for the reduced resolution bloom image
1805 // (which will be additive blended over the screen image)
1806 r_bloomstate.bloomtexcoord2f[0] = 0;
1807 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1808 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1809 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1810 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1811 r_bloomstate.bloomtexcoord2f[5] = 0;
1812 r_bloomstate.bloomtexcoord2f[6] = 0;
1813 r_bloomstate.bloomtexcoord2f[7] = 0;
1816 void R_Bloom_CopyScreenTexture(float colorscale)
1818 r_refdef.stats.bloom++;
1820 R_ResetViewRendering2D();
1821 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
1822 R_Mesh_ColorPointer(NULL, 0, 0);
1823 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
1824 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1826 // copy view into the screen texture
1827 GL_ActiveTexture(0);
1829 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1830 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1832 // now scale it down to the bloom texture size
1834 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1835 GL_BlendFunc(GL_ONE, GL_ZERO);
1836 GL_Color(colorscale, colorscale, colorscale, 1);
1837 // TODO: optimize with multitexture or GLSL
1838 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1839 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1841 // we now have a bloom image in the framebuffer
1842 // copy it into the bloom image texture for later processing
1843 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1844 GL_ActiveTexture(0);
1846 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1847 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1850 void R_Bloom_CopyHDRTexture(void)
1852 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1853 GL_ActiveTexture(0);
1855 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1856 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1859 void R_Bloom_MakeTexture(void)
1862 float xoffset, yoffset, r, brighten;
1864 r_refdef.stats.bloom++;
1866 R_ResetViewRendering2D();
1867 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
1868 R_Mesh_ColorPointer(NULL, 0, 0);
1870 // we have a bloom image in the framebuffer
1872 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1874 for (x = 1;x < r_bloom_colorexponent.value;)
1877 r = bound(0, r_bloom_colorexponent.value / x, 1);
1878 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1879 GL_Color(r, r, r, 1);
1880 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1881 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1882 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1883 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1885 // copy the vertically blurred bloom view to a texture
1886 GL_ActiveTexture(0);
1888 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1889 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1892 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
1893 brighten = r_bloom_brighten.value;
1895 brighten *= r_hdr_range.value;
1896 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1897 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
1899 for (dir = 0;dir < 2;dir++)
1901 // blend on at multiple vertical offsets to achieve a vertical blur
1902 // TODO: do offset blends using GLSL
1903 GL_BlendFunc(GL_ONE, GL_ZERO);
1904 for (x = -range;x <= range;x++)
1906 if (!dir){xoffset = 0;yoffset = x;}
1907 else {xoffset = x;yoffset = 0;}
1908 xoffset /= (float)r_bloomstate.bloomtexturewidth;
1909 yoffset /= (float)r_bloomstate.bloomtextureheight;
1910 // compute a texcoord array with the specified x and y offset
1911 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
1912 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1913 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1914 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1915 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1916 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
1917 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
1918 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
1919 // this r value looks like a 'dot' particle, fading sharply to
1920 // black at the edges
1921 // (probably not realistic but looks good enough)
1922 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
1923 //r = (dir ? 1.0f : brighten)/(range*2+1);
1924 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
1925 GL_Color(r, r, r, 1);
1926 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1927 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1928 GL_BlendFunc(GL_ONE, GL_ONE);
1931 // copy the vertically blurred bloom view to a texture
1932 GL_ActiveTexture(0);
1934 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1935 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1938 // apply subtract last
1939 // (just like it would be in a GLSL shader)
1940 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
1942 GL_BlendFunc(GL_ONE, GL_ZERO);
1943 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1944 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1945 GL_Color(1, 1, 1, 1);
1946 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1947 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1949 GL_BlendFunc(GL_ONE, GL_ONE);
1950 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
1951 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1952 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1953 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
1954 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1955 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1956 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
1958 // copy the darkened bloom view to a texture
1959 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1960 GL_ActiveTexture(0);
1962 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1963 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1967 void R_HDR_RenderBloomTexture(void)
1969 int oldwidth, oldheight;
1971 oldwidth = r_view.width;
1972 oldheight = r_view.height;
1973 r_view.width = r_bloomstate.bloomwidth;
1974 r_view.height = r_bloomstate.bloomheight;
1976 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1977 // TODO: add exposure compensation features
1978 // TODO: add fp16 framebuffer support
1980 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
1982 r_view.colorscale /= r_hdr_range.value;
1985 R_ResetViewRendering2D();
1987 R_Bloom_CopyHDRTexture();
1988 R_Bloom_MakeTexture();
1990 R_ResetViewRendering3D();
1993 if (r_timereport_active)
1994 R_TimeReport("clear");
1997 // restore the view settings
1998 r_view.width = oldwidth;
1999 r_view.height = oldheight;
2002 static void R_BlendView(void)
2004 if (r_bloomstate.enabled && r_bloomstate.hdr)
2006 // render high dynamic range bloom effect
2007 // the bloom texture was made earlier this render, so we just need to
2008 // blend it onto the screen...
2009 R_ResetViewRendering2D();
2010 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2011 R_Mesh_ColorPointer(NULL, 0, 0);
2012 GL_Color(1, 1, 1, 1);
2013 GL_BlendFunc(GL_ONE, GL_ONE);
2014 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2015 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2016 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2017 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2019 else if (r_bloomstate.enabled)
2021 // render simple bloom effect
2022 // copy the screen and shrink it and darken it for the bloom process
2023 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2024 // make the bloom texture
2025 R_Bloom_MakeTexture();
2026 // put the original screen image back in place and blend the bloom
2028 R_ResetViewRendering2D();
2029 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2030 R_Mesh_ColorPointer(NULL, 0, 0);
2031 GL_Color(1, 1, 1, 1);
2032 GL_BlendFunc(GL_ONE, GL_ZERO);
2033 // do both in one pass if possible
2034 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2035 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2036 if (r_textureunits.integer >= 2 && gl_combine.integer)
2038 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2039 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2040 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2044 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2045 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2046 // now blend on the bloom texture
2047 GL_BlendFunc(GL_ONE, GL_ONE);
2048 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2049 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2051 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2052 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2054 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2056 // apply a color tint to the whole view
2057 R_ResetViewRendering2D();
2058 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2059 R_Mesh_ColorPointer(NULL, 0, 0);
2060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2061 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2062 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2066 void R_RenderScene(void);
2068 matrix4x4_t r_waterscrollmatrix;
2070 void R_UpdateVariables(void)
2074 r_refdef.farclip = 4096;
2075 if (r_refdef.worldmodel)
2076 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2077 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2079 r_refdef.polygonfactor = 0;
2080 r_refdef.polygonoffset = 0;
2081 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2082 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2084 r_refdef.rtworld = r_shadow_realtime_world.integer;
2085 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2086 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2087 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2088 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2089 if (r_showsurfaces.integer)
2091 r_refdef.rtworld = false;
2092 r_refdef.rtworldshadows = false;
2093 r_refdef.rtdlight = false;
2094 r_refdef.rtdlightshadows = false;
2095 r_refdef.lightmapintensity = 0;
2098 if (gamemode == GAME_NEHAHRA)
2100 if (gl_fogenable.integer)
2102 r_refdef.oldgl_fogenable = true;
2103 r_refdef.fog_density = gl_fogdensity.value;
2104 r_refdef.fog_red = gl_fogred.value;
2105 r_refdef.fog_green = gl_foggreen.value;
2106 r_refdef.fog_blue = gl_fogblue.value;
2108 else if (r_refdef.oldgl_fogenable)
2110 r_refdef.oldgl_fogenable = false;
2111 r_refdef.fog_density = 0;
2112 r_refdef.fog_red = 0;
2113 r_refdef.fog_green = 0;
2114 r_refdef.fog_blue = 0;
2117 if (r_refdef.fog_density)
2119 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2120 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2121 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2123 if (r_refdef.fog_density)
2125 r_refdef.fogenabled = true;
2126 // this is the point where the fog reaches 0.9986 alpha, which we
2127 // consider a good enough cutoff point for the texture
2128 // (0.9986 * 256 == 255.6)
2129 r_refdef.fogrange = 400 / r_refdef.fog_density;
2130 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2131 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
2132 // fog color was already set
2135 r_refdef.fogenabled = false;
2143 void R_RenderView(void)
2145 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2146 return; //Host_Error ("R_RenderView: NULL worldmodel");
2148 R_Shadow_UpdateWorldLightSelection();
2151 if (r_timereport_active)
2152 R_TimeReport("setup");
2155 if (r_timereport_active)
2156 R_TimeReport("visibility");
2158 R_ResetViewRendering3D();
2161 if (r_timereport_active)
2162 R_TimeReport("clear");
2164 R_Bloom_StartFrame();
2166 // this produces a bloom texture to be used in R_BlendView() later
2168 R_HDR_RenderBloomTexture();
2170 r_view.colorscale = r_hdr_scenebrightness.value;
2174 if (r_timereport_active)
2175 R_TimeReport("blendview");
2177 GL_Scissor(0, 0, vid.width, vid.height);
2178 GL_ScissorTest(false);
2182 extern void R_DrawLightningBeams (void);
2183 extern void VM_CL_AddPolygonsToMeshQueue (void);
2184 extern void R_DrawPortals (void);
2185 extern cvar_t cl_locs_show;
2186 static void R_DrawLocs(void);
2187 void R_RenderScene(void)
2189 // don't let sound skip if going slow
2190 if (r_refdef.extraupdate)
2193 R_ResetViewRendering3D();
2195 R_MeshQueue_BeginScene();
2199 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2201 if (cl.csqc_vidvars.drawworld)
2203 // don't let sound skip if going slow
2204 if (r_refdef.extraupdate)
2207 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2209 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2210 if (r_timereport_active)
2211 R_TimeReport("worldsky");
2214 if (R_DrawBrushModelsSky() && r_timereport_active)
2215 R_TimeReport("bmodelsky");
2217 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2219 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2220 if (r_timereport_active)
2221 R_TimeReport("world");
2225 // don't let sound skip if going slow
2226 if (r_refdef.extraupdate)
2230 if (r_timereport_active)
2231 R_TimeReport("models");
2233 // don't let sound skip if going slow
2234 if (r_refdef.extraupdate)
2237 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2239 R_DrawModelShadows();
2241 R_ResetViewRendering3D();
2243 // don't let sound skip if going slow
2244 if (r_refdef.extraupdate)
2248 R_ShadowVolumeLighting(false);
2249 if (r_timereport_active)
2250 R_TimeReport("rtlights");
2252 // don't let sound skip if going slow
2253 if (r_refdef.extraupdate)
2256 if (cl.csqc_vidvars.drawworld)
2258 R_DrawLightningBeams();
2259 if (r_timereport_active)
2260 R_TimeReport("lightning");
2263 if (r_timereport_active)
2264 R_TimeReport("particles");
2267 if (r_timereport_active)
2268 R_TimeReport("explosions");
2271 if (gl_support_fragment_shader)
2273 qglUseProgramObjectARB(0);CHECKGLERROR
2275 VM_CL_AddPolygonsToMeshQueue();
2277 if (cl_locs_show.integer)
2280 if (r_timereport_active)
2281 R_TimeReport("showlocs");
2284 if (r_drawportals.integer)
2287 if (r_timereport_active)
2288 R_TimeReport("portals");
2291 if (gl_support_fragment_shader)
2293 qglUseProgramObjectARB(0);CHECKGLERROR
2295 R_MeshQueue_RenderTransparent();
2296 if (r_timereport_active)
2297 R_TimeReport("drawtrans");
2299 if (gl_support_fragment_shader)
2301 qglUseProgramObjectARB(0);CHECKGLERROR
2304 if (cl.csqc_vidvars.drawworld)
2307 if (r_timereport_active)
2308 R_TimeReport("coronas");
2311 // don't let sound skip if going slow
2312 if (r_refdef.extraupdate)
2315 R_ResetViewRendering2D();
2319 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2322 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2323 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2324 GL_DepthMask(false);
2325 GL_DepthRange(0, 1);
2327 R_Mesh_Matrix(&identitymatrix);
2329 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2330 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2331 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2332 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2333 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2334 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2335 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2336 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2337 R_FillColors(color, 8, cr, cg, cb, ca);
2338 if (r_refdef.fogenabled)
2340 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2342 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2344 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2345 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2346 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2349 R_Mesh_VertexPointer(vertex3f, 0, 0);
2350 R_Mesh_ColorPointer(color, 0, 0);
2351 R_Mesh_ResetTextureState();
2352 R_Mesh_Draw(8, 12, 0, 0);
2356 int nomodelelements[24] =
2368 float nomodelvertex3f[6*3] =
2378 float nomodelcolor4f[6*4] =
2380 0.0f, 0.0f, 0.5f, 1.0f,
2381 0.0f, 0.0f, 0.5f, 1.0f,
2382 0.0f, 0.5f, 0.0f, 1.0f,
2383 0.0f, 0.5f, 0.0f, 1.0f,
2384 0.5f, 0.0f, 0.0f, 1.0f,
2385 0.5f, 0.0f, 0.0f, 1.0f
2388 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2393 // this is only called once per entity so numsurfaces is always 1, and
2394 // surfacelist is always {0}, so this code does not handle batches
2395 R_Mesh_Matrix(&ent->matrix);
2397 if (ent->flags & EF_ADDITIVE)
2399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2400 GL_DepthMask(false);
2402 else if (ent->alpha < 1)
2404 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2405 GL_DepthMask(false);
2409 GL_BlendFunc(GL_ONE, GL_ZERO);
2412 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2413 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2414 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2415 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2416 if (r_refdef.fogenabled)
2419 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2420 R_Mesh_ColorPointer(color4f, 0, 0);
2421 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2422 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2424 for (i = 0, c = color4f;i < 6;i++, c += 4)
2426 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2427 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2428 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2432 else if (ent->alpha != 1)
2434 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2435 R_Mesh_ColorPointer(color4f, 0, 0);
2436 for (i = 0, c = color4f;i < 6;i++, c += 4)
2440 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2441 R_Mesh_ResetTextureState();
2442 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2445 void R_DrawNoModel(entity_render_t *ent)
2448 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2449 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2450 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2452 // R_DrawNoModelCallback(ent, 0);
2455 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2457 vec3_t right1, right2, diff, normal;
2459 VectorSubtract (org2, org1, normal);
2461 // calculate 'right' vector for start
2462 VectorSubtract (r_view.origin, org1, diff);
2463 CrossProduct (normal, diff, right1);
2464 VectorNormalize (right1);
2466 // calculate 'right' vector for end
2467 VectorSubtract (r_view.origin, org2, diff);
2468 CrossProduct (normal, diff, right2);
2469 VectorNormalize (right2);
2471 vert[ 0] = org1[0] + width * right1[0];
2472 vert[ 1] = org1[1] + width * right1[1];
2473 vert[ 2] = org1[2] + width * right1[2];
2474 vert[ 3] = org1[0] - width * right1[0];
2475 vert[ 4] = org1[1] - width * right1[1];
2476 vert[ 5] = org1[2] - width * right1[2];
2477 vert[ 6] = org2[0] - width * right2[0];
2478 vert[ 7] = org2[1] - width * right2[1];
2479 vert[ 8] = org2[2] - width * right2[2];
2480 vert[ 9] = org2[0] + width * right2[0];
2481 vert[10] = org2[1] + width * right2[1];
2482 vert[11] = org2[2] + width * right2[2];
2485 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2487 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)
2489 float fog = 0.0f, ifog;
2492 if (r_refdef.fogenabled)
2493 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2496 R_Mesh_Matrix(&identitymatrix);
2497 GL_BlendFunc(blendfunc1, blendfunc2);
2498 GL_DepthMask(false);
2499 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2500 GL_DepthTest(!depthdisable);
2502 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2503 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2504 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2505 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2506 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2507 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2508 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2509 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2510 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2511 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2512 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2513 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2515 R_Mesh_VertexPointer(vertex3f, 0, 0);
2516 R_Mesh_ColorPointer(NULL, 0, 0);
2517 R_Mesh_ResetTextureState();
2518 R_Mesh_TexBind(0, R_GetTexture(texture));
2519 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2520 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2521 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2522 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2524 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2526 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2527 GL_BlendFunc(blendfunc1, GL_ONE);
2528 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2529 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2533 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2538 VectorSet(v, x, y, z);
2539 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2540 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2542 if (i == mesh->numvertices)
2544 if (mesh->numvertices < mesh->maxvertices)
2546 VectorCopy(v, vertex3f);
2547 mesh->numvertices++;
2549 return mesh->numvertices;
2555 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2559 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2560 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2561 e = mesh->element3i + mesh->numtriangles * 3;
2562 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2564 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2565 if (mesh->numtriangles < mesh->maxtriangles)
2570 mesh->numtriangles++;
2572 element[1] = element[2];
2576 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2580 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2581 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2582 e = mesh->element3i + mesh->numtriangles * 3;
2583 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2585 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2586 if (mesh->numtriangles < mesh->maxtriangles)
2591 mesh->numtriangles++;
2593 element[1] = element[2];
2597 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2598 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2600 int planenum, planenum2;
2603 mplane_t *plane, *plane2;
2605 double temppoints[2][256*3];
2606 // figure out how large a bounding box we need to properly compute this brush
2608 for (w = 0;w < numplanes;w++)
2609 maxdist = max(maxdist, planes[w].dist);
2610 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2611 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2612 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2616 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2617 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2619 if (planenum2 == planenum)
2621 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);
2624 if (tempnumpoints < 3)
2626 // generate elements forming a triangle fan for this polygon
2627 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2631 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2634 R_Mesh_VertexPointer(brush->points->v, 0, 0);
2635 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2636 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2637 GL_LockArrays(0, brush->numpoints);
2638 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
2639 GL_LockArrays(0, 0);
2642 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2645 if (!surface->num_collisiontriangles)
2647 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
2648 i = (int)(((size_t)surface) / sizeof(msurface_t));
2649 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2650 GL_LockArrays(0, surface->num_collisionvertices);
2651 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
2652 GL_LockArrays(0, 0);
2655 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)
2657 texturelayer_t *layer;
2658 layer = t->currentlayers + t->currentnumlayers++;
2660 layer->depthmask = depthmask;
2661 layer->blendfunc1 = blendfunc1;
2662 layer->blendfunc2 = blendfunc2;
2663 layer->texture = texture;
2664 layer->texmatrix = *matrix;
2665 layer->color[0] = r * r_view.colorscale;
2666 layer->color[1] = g * r_view.colorscale;
2667 layer->color[2] = b * r_view.colorscale;
2668 layer->color[3] = a;
2671 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2673 model_t *model = ent->model;
2675 // switch to an alternate material if this is a q1bsp animated material
2677 texture_t *texture = t;
2678 int s = ent->skinnum;
2679 if ((unsigned int)s >= (unsigned int)model->numskins)
2681 if (model->skinscenes)
2683 if (model->skinscenes[s].framecount > 1)
2684 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2686 s = model->skinscenes[s].firstframe;
2689 t = t + s * model->num_surfaces;
2692 // use an alternate animation if the entity's frame is not 0,
2693 // and only if the texture has an alternate animation
2694 if (ent->frame != 0 && t->anim_total[1])
2695 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2697 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2699 texture->currentframe = t;
2702 // pick a new currentskinframe if the material is animated
2703 if (t->numskinframes >= 2)
2704 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2705 if (t->backgroundnumskinframes >= 2)
2706 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2708 t->currentmaterialflags = t->basematerialflags;
2709 t->currentalpha = ent->alpha;
2710 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2711 t->currentalpha *= r_wateralpha.value;
2712 if (!(ent->flags & RENDER_LIGHT))
2713 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2714 if (ent->effects & EF_ADDITIVE)
2715 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2716 else if (t->currentalpha < 1)
2717 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2718 if (ent->effects & EF_DOUBLESIDED)
2719 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2720 if (ent->effects & EF_NODEPTHTEST)
2721 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
2722 if (ent->flags & RENDER_VIEWMODEL)
2723 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
2724 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2725 t->currenttexmatrix = r_waterscrollmatrix;
2727 t->currenttexmatrix = identitymatrix;
2728 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
2729 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2731 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2732 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2733 t->glosstexture = r_texture_white;
2734 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2735 t->backgroundglosstexture = r_texture_white;
2736 t->specularpower = r_shadow_glossexponent.value;
2737 // TODO: store reference values for these in the texture?
2738 t->specularscale = 0;
2739 if (r_shadow_gloss.integer > 0)
2741 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2743 if (r_shadow_glossintensity.value > 0)
2745 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2746 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2747 t->specularscale = r_shadow_glossintensity.value;
2750 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2751 t->specularscale = r_shadow_gloss2intensity.value;
2754 t->currentnumlayers = 0;
2755 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2757 if (gl_lightmaps.integer)
2758 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2759 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2761 int blendfunc1, blendfunc2, depthmask;
2762 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2764 blendfunc1 = GL_SRC_ALPHA;
2765 blendfunc2 = GL_ONE;
2767 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2769 blendfunc1 = GL_SRC_ALPHA;
2770 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2772 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2774 blendfunc1 = t->customblendfunc[0];
2775 blendfunc2 = t->customblendfunc[1];
2779 blendfunc1 = GL_ONE;
2780 blendfunc2 = GL_ZERO;
2782 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2783 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2785 rtexture_t *currentbasetexture;
2787 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2788 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2789 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2790 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2792 // fullbright is not affected by r_refdef.lightmapintensity
2793 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2794 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2795 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2796 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2797 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2803 // q3bsp has no lightmap updates, so the lightstylevalue that
2804 // would normally be baked into the lightmap must be
2805 // applied to the color
2806 if (ent->model->type == mod_brushq3)
2807 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2808 colorscale *= r_refdef.lightmapintensity;
2809 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2810 if (r_ambient.value >= (1.0f/64.0f))
2811 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2812 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2814 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2815 if (r_ambient.value >= (1.0f/64.0f))
2816 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2818 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2820 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2821 if (r_ambient.value >= (1.0f/64.0f))
2822 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2825 if (t->currentskinframe->glow != NULL)
2826 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2827 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2829 // if this is opaque use alpha blend which will darken the earlier
2832 // if this is an alpha blended material, all the earlier passes
2833 // were darkened by fog already, so we only need to add the fog
2834 // color ontop through the fog mask texture
2836 // if this is an additive blended material, all the earlier passes
2837 // were darkened by fog already, and we should not add fog color
2838 // (because the background was not darkened, there is no fog color
2839 // that was lost behind it).
2840 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2847 void R_UpdateAllTextureInfo(entity_render_t *ent)
2851 for (i = 0;i < ent->model->num_textures;i++)
2852 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2855 int rsurface_array_size = 0;
2856 float *rsurface_array_modelvertex3f = NULL;
2857 float *rsurface_array_modelsvector3f = NULL;
2858 float *rsurface_array_modeltvector3f = NULL;
2859 float *rsurface_array_modelnormal3f = NULL;
2860 float *rsurface_array_deformedvertex3f = NULL;
2861 float *rsurface_array_deformedsvector3f = NULL;
2862 float *rsurface_array_deformedtvector3f = NULL;
2863 float *rsurface_array_deformednormal3f = NULL;
2864 float *rsurface_array_color4f = NULL;
2865 float *rsurface_array_texcoord3f = NULL;
2867 void R_Mesh_ResizeArrays(int newvertices)
2870 if (rsurface_array_size >= newvertices)
2872 if (rsurface_array_modelvertex3f)
2873 Mem_Free(rsurface_array_modelvertex3f);
2874 rsurface_array_size = (newvertices + 1023) & ~1023;
2875 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2876 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2877 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2878 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2879 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2880 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2881 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2882 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2883 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2884 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2885 rsurface_array_color4f = base + rsurface_array_size * 27;
2888 float *rsurface_modelvertex3f;
2889 int rsurface_modelvertex3f_bufferobject;
2890 size_t rsurface_modelvertex3f_bufferoffset;
2891 float *rsurface_modelsvector3f;
2892 int rsurface_modelsvector3f_bufferobject;
2893 size_t rsurface_modelsvector3f_bufferoffset;
2894 float *rsurface_modeltvector3f;
2895 int rsurface_modeltvector3f_bufferobject;
2896 size_t rsurface_modeltvector3f_bufferoffset;
2897 float *rsurface_modelnormal3f;
2898 int rsurface_modelnormal3f_bufferobject;
2899 size_t rsurface_modelnormal3f_bufferoffset;
2900 float *rsurface_vertex3f;
2901 int rsurface_vertex3f_bufferobject;
2902 size_t rsurface_vertex3f_bufferoffset;
2903 float *rsurface_svector3f;
2904 int rsurface_svector3f_bufferobject;
2905 size_t rsurface_svector3f_bufferoffset;
2906 float *rsurface_tvector3f;
2907 int rsurface_tvector3f_bufferobject;
2908 size_t rsurface_tvector3f_bufferoffset;
2909 float *rsurface_normal3f;
2910 int rsurface_normal3f_bufferobject;
2911 size_t rsurface_normal3f_bufferoffset;
2912 float *rsurface_lightmapcolor4f;
2913 int rsurface_lightmapcolor4f_bufferobject;
2914 size_t rsurface_lightmapcolor4f_bufferoffset;
2915 vec3_t rsurface_modelorg;
2916 qboolean rsurface_generatedvertex;
2917 const entity_render_t *rsurface_entity;
2918 const model_t *rsurface_model;
2919 texture_t *rsurface_texture;
2920 qboolean rsurface_uselightmaptexture;
2921 rsurfmode_t rsurface_mode;
2922 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
2924 void RSurf_CleanUp(void)
2927 if (rsurface_mode == RSURFMODE_GLSL)
2929 qglUseProgramObjectARB(0);CHECKGLERROR
2931 GL_AlphaTest(false);
2932 rsurface_mode = RSURFMODE_NONE;
2933 rsurface_uselightmaptexture = false;
2934 rsurface_texture = NULL;
2937 void RSurf_ActiveWorldEntity(void)
2940 rsurface_entity = r_refdef.worldentity;
2941 rsurface_model = r_refdef.worldmodel;
2942 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2943 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2944 R_Mesh_Matrix(&identitymatrix);
2945 VectorCopy(r_view.origin, rsurface_modelorg);
2946 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2947 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
2948 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
2949 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2950 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
2951 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
2952 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2953 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
2954 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
2955 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2956 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
2957 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
2958 rsurface_generatedvertex = false;
2959 rsurface_vertex3f = rsurface_modelvertex3f;
2960 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
2961 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
2962 rsurface_svector3f = rsurface_modelsvector3f;
2963 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
2964 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
2965 rsurface_tvector3f = rsurface_modeltvector3f;
2966 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
2967 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
2968 rsurface_normal3f = rsurface_modelnormal3f;
2969 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
2970 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
2973 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2976 rsurface_entity = ent;
2977 rsurface_model = ent->model;
2978 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2979 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2980 R_Mesh_Matrix(&ent->matrix);
2981 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2982 if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
2986 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2987 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2988 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2989 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2990 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2992 else if (wantnormals)
2994 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2995 rsurface_modelsvector3f = NULL;
2996 rsurface_modeltvector3f = NULL;
2997 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2998 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3002 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3003 rsurface_modelsvector3f = NULL;
3004 rsurface_modeltvector3f = NULL;
3005 rsurface_modelnormal3f = NULL;
3006 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3008 rsurface_modelvertex3f_bufferobject = 0;
3009 rsurface_modelvertex3f_bufferoffset = 0;
3010 rsurface_modelsvector3f_bufferobject = 0;
3011 rsurface_modelsvector3f_bufferoffset = 0;
3012 rsurface_modeltvector3f_bufferobject = 0;
3013 rsurface_modeltvector3f_bufferoffset = 0;
3014 rsurface_modelnormal3f_bufferobject = 0;
3015 rsurface_modelnormal3f_bufferoffset = 0;
3016 rsurface_generatedvertex = true;
3020 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3021 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3022 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3023 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3024 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3025 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3026 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3027 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3028 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3029 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3030 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3031 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3032 rsurface_generatedvertex = false;
3034 rsurface_vertex3f = rsurface_modelvertex3f;
3035 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3036 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3037 rsurface_svector3f = rsurface_modelsvector3f;
3038 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3039 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3040 rsurface_tvector3f = rsurface_modeltvector3f;
3041 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3042 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3043 rsurface_normal3f = rsurface_modelnormal3f;
3044 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3045 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3048 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3050 // 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
3051 if (rsurface_generatedvertex)
3053 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3054 generatetangents = true;
3055 if (generatetangents)
3056 generatenormals = true;
3057 if (generatenormals && !rsurface_modelnormal3f)
3059 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3060 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3061 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3062 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3064 if (generatetangents && !rsurface_modelsvector3f)
3066 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3067 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3068 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3069 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3070 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3071 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3072 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3075 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
3076 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3078 int texturesurfaceindex;
3079 float center[3], forward[3], right[3], up[3], v[4][3];
3080 matrix4x4_t matrix1, imatrix1;
3081 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3082 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3083 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3084 // make deformed versions of only the model vertices used by the specified surfaces
3085 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3088 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3089 // a single autosprite surface can contain multiple sprites...
3090 for (j = 0;j < surface->num_vertices - 3;j += 4)
3092 VectorClear(center);
3093 for (i = 0;i < 4;i++)
3094 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3095 VectorScale(center, 0.25f, center);
3096 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3098 forward[0] = rsurface_modelorg[0] - center[0];
3099 forward[1] = rsurface_modelorg[1] - center[1];
3101 VectorNormalize(forward);
3102 right[0] = forward[1];
3103 right[1] = -forward[0];
3105 VectorSet(up, 0, 0, 1);
3107 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3108 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
3109 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3110 for (i = 0;i < 4;i++)
3111 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3112 for (i = 0;i < 4;i++)
3113 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3115 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3116 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3118 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3119 rsurface_vertex3f_bufferobject = 0;
3120 rsurface_vertex3f_bufferoffset = 0;
3121 rsurface_svector3f = rsurface_array_deformedsvector3f;
3122 rsurface_svector3f_bufferobject = 0;
3123 rsurface_svector3f_bufferoffset = 0;
3124 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3125 rsurface_tvector3f_bufferobject = 0;
3126 rsurface_tvector3f_bufferoffset = 0;
3127 rsurface_normal3f = rsurface_array_deformednormal3f;
3128 rsurface_normal3f_bufferobject = 0;
3129 rsurface_normal3f_bufferoffset = 0;
3133 rsurface_vertex3f = rsurface_modelvertex3f;
3134 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3135 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3136 rsurface_svector3f = rsurface_modelsvector3f;
3137 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3138 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3139 rsurface_tvector3f = rsurface_modeltvector3f;
3140 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3141 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3142 rsurface_normal3f = rsurface_modelnormal3f;
3143 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3144 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3146 R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3149 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3152 const msurface_t *surface = texturesurfacelist[0];
3153 const msurface_t *surface2;
3158 // TODO: lock all array ranges before render, rather than on each surface
3159 if (texturenumsurfaces == 1)
3161 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3162 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3164 else if (r_batchmode.integer == 2)
3166 #define MAXBATCHTRIANGLES 4096
3167 int batchtriangles = 0;
3168 int batchelements[MAXBATCHTRIANGLES*3];
3169 for (i = 0;i < texturenumsurfaces;i = j)
3171 surface = texturesurfacelist[i];
3173 if (surface->num_triangles > MAXBATCHTRIANGLES)
3175 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3178 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3179 batchtriangles = surface->num_triangles;
3180 firstvertex = surface->num_firstvertex;
3181 endvertex = surface->num_firstvertex + surface->num_vertices;
3182 for (;j < texturenumsurfaces;j++)
3184 surface2 = texturesurfacelist[j];
3185 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3187 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3188 batchtriangles += surface2->num_triangles;
3189 firstvertex = min(firstvertex, surface2->num_firstvertex);
3190 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3192 surface2 = texturesurfacelist[j-1];
3193 numvertices = endvertex - firstvertex;
3194 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3197 else if (r_batchmode.integer == 1)
3199 for (i = 0;i < texturenumsurfaces;i = j)
3201 surface = texturesurfacelist[i];
3202 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3203 if (texturesurfacelist[j] != surface2)
3205 surface2 = texturesurfacelist[j-1];
3206 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3207 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3208 GL_LockArrays(surface->num_firstvertex, numvertices);
3209 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3214 for (i = 0;i < texturenumsurfaces;i++)
3216 surface = texturesurfacelist[i];
3217 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3218 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3223 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3227 const msurface_t *surface = texturesurfacelist[0];
3228 const msurface_t *surface2;
3233 // TODO: lock all array ranges before render, rather than on each surface
3234 if (texturenumsurfaces == 1)
3236 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3237 if (deluxemaptexunit >= 0)
3238 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3239 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3240 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3242 else if (r_batchmode.integer == 2)
3244 #define MAXBATCHTRIANGLES 4096
3245 int batchtriangles = 0;
3246 int batchelements[MAXBATCHTRIANGLES*3];
3247 for (i = 0;i < texturenumsurfaces;i = j)
3249 surface = texturesurfacelist[i];
3250 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3251 if (deluxemaptexunit >= 0)
3252 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3254 if (surface->num_triangles > MAXBATCHTRIANGLES)
3256 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3259 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3260 batchtriangles = surface->num_triangles;
3261 firstvertex = surface->num_firstvertex;
3262 endvertex = surface->num_firstvertex + surface->num_vertices;
3263 for (;j < texturenumsurfaces;j++)
3265 surface2 = texturesurfacelist[j];
3266 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3268 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3269 batchtriangles += surface2->num_triangles;
3270 firstvertex = min(firstvertex, surface2->num_firstvertex);
3271 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3273 surface2 = texturesurfacelist[j-1];
3274 numvertices = endvertex - firstvertex;
3275 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3278 else if (r_batchmode.integer == 1)
3281 Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
3282 for (i = 0;i < texturenumsurfaces;i = j)
3284 surface = texturesurfacelist[i];
3285 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3286 if (texturesurfacelist[j] != surface2)
3288 Con_Printf(" %i", j - i);
3291 Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
3293 for (i = 0;i < texturenumsurfaces;i = j)
3295 surface = texturesurfacelist[i];
3296 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3297 if (deluxemaptexunit >= 0)
3298 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3299 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3300 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3303 Con_Printf(" %i", j - i);
3305 surface2 = texturesurfacelist[j-1];
3306 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3307 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3308 GL_LockArrays(surface->num_firstvertex, numvertices);
3309 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3317 for (i = 0;i < texturenumsurfaces;i++)
3319 surface = texturesurfacelist[i];
3320 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3321 if (deluxemaptexunit >= 0)
3322 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3323 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3324 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3329 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3332 int texturesurfaceindex;
3333 if (r_showsurfaces.integer == 2)
3335 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3337 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3338 for (j = 0;j < surface->num_triangles;j++)
3340 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3341 GL_Color(f, f, f, 1);
3342 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3348 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3350 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3351 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3352 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3353 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3354 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3359 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3361 int texturesurfaceindex;
3365 if (rsurface_lightmapcolor4f)
3367 // generate color arrays for the surfaces in this list
3368 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3370 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3371 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)
3373 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3383 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3385 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3386 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)
3388 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3396 rsurface_lightmapcolor4f = rsurface_array_color4f;
3397 rsurface_lightmapcolor4f_bufferobject = 0;
3398 rsurface_lightmapcolor4f_bufferoffset = 0;
3401 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3403 int texturesurfaceindex;
3406 if (!rsurface_lightmapcolor4f)
3408 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3410 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3411 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)
3419 rsurface_lightmapcolor4f = rsurface_array_color4f;
3420 rsurface_lightmapcolor4f_bufferobject = 0;
3421 rsurface_lightmapcolor4f_bufferoffset = 0;
3424 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3427 rsurface_lightmapcolor4f = NULL;
3428 rsurface_lightmapcolor4f_bufferobject = 0;
3429 rsurface_lightmapcolor4f_bufferoffset = 0;
3430 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3431 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3432 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3433 GL_Color(r, g, b, a);
3434 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3437 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3439 // TODO: optimize applyfog && applycolor case
3440 // just apply fog if necessary, and tint the fog color array if necessary
3441 rsurface_lightmapcolor4f = NULL;
3442 rsurface_lightmapcolor4f_bufferobject = 0;
3443 rsurface_lightmapcolor4f_bufferoffset = 0;
3444 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3445 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3446 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3447 GL_Color(r, g, b, a);
3448 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3451 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3453 int texturesurfaceindex;
3457 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3459 // generate color arrays for the surfaces in this list
3460 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3462 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3463 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3465 if (surface->lightmapinfo->samples)
3467 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3468 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3469 VectorScale(lm, scale, c);
3470 if (surface->lightmapinfo->styles[1] != 255)
3472 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3474 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3475 VectorMA(c, scale, lm, c);
3476 if (surface->lightmapinfo->styles[2] != 255)
3479 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3480 VectorMA(c, scale, lm, c);
3481 if (surface->lightmapinfo->styles[3] != 255)
3484 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3485 VectorMA(c, scale, lm, c);
3495 rsurface_lightmapcolor4f = rsurface_array_color4f;
3496 rsurface_lightmapcolor4f_bufferobject = 0;
3497 rsurface_lightmapcolor4f_bufferoffset = 0;
3501 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3502 rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
3503 rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
3505 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3506 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3507 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3508 GL_Color(r, g, b, a);
3509 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3512 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3514 int texturesurfaceindex;
3518 vec3_t ambientcolor;
3519 vec3_t diffusecolor;
3523 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3524 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3525 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3526 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3527 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3528 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3529 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3530 if (VectorLength2(diffusecolor) > 0)
3532 // generate color arrays for the surfaces in this list
3533 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3535 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3536 int numverts = surface->num_vertices;
3537 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3538 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3539 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3540 // q3-style directional shading
3541 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3543 if ((f = DotProduct(c2, lightdir)) > 0)
3544 VectorMA(ambientcolor, f, diffusecolor, c);
3546 VectorCopy(ambientcolor, c);
3555 rsurface_lightmapcolor4f = rsurface_array_color4f;
3556 rsurface_lightmapcolor4f_bufferobject = 0;
3557 rsurface_lightmapcolor4f_bufferoffset = 0;
3561 r = ambientcolor[0];
3562 g = ambientcolor[1];
3563 b = ambientcolor[2];
3564 rsurface_lightmapcolor4f = NULL;
3565 rsurface_lightmapcolor4f_bufferobject = 0;
3566 rsurface_lightmapcolor4f_bufferoffset = 0;
3568 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3569 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3570 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3571 GL_Color(r, g, b, a);
3572 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3575 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3577 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3578 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3579 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3580 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3582 rsurface_mode = RSURFMODE_SHOWSURFACES;
3584 GL_BlendFunc(GL_ONE, GL_ZERO);
3585 R_Mesh_ColorPointer(NULL, 0, 0);
3586 R_Mesh_ResetTextureState();
3588 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3589 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3592 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3594 // transparent sky would be ridiculous
3595 if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3597 if (rsurface_mode != RSURFMODE_SKY)
3599 if (rsurface_mode == RSURFMODE_GLSL)
3601 qglUseProgramObjectARB(0);CHECKGLERROR
3603 rsurface_mode = RSURFMODE_SKY;
3607 skyrendernow = false;
3609 // restore entity matrix
3610 R_Mesh_Matrix(&rsurface_entity->matrix);
3612 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3613 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3614 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3616 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3617 // skymasking on them, and Quake3 never did sky masking (unlike
3618 // software Quake and software Quake2), so disable the sky masking
3619 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3620 // and skymasking also looks very bad when noclipping outside the
3621 // level, so don't use it then either.
3622 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3624 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3625 R_Mesh_ColorPointer(NULL, 0, 0);
3626 R_Mesh_ResetTextureState();
3627 if (skyrendermasked)
3629 // depth-only (masking)
3630 GL_ColorMask(0,0,0,0);
3631 // just to make sure that braindead drivers don't draw
3632 // anything despite that colormask...
3633 GL_BlendFunc(GL_ZERO, GL_ONE);
3638 GL_BlendFunc(GL_ONE, GL_ZERO);
3640 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3641 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3642 if (skyrendermasked)
3643 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3647 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3649 if (rsurface_mode != RSURFMODE_GLSL)
3651 rsurface_mode = RSURFMODE_GLSL;
3652 R_Mesh_ResetTextureState();
3655 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
3656 if (!r_glsl_permutation)
3659 if (rsurface_lightmode == 2)
3660 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3662 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3663 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
3664 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
3665 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
3666 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
3667 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
3669 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3671 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3672 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3673 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3674 R_Mesh_ColorPointer(NULL, 0, 0);
3676 else if (rsurface_uselightmaptexture)
3678 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
3679 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3680 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3681 R_Mesh_ColorPointer(NULL, 0, 0);
3685 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3686 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3687 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3688 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
3691 if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3692 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
3694 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3695 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3700 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3702 // OpenGL 1.3 path - anything not completely ancient
3703 int texturesurfaceindex;
3704 qboolean applycolor;
3708 const texturelayer_t *layer;
3709 if (rsurface_mode != RSURFMODE_MULTIPASS)
3710 rsurface_mode = RSURFMODE_MULTIPASS;
3711 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3712 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3715 int layertexrgbscale;
3716 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3718 if (layerindex == 0)
3722 GL_AlphaTest(false);
3723 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3726 GL_DepthMask(layer->depthmask);
3727 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3728 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3730 layertexrgbscale = 4;
3731 VectorScale(layer->color, 0.25f, layercolor);
3733 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3735 layertexrgbscale = 2;
3736 VectorScale(layer->color, 0.5f, layercolor);
3740 layertexrgbscale = 1;
3741 VectorScale(layer->color, 1.0f, layercolor);
3743 layercolor[3] = layer->color[3];
3744 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3745 R_Mesh_ColorPointer(NULL, 0, 0);
3746 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3747 switch (layer->type)
3749 case TEXTURELAYERTYPE_LITTEXTURE:
3750 memset(&m, 0, sizeof(m));
3751 m.tex[0] = R_GetTexture(r_texture_white);
3752 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3753 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3754 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
3755 m.tex[1] = R_GetTexture(layer->texture);
3756 m.texmatrix[1] = layer->texmatrix;
3757 m.texrgbscale[1] = layertexrgbscale;
3758 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3759 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
3760 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3761 R_Mesh_TextureState(&m);
3762 if (rsurface_lightmode == 2)
3763 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3764 else if (rsurface_uselightmaptexture)
3765 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3767 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3769 case TEXTURELAYERTYPE_TEXTURE:
3770 memset(&m, 0, sizeof(m));
3771 m.tex[0] = R_GetTexture(layer->texture);
3772 m.texmatrix[0] = layer->texmatrix;
3773 m.texrgbscale[0] = layertexrgbscale;
3774 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3775 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3776 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3777 R_Mesh_TextureState(&m);
3778 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
3780 case TEXTURELAYERTYPE_FOG:
3781 memset(&m, 0, sizeof(m));
3782 m.texrgbscale[0] = layertexrgbscale;
3785 m.tex[0] = R_GetTexture(layer->texture);
3786 m.texmatrix[0] = layer->texmatrix;
3787 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3788 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3789 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3791 R_Mesh_TextureState(&m);
3792 // generate a color array for the fog pass
3793 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
3794 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3798 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3799 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)
3801 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3802 c[0] = layercolor[0];
3803 c[1] = layercolor[1];
3804 c[2] = layercolor[2];
3805 c[3] = f * layercolor[3];
3808 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3811 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3813 GL_LockArrays(0, 0);
3816 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3818 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3819 GL_AlphaTest(false);
3823 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3825 // OpenGL 1.1 - crusty old voodoo path
3826 int texturesurfaceindex;
3830 const texturelayer_t *layer;
3831 if (rsurface_mode != RSURFMODE_MULTIPASS)
3832 rsurface_mode = RSURFMODE_MULTIPASS;
3833 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3834 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3836 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3838 if (layerindex == 0)
3842 GL_AlphaTest(false);
3843 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3846 GL_DepthMask(layer->depthmask);
3847 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3848 R_Mesh_ColorPointer(NULL, 0, 0);
3849 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3850 switch (layer->type)
3852 case TEXTURELAYERTYPE_LITTEXTURE:
3853 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3855 // two-pass lit texture with 2x rgbscale
3856 // first the lightmap pass
3857 memset(&m, 0, sizeof(m));
3858 m.tex[0] = R_GetTexture(r_texture_white);
3859 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3860 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3861 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
3862 R_Mesh_TextureState(&m);
3863 if (rsurface_lightmode == 2)
3864 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3865 else if (rsurface_uselightmaptexture)
3866 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3868 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
3869 GL_LockArrays(0, 0);
3870 // then apply the texture to it
3871 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3872 memset(&m, 0, sizeof(m));
3873 m.tex[0] = R_GetTexture(layer->texture);
3874 m.texmatrix[0] = layer->texmatrix;
3875 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3876 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3877 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3878 R_Mesh_TextureState(&m);
3879 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);
3883 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3884 memset(&m, 0, sizeof(m));
3885 m.tex[0] = R_GetTexture(layer->texture);
3886 m.texmatrix[0] = layer->texmatrix;
3887 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3888 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3889 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3890 R_Mesh_TextureState(&m);
3891 if (rsurface_lightmode == 2)
3892 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);
3894 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);
3897 case TEXTURELAYERTYPE_TEXTURE:
3898 // singletexture unlit texture with transparency support
3899 memset(&m, 0, sizeof(m));
3900 m.tex[0] = R_GetTexture(layer->texture);
3901 m.texmatrix[0] = layer->texmatrix;
3902 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3903 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3904 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3905 R_Mesh_TextureState(&m);
3906 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);
3908 case TEXTURELAYERTYPE_FOG:
3909 // singletexture fogging
3910 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
3913 memset(&m, 0, sizeof(m));
3914 m.tex[0] = R_GetTexture(layer->texture);
3915 m.texmatrix[0] = layer->texmatrix;
3916 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3917 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
3918 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
3919 R_Mesh_TextureState(&m);
3922 R_Mesh_ResetTextureState();
3923 // generate a color array for the fog pass
3924 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3928 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3929 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)
3931 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3932 c[0] = layer->color[0];
3933 c[1] = layer->color[1];
3934 c[2] = layer->color[2];
3935 c[3] = f * layer->color[3];
3938 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3941 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3943 GL_LockArrays(0, 0);
3946 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3948 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3949 GL_AlphaTest(false);
3953 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3955 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3957 r_shadow_rtlight = NULL;
3958 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3960 if (r_showsurfaces.integer)
3961 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3962 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3963 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3964 else if (rsurface_texture->currentnumlayers)
3966 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3967 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3968 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3969 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3970 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3971 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3972 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3973 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3974 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3975 if (r_glsl.integer && gl_support_fragment_shader)
3976 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3977 else if (gl_combine.integer && r_textureunits.integer >= 2)
3978 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3980 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3983 GL_LockArrays(0, 0);
3986 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3989 int texturenumsurfaces, endsurface;
3991 msurface_t *surface;
3992 msurface_t *texturesurfacelist[1024];
3994 // if the model is static it doesn't matter what value we give for
3995 // wantnormals and wanttangents, so this logic uses only rules applicable
3996 // to a model, knowing that they are meaningless otherwise
3997 if (ent == r_refdef.worldentity)
3998 RSurf_ActiveWorldEntity();
3999 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4000 RSurf_ActiveModelEntity(ent, false, false);
4002 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4004 for (i = 0;i < numsurfaces;i = j)
4007 surface = rsurface_model->data_surfaces + surfacelist[i];
4008 texture = surface->texture;
4009 R_UpdateTextureInfo(ent, texture);
4010 rsurface_texture = texture->currentframe;
4011 rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
4012 // scan ahead until we find a different texture
4013 endsurface = min(i + 1024, numsurfaces);
4014 texturenumsurfaces = 0;
4015 texturesurfacelist[texturenumsurfaces++] = surface;
4016 for (;j < endsurface;j++)
4018 surface = rsurface_model->data_surfaces + surfacelist[j];
4019 if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
4021 texturesurfacelist[texturenumsurfaces++] = surface;
4023 // render the range of surfaces
4024 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
4030 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
4033 vec3_t tempcenter, center;
4035 // break the surface list down into batches by texture and use of lightmapping
4036 for (i = 0;i < numsurfaces;i = j)
4039 // texture is the base texture pointer, rsurface_texture is the
4040 // current frame/skin the texture is directing us to use (for example
4041 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4042 // use skin 1 instead)
4043 texture = surfacelist[i]->texture;
4044 rsurface_texture = texture->currentframe;
4045 rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4046 if (!(rsurface_texture->currentmaterialflags & flagsmask))
4048 // if this texture is not the kind we want, skip ahead to the next one
4049 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4053 if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4055 // transparent surfaces get pushed off into the transparent queue
4056 const msurface_t *surface = surfacelist[i];
4057 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4058 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4059 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4060 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
4061 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
4065 // simply scan ahead until we find a different texture or lightmap state
4066 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
4068 // render the range of surfaces
4069 R_DrawTextureSurfaceList(j - i, surfacelist + i);
4074 float locboxvertex3f[6*4*3] =
4076 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4077 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4078 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4079 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4080 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4081 1,0,0, 0,0,0, 0,1,0, 1,1,0
4084 int locboxelement3i[6*2*3] =
4094 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4097 cl_locnode_t *loc = (cl_locnode_t *)ent;
4099 float vertex3f[6*4*3];
4101 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4102 GL_DepthMask(false);
4103 GL_DepthRange(0, 1);
4105 GL_CullFace(GL_NONE);
4106 R_Mesh_Matrix(&identitymatrix);
4108 R_Mesh_VertexPointer(vertex3f, 0, 0);
4109 R_Mesh_ColorPointer(NULL, 0, 0);
4110 R_Mesh_ResetTextureState();
4113 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4114 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4115 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4116 surfacelist[0] < 0 ? 0.5f : 0.125f);
4118 if (VectorCompare(loc->mins, loc->maxs))
4120 VectorSet(size, 2, 2, 2);
4121 VectorMA(loc->mins, -0.5f, size, mins);
4125 VectorCopy(loc->mins, mins);
4126 VectorSubtract(loc->maxs, loc->mins, size);
4129 for (i = 0;i < 6*4*3;)
4130 for (j = 0;j < 3;j++, i++)
4131 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4133 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4136 void R_DrawLocs(void)
4139 cl_locnode_t *loc, *nearestloc;
4141 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4142 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4144 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4145 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4149 void R_DrawCollisionBrushes(entity_render_t *ent)
4153 msurface_t *surface;
4154 model_t *model = ent->model;
4155 if (!model->brush.num_brushes)
4158 R_Mesh_ColorPointer(NULL, 0, 0);
4159 R_Mesh_ResetTextureState();
4160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4161 GL_DepthMask(false);
4162 GL_DepthRange(0, 1);
4163 GL_DepthTest(!r_showdisabledepthtest.integer);
4164 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4165 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4166 if (brush->colbrushf && brush->colbrushf->numtriangles)
4167 R_DrawCollisionBrush(brush->colbrushf);
4168 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4169 if (surface->num_collisiontriangles)
4170 R_DrawCollisionSurface(ent, surface);
4171 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4174 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4177 const int *elements;
4178 msurface_t *surface;
4179 model_t *model = ent->model;
4182 GL_DepthRange(0, 1);
4183 GL_DepthTest(!r_showdisabledepthtest.integer);
4185 GL_BlendFunc(GL_ONE, GL_ZERO);
4186 R_Mesh_ColorPointer(NULL, 0, 0);
4187 R_Mesh_ResetTextureState();
4188 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4190 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4192 rsurface_texture = surface->texture->currentframe;
4193 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4195 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4198 if (!rsurface_texture->currentlayers->depthmask)
4199 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4200 else if (ent == r_refdef.worldentity)
4201 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4203 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4204 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4207 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4209 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
4210 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
4211 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
4218 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4220 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4222 VectorCopy(rsurface_vertex3f + l * 3, v);
4223 qglVertex3f(v[0], v[1], v[2]);
4224 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4225 qglVertex3f(v[0], v[1], v[2]);
4229 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4231 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4233 VectorCopy(rsurface_vertex3f + l * 3, v);
4234 qglVertex3f(v[0], v[1], v[2]);
4235 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4236 qglVertex3f(v[0], v[1], v[2]);
4240 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4242 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4244 VectorCopy(rsurface_vertex3f + l * 3, v);
4245 qglVertex3f(v[0], v[1], v[2]);
4246 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4247 qglVertex3f(v[0], v[1], v[2]);
4254 rsurface_texture = NULL;
4257 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4258 void R_DrawWorldSurfaces(qboolean skysurfaces)
4260 int i, j, endj, f, flagsmask;
4261 int counttriangles = 0;
4262 msurface_t *surface, **surfacechain;
4264 model_t *model = r_refdef.worldmodel;
4265 const int maxsurfacelist = 1024;
4266 int numsurfacelist = 0;
4267 msurface_t *surfacelist[1024];
4271 RSurf_ActiveWorldEntity();
4273 // update light styles
4274 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4276 for (i = 0;i < model->brushq1.light_styles;i++)
4278 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4280 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4281 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4282 for (;(surface = *surfacechain);surfacechain++)
4283 surface->cached_dlight = true;
4288 R_UpdateAllTextureInfo(r_refdef.worldentity);
4289 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4292 rsurface_uselightmaptexture = false;
4293 rsurface_texture = NULL;
4295 j = model->firstmodelsurface;
4296 endj = j + model->nummodelsurfaces;
4299 // quickly skip over non-visible surfaces
4300 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4302 // quickly iterate over visible surfaces
4303 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4305 // process this surface
4306 surface = model->data_surfaces + j;
4307 // if this surface fits the criteria, add it to the list
4308 if (surface->num_triangles)
4310 // if lightmap parameters changed, rebuild lightmap texture
4311 if (surface->cached_dlight)
4312 R_BuildLightMap(r_refdef.worldentity, surface);
4313 // add face to draw list
4314 surfacelist[numsurfacelist++] = surface;
4315 counttriangles += surface->num_triangles;
4316 if (numsurfacelist >= maxsurfacelist)
4318 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4325 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4326 r_refdef.stats.entities_triangles += counttriangles;
4329 if (r_showcollisionbrushes.integer && !skysurfaces)
4330 R_DrawCollisionBrushes(r_refdef.worldentity);
4332 if (r_showtris.integer || r_shownormals.integer)
4333 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4336 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
4338 int i, f, flagsmask;
4339 int counttriangles = 0;
4340 msurface_t *surface, *endsurface, **surfacechain;
4342 model_t *model = ent->model;
4343 const int maxsurfacelist = 1024;
4344 int numsurfacelist = 0;
4345 msurface_t *surfacelist[1024];
4349 // if the model is static it doesn't matter what value we give for
4350 // wantnormals and wanttangents, so this logic uses only rules applicable
4351 // to a model, knowing that they are meaningless otherwise
4352 if (ent == r_refdef.worldentity)
4353 RSurf_ActiveWorldEntity();
4354 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4355 RSurf_ActiveModelEntity(ent, false, false);
4357 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4359 // update light styles
4360 if (!skysurfaces && model->brushq1.light_styleupdatechains)
4362 for (i = 0;i < model->brushq1.light_styles;i++)
4364 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4366 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4367 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4368 for (;(surface = *surfacechain);surfacechain++)
4369 surface->cached_dlight = true;
4374 R_UpdateAllTextureInfo(ent);
4375 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4378 rsurface_uselightmaptexture = false;
4379 rsurface_texture = NULL;
4381 surface = model->data_surfaces + model->firstmodelsurface;
4382 endsurface = surface + model->nummodelsurfaces;
4383 for (;surface < endsurface;surface++)
4385 // if this surface fits the criteria, add it to the list
4386 if (surface->num_triangles)
4388 // if lightmap parameters changed, rebuild lightmap texture
4389 if (surface->cached_dlight)
4390 R_BuildLightMap(ent, surface);
4391 // add face to draw list
4392 surfacelist[numsurfacelist++] = surface;
4393 counttriangles += surface->num_triangles;
4394 if (numsurfacelist >= maxsurfacelist)
4396 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4402 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
4403 r_refdef.stats.entities_triangles += counttriangles;
4406 if (r_showcollisionbrushes.integer && !skysurfaces)
4407 R_DrawCollisionBrushes(ent);
4409 if (r_showtris.integer || r_shownormals.integer)
4410 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);