2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
59 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
60 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
61 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
62 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
63 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
64 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
65 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)"};
66 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
67 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
68 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"};
69 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"};
70 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
71 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"};
72 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"};
73 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"};
74 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
75 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
76 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
77 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
78 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
79 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
80 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
81 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
82 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
83 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
84 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
85 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
86 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
87 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
88 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
89 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
90 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
91 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
92 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
93 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
94 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
95 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
97 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
99 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
102 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
103 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
104 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
105 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
106 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
107 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
108 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
110 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)"};
112 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
113 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)"};
114 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
115 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
116 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
117 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
118 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
119 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
121 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
122 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
124 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
125 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
126 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
127 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
128 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
130 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
131 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
132 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
133 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
135 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
136 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
137 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
138 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
139 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
140 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
141 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
143 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
144 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
145 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
146 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)"};
148 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"};
150 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"};
152 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
154 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
155 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
156 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
157 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
158 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
159 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
160 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1283 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
2031 Cvar_SetValueQuick(&r_glsl, 0);
2032 R_GLSL_Restart_f(); // unload shaders
2033 return; // no bit left to clear
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 if (gl_support_fragment_shader)
2046 if (r_glsl.integer && r_glsl_usegeneric.integer)
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048 else if (r_glsl_permutation)
2050 r_glsl_permutation = NULL;
2051 qglUseProgramObjectARB(0);CHECKGLERROR
2056 void R_SetupGenericTwoTextureShader(int texturemode)
2058 if (gl_support_fragment_shader)
2060 if (r_glsl.integer && r_glsl_usegeneric.integer)
2061 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062 else if (r_glsl_permutation)
2064 r_glsl_permutation = NULL;
2065 qglUseProgramObjectARB(0);CHECKGLERROR
2068 if (!r_glsl_permutation)
2070 if (texturemode == GL_DECAL && gl_combine.integer)
2071 texturemode = GL_INTERPOLATE_ARB;
2072 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2076 void R_SetupDepthOrShadowShader(void)
2078 if (gl_support_fragment_shader)
2080 if (r_glsl.integer && r_glsl_usegeneric.integer)
2081 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2082 else if (r_glsl_permutation)
2084 r_glsl_permutation = NULL;
2085 qglUseProgramObjectARB(0);CHECKGLERROR
2090 void R_SetupShowDepthShader(void)
2092 if (gl_support_fragment_shader)
2094 if (r_glsl.integer && r_glsl_usegeneric.integer)
2095 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2096 else if (r_glsl_permutation)
2098 r_glsl_permutation = NULL;
2099 qglUseProgramObjectARB(0);CHECKGLERROR
2104 extern rtexture_t *r_shadow_attenuationgradienttexture;
2105 extern rtexture_t *r_shadow_attenuation2dtexture;
2106 extern rtexture_t *r_shadow_attenuation3dtexture;
2107 extern qboolean r_shadow_usingshadowmaprect;
2108 extern qboolean r_shadow_usingshadowmapcube;
2109 extern qboolean r_shadow_usingshadowmap2d;
2110 extern float r_shadow_shadowmap_texturescale[2];
2111 extern float r_shadow_shadowmap_parameters[4];
2112 extern qboolean r_shadow_shadowmapvsdct;
2113 extern qboolean r_shadow_shadowmapsampler;
2114 extern int r_shadow_shadowmappcf;
2115 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2117 // select a permutation of the lighting shader appropriate to this
2118 // combination of texture, entity, light source, and fogging, only use the
2119 // minimum features necessary to avoid wasting rendering time in the
2120 // fragment shader on features that are not being used
2121 unsigned int permutation = 0;
2122 unsigned int mode = 0;
2123 // TODO: implement geometry-shader based shadow volumes someday
2124 if (r_glsl_offsetmapping.integer)
2126 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2127 if (r_glsl_offsetmapping_reliefmapping.integer)
2128 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2134 mode = SHADERMODE_WATER;
2136 mode = SHADERMODE_REFRACTION;
2138 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2141 mode = SHADERMODE_LIGHTSOURCE;
2142 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2143 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2144 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2145 permutation |= SHADERPERMUTATION_CUBEFILTER;
2146 if (diffusescale > 0)
2147 permutation |= SHADERPERMUTATION_DIFFUSE;
2148 if (specularscale > 0)
2149 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2150 if (r_refdef.fogenabled)
2151 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2152 if (rsurface.texture->colormapping)
2153 permutation |= SHADERPERMUTATION_COLORMAPPING;
2154 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2156 if (r_shadow_usingshadowmaprect)
2157 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2158 if (r_shadow_usingshadowmap2d)
2159 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2160 if (r_shadow_usingshadowmapcube)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2162 else if(r_shadow_shadowmapvsdct)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2165 if (r_shadow_shadowmapsampler)
2166 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2167 if (r_shadow_shadowmappcf > 1)
2168 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2169 else if (r_shadow_shadowmappcf)
2170 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2173 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2175 // unshaded geometry (fullbright or ambient model lighting)
2176 mode = SHADERMODE_FLATCOLOR;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2180 permutation |= SHADERPERMUTATION_GLOW;
2181 if (r_refdef.fogenabled)
2182 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2183 if (rsurface.texture->colormapping)
2184 permutation |= SHADERPERMUTATION_COLORMAPPING;
2185 if (r_glsl_offsetmapping.integer)
2187 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2188 if (r_glsl_offsetmapping_reliefmapping.integer)
2189 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2192 permutation |= SHADERPERMUTATION_REFLECTION;
2194 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2196 // directional model lighting
2197 mode = SHADERMODE_LIGHTDIRECTION;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2201 permutation |= SHADERPERMUTATION_GLOW;
2202 permutation |= SHADERPERMUTATION_DIFFUSE;
2203 if (specularscale > 0)
2204 permutation |= SHADERPERMUTATION_SPECULAR;
2205 if (r_refdef.fogenabled)
2206 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2207 if (rsurface.texture->colormapping)
2208 permutation |= SHADERPERMUTATION_COLORMAPPING;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2210 permutation |= SHADERPERMUTATION_REFLECTION;
2212 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2214 // ambient model lighting
2215 mode = SHADERMODE_LIGHTDIRECTION;
2216 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2217 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2218 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2219 permutation |= SHADERPERMUTATION_GLOW;
2220 if (r_refdef.fogenabled)
2221 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2222 if (rsurface.texture->colormapping)
2223 permutation |= SHADERPERMUTATION_COLORMAPPING;
2224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2225 permutation |= SHADERPERMUTATION_REFLECTION;
2230 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2232 // deluxemapping (light direction texture)
2233 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2234 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2236 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2237 permutation |= SHADERPERMUTATION_DIFFUSE;
2238 if (specularscale > 0)
2239 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2241 else if (r_glsl_deluxemapping.integer >= 2)
2243 // fake deluxemapping (uniform light direction in tangentspace)
2244 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2245 permutation |= SHADERPERMUTATION_DIFFUSE;
2246 if (specularscale > 0)
2247 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2249 else if (rsurface.uselightmaptexture)
2251 // ordinary lightmapping (q1bsp, q3bsp)
2252 mode = SHADERMODE_LIGHTMAP;
2256 // ordinary vertex coloring (q3bsp)
2257 mode = SHADERMODE_VERTEXCOLOR;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2262 permutation |= SHADERPERMUTATION_GLOW;
2263 if (r_refdef.fogenabled)
2264 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2265 if (rsurface.texture->colormapping)
2266 permutation |= SHADERPERMUTATION_COLORMAPPING;
2267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268 permutation |= SHADERPERMUTATION_REFLECTION;
2270 if(permutation & SHADERPERMUTATION_SPECULAR)
2271 if(r_shadow_glossexact.integer)
2272 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2273 R_SetupShader_SetPermutation(mode, permutation);
2274 if (mode == SHADERMODE_LIGHTSOURCE)
2276 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2277 if (permutation & SHADERPERMUTATION_DIFFUSE)
2279 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2280 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2281 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2282 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2286 // ambient only is simpler
2287 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2288 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2289 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2290 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2292 // additive passes are only darkened by fog, not tinted
2293 if (r_glsl_permutation->loc_FogColor >= 0)
2294 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2295 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2296 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2300 if (mode == SHADERMODE_LIGHTDIRECTION)
2302 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2303 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2304 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2305 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2309 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2310 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2311 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2313 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2314 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2315 // additive passes are only darkened by fog, not tinted
2316 if (r_glsl_permutation->loc_FogColor >= 0)
2318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2319 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2321 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2323 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2324 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2325 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2326 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2327 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2328 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2329 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2331 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2332 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2333 if (r_glsl_permutation->loc_Color_Pants >= 0)
2335 if (rsurface.texture->currentskinframe->pants)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2340 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2342 if (rsurface.texture->currentskinframe->shirt)
2343 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2345 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2347 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2348 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2349 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2350 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2351 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2353 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2357 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2359 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2363 #define SKINFRAME_HASH 1024
2367 int loadsequence; // incremented each level change
2368 memexpandablearray_t array;
2369 skinframe_t *hash[SKINFRAME_HASH];
2372 r_skinframe_t r_skinframe;
2374 void R_SkinFrame_PrepareForPurge(void)
2376 r_skinframe.loadsequence++;
2377 // wrap it without hitting zero
2378 if (r_skinframe.loadsequence >= 200)
2379 r_skinframe.loadsequence = 1;
2382 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2386 // mark the skinframe as used for the purging code
2387 skinframe->loadsequence = r_skinframe.loadsequence;
2390 void R_SkinFrame_Purge(void)
2394 for (i = 0;i < SKINFRAME_HASH;i++)
2396 for (s = r_skinframe.hash[i];s;s = s->next)
2398 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2400 if (s->merged == s->base)
2402 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2403 R_PurgeTexture(s->stain );s->stain = NULL;
2404 R_PurgeTexture(s->merged);s->merged = NULL;
2405 R_PurgeTexture(s->base );s->base = NULL;
2406 R_PurgeTexture(s->pants );s->pants = NULL;
2407 R_PurgeTexture(s->shirt );s->shirt = NULL;
2408 R_PurgeTexture(s->nmap );s->nmap = NULL;
2409 R_PurgeTexture(s->gloss );s->gloss = NULL;
2410 R_PurgeTexture(s->glow );s->glow = NULL;
2411 R_PurgeTexture(s->fog );s->fog = NULL;
2412 s->loadsequence = 0;
2418 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2420 char basename[MAX_QPATH];
2422 Image_StripImageExtension(name, basename, sizeof(basename));
2424 if( last == NULL ) {
2426 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2427 item = r_skinframe.hash[hashindex];
2432 // linearly search through the hash bucket
2433 for( ; item ; item = item->next ) {
2434 if( !strcmp( item->basename, basename ) ) {
2441 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2445 char basename[MAX_QPATH];
2447 Image_StripImageExtension(name, basename, sizeof(basename));
2449 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2450 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2451 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2455 rtexture_t *dyntexture;
2456 // check whether its a dynamic texture
2457 dyntexture = CL_GetDynTexture( basename );
2458 if (!add && !dyntexture)
2460 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2461 memset(item, 0, sizeof(*item));
2462 strlcpy(item->basename, basename, sizeof(item->basename));
2463 item->base = dyntexture; // either NULL or dyntexture handle
2464 item->textureflags = textureflags;
2465 item->comparewidth = comparewidth;
2466 item->compareheight = compareheight;
2467 item->comparecrc = comparecrc;
2468 item->next = r_skinframe.hash[hashindex];
2469 r_skinframe.hash[hashindex] = item;
2471 else if( item->base == NULL )
2473 rtexture_t *dyntexture;
2474 // check whether its a dynamic texture
2475 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2476 dyntexture = CL_GetDynTexture( basename );
2477 item->base = dyntexture; // either NULL or dyntexture handle
2480 R_SkinFrame_MarkUsed(item);
2484 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2486 unsigned long long avgcolor[5], wsum; \
2494 for(pix = 0; pix < cnt; ++pix) \
2497 for(comp = 0; comp < 3; ++comp) \
2499 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2502 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2504 for(comp = 0; comp < 3; ++comp) \
2505 avgcolor[comp] += getpixel * w; \
2508 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2509 avgcolor[4] += getpixel; \
2511 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2513 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2514 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2515 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2516 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2519 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2522 unsigned char *pixels;
2523 unsigned char *bumppixels;
2524 unsigned char *basepixels = NULL;
2525 int basepixels_width;
2526 int basepixels_height;
2527 skinframe_t *skinframe;
2529 if (cls.state == ca_dedicated)
2532 // return an existing skinframe if already loaded
2533 // if loading of the first image fails, don't make a new skinframe as it
2534 // would cause all future lookups of this to be missing
2535 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2536 if (skinframe && skinframe->base)
2539 basepixels = loadimagepixelsbgra(name, complain, true);
2540 if (basepixels == NULL)
2543 if (developer_loading.integer)
2544 Con_Printf("loading skin \"%s\"\n", name);
2546 // we've got some pixels to store, so really allocate this new texture now
2548 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2549 skinframe->stain = NULL;
2550 skinframe->merged = NULL;
2551 skinframe->base = r_texture_notexture;
2552 skinframe->pants = NULL;
2553 skinframe->shirt = NULL;
2554 skinframe->nmap = r_texture_blanknormalmap;
2555 skinframe->gloss = NULL;
2556 skinframe->glow = NULL;
2557 skinframe->fog = NULL;
2558 skinframe->hasalpha = false;
2560 basepixels_width = image_width;
2561 basepixels_height = image_height;
2562 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2564 if (textureflags & TEXF_ALPHA)
2566 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2568 if (basepixels[j] < 255)
2570 skinframe->hasalpha = true;
2574 if (r_loadfog && skinframe->hasalpha)
2576 // has transparent pixels
2577 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2578 for (j = 0;j < image_width * image_height * 4;j += 4)
2583 pixels[j+3] = basepixels[j+3];
2585 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2590 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2591 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2593 // _norm is the name used by tenebrae and has been adopted as standard
2594 if (r_loadnormalmap)
2596 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2598 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2602 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2604 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2605 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2606 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2608 Mem_Free(bumppixels);
2610 else if (r_shadow_bumpscale_basetexture.value > 0)
2612 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2613 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2614 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2618 // _luma is supported for tenebrae compatibility
2619 // (I think it's a very stupid name, but oh well)
2620 // _glow is the preferred name
2621 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2622 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2623 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2624 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2627 Mem_Free(basepixels);
2632 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2633 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2636 unsigned char *temp1, *temp2;
2637 skinframe_t *skinframe;
2639 if (cls.state == ca_dedicated)
2642 // if already loaded just return it, otherwise make a new skinframe
2643 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2644 if (skinframe && skinframe->base)
2647 skinframe->stain = NULL;
2648 skinframe->merged = NULL;
2649 skinframe->base = r_texture_notexture;
2650 skinframe->pants = NULL;
2651 skinframe->shirt = NULL;
2652 skinframe->nmap = r_texture_blanknormalmap;
2653 skinframe->gloss = NULL;
2654 skinframe->glow = NULL;
2655 skinframe->fog = NULL;
2656 skinframe->hasalpha = false;
2658 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2662 if (developer_loading.integer)
2663 Con_Printf("loading 32bit skin \"%s\"\n", name);
2665 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2667 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2668 temp2 = temp1 + width * height * 4;
2669 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2670 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2673 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2674 if (textureflags & TEXF_ALPHA)
2676 for (i = 3;i < width * height * 4;i += 4)
2678 if (skindata[i] < 255)
2680 skinframe->hasalpha = true;
2684 if (r_loadfog && skinframe->hasalpha)
2686 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2687 memcpy(fogpixels, skindata, width * height * 4);
2688 for (i = 0;i < width * height * 4;i += 4)
2689 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2690 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2691 Mem_Free(fogpixels);
2695 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2696 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2701 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2705 skinframe_t *skinframe;
2707 if (cls.state == ca_dedicated)
2710 // if already loaded just return it, otherwise make a new skinframe
2711 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2712 if (skinframe && skinframe->base)
2715 skinframe->stain = NULL;
2716 skinframe->merged = NULL;
2717 skinframe->base = r_texture_notexture;
2718 skinframe->pants = NULL;
2719 skinframe->shirt = NULL;
2720 skinframe->nmap = r_texture_blanknormalmap;
2721 skinframe->gloss = NULL;
2722 skinframe->glow = NULL;
2723 skinframe->fog = NULL;
2724 skinframe->hasalpha = false;
2726 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2730 if (developer_loading.integer)
2731 Con_Printf("loading quake skin \"%s\"\n", name);
2733 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2734 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2735 memcpy(skinframe->qpixels, skindata, width*height);
2736 skinframe->qwidth = width;
2737 skinframe->qheight = height;
2740 for (i = 0;i < width * height;i++)
2741 featuresmask |= palette_featureflags[skindata[i]];
2743 skinframe->hasalpha = false;
2744 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2745 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2746 skinframe->qgeneratemerged = true;
2747 skinframe->qgeneratebase = skinframe->qhascolormapping;
2748 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2750 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2751 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2756 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2760 unsigned char *skindata;
2762 if (!skinframe->qpixels)
2765 if (!skinframe->qhascolormapping)
2766 colormapped = false;
2770 if (!skinframe->qgeneratebase)
2775 if (!skinframe->qgeneratemerged)
2779 width = skinframe->qwidth;
2780 height = skinframe->qheight;
2781 skindata = skinframe->qpixels;
2783 if (skinframe->qgeneratenmap)
2785 unsigned char *temp1, *temp2;
2786 skinframe->qgeneratenmap = false;
2787 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2788 temp2 = temp1 + width * height * 4;
2789 // use either a custom palette or the quake palette
2790 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2791 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2792 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2796 if (skinframe->qgenerateglow)
2798 skinframe->qgenerateglow = false;
2799 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2804 skinframe->qgeneratebase = false;
2805 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2806 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2807 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2811 skinframe->qgeneratemerged = false;
2812 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2815 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2817 Mem_Free(skinframe->qpixels);
2818 skinframe->qpixels = NULL;
2822 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2825 skinframe_t *skinframe;
2827 if (cls.state == ca_dedicated)
2830 // if already loaded just return it, otherwise make a new skinframe
2831 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2832 if (skinframe && skinframe->base)
2835 skinframe->stain = NULL;
2836 skinframe->merged = NULL;
2837 skinframe->base = r_texture_notexture;
2838 skinframe->pants = NULL;
2839 skinframe->shirt = NULL;
2840 skinframe->nmap = r_texture_blanknormalmap;
2841 skinframe->gloss = NULL;
2842 skinframe->glow = NULL;
2843 skinframe->fog = NULL;
2844 skinframe->hasalpha = false;
2846 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2850 if (developer_loading.integer)
2851 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2853 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2854 if (textureflags & TEXF_ALPHA)
2856 for (i = 0;i < width * height;i++)
2858 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2860 skinframe->hasalpha = true;
2864 if (r_loadfog && skinframe->hasalpha)
2865 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2868 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2869 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2874 skinframe_t *R_SkinFrame_LoadMissing(void)
2876 skinframe_t *skinframe;
2878 if (cls.state == ca_dedicated)
2881 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2882 skinframe->stain = NULL;
2883 skinframe->merged = NULL;
2884 skinframe->base = r_texture_notexture;
2885 skinframe->pants = NULL;
2886 skinframe->shirt = NULL;
2887 skinframe->nmap = r_texture_blanknormalmap;
2888 skinframe->gloss = NULL;
2889 skinframe->glow = NULL;
2890 skinframe->fog = NULL;
2891 skinframe->hasalpha = false;
2893 skinframe->avgcolor[0] = rand() / RAND_MAX;
2894 skinframe->avgcolor[1] = rand() / RAND_MAX;
2895 skinframe->avgcolor[2] = rand() / RAND_MAX;
2896 skinframe->avgcolor[3] = 1;
2901 void R_Main_FreeViewCache(void)
2903 if (r_refdef.viewcache.entityvisible)
2904 Mem_Free(r_refdef.viewcache.entityvisible);
2905 if (r_refdef.viewcache.world_pvsbits)
2906 Mem_Free(r_refdef.viewcache.world_pvsbits);
2907 if (r_refdef.viewcache.world_leafvisible)
2908 Mem_Free(r_refdef.viewcache.world_leafvisible);
2909 if (r_refdef.viewcache.world_surfacevisible)
2910 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2911 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2914 void R_Main_ResizeViewCache(void)
2916 int numentities = r_refdef.scene.numentities;
2917 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2918 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2919 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2920 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2921 if (r_refdef.viewcache.maxentities < numentities)
2923 r_refdef.viewcache.maxentities = numentities;
2924 if (r_refdef.viewcache.entityvisible)
2925 Mem_Free(r_refdef.viewcache.entityvisible);
2926 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2928 if (r_refdef.viewcache.world_numclusters != numclusters)
2930 r_refdef.viewcache.world_numclusters = numclusters;
2931 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2932 if (r_refdef.viewcache.world_pvsbits)
2933 Mem_Free(r_refdef.viewcache.world_pvsbits);
2934 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2936 if (r_refdef.viewcache.world_numleafs != numleafs)
2938 r_refdef.viewcache.world_numleafs = numleafs;
2939 if (r_refdef.viewcache.world_leafvisible)
2940 Mem_Free(r_refdef.viewcache.world_leafvisible);
2941 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2943 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2945 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2946 if (r_refdef.viewcache.world_surfacevisible)
2947 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2948 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2952 void gl_main_start(void)
2954 r_loadnormalmap = r_glsl.integer || gl_combine.integer;
2955 r_loadgloss = r_glsl.integer || gl_combine.integer;
2956 r_loadfog = !r_glsl.integer;
2960 memset(r_queries, 0, sizeof(r_queries));
2962 r_qwskincache = NULL;
2963 r_qwskincache_size = 0;
2965 // set up r_skinframe loading system for textures
2966 memset(&r_skinframe, 0, sizeof(r_skinframe));
2967 r_skinframe.loadsequence = 1;
2968 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2970 r_main_texturepool = R_AllocTexturePool();
2971 R_BuildBlankTextures();
2973 if (gl_texturecubemap)
2976 R_BuildNormalizationCube();
2978 r_texture_fogattenuation = NULL;
2979 r_texture_gammaramps = NULL;
2980 //r_texture_fogintensity = NULL;
2981 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2982 memset(&r_waterstate, 0, sizeof(r_waterstate));
2983 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2984 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2985 memset(&r_svbsp, 0, sizeof (r_svbsp));
2987 r_refdef.fogmasktable_density = 0;
2990 extern rtexture_t *loadingscreentexture;
2991 void gl_main_shutdown(void)
2993 R_Main_FreeViewCache();
2996 qglDeleteQueriesARB(r_maxqueries, r_queries);
3000 memset(r_queries, 0, sizeof(r_queries));
3002 r_qwskincache = NULL;
3003 r_qwskincache_size = 0;
3005 // clear out the r_skinframe state
3006 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3007 memset(&r_skinframe, 0, sizeof(r_skinframe));
3010 Mem_Free(r_svbsp.nodes);
3011 memset(&r_svbsp, 0, sizeof (r_svbsp));
3012 R_FreeTexturePool(&r_main_texturepool);
3013 loadingscreentexture = NULL;
3014 r_texture_blanknormalmap = NULL;
3015 r_texture_white = NULL;
3016 r_texture_grey128 = NULL;
3017 r_texture_black = NULL;
3018 r_texture_whitecube = NULL;
3019 r_texture_normalizationcube = NULL;
3020 r_texture_fogattenuation = NULL;
3021 r_texture_gammaramps = NULL;
3022 //r_texture_fogintensity = NULL;
3023 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3024 memset(&r_waterstate, 0, sizeof(r_waterstate));
3028 extern void CL_ParseEntityLump(char *entitystring);
3029 void gl_main_newmap(void)
3031 // FIXME: move this code to client
3033 char *entities, entname[MAX_QPATH];
3035 Mem_Free(r_qwskincache);
3036 r_qwskincache = NULL;
3037 r_qwskincache_size = 0;
3040 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3041 l = (int)strlen(entname) - 4;
3042 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3044 memcpy(entname + l, ".ent", 5);
3045 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3047 CL_ParseEntityLump(entities);
3052 if (cl.worldmodel->brush.entities)
3053 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3055 R_Main_FreeViewCache();
3058 void GL_Main_Init(void)
3060 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3062 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3063 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3064 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3065 if (gamemode == GAME_NEHAHRA)
3067 Cvar_RegisterVariable (&gl_fogenable);
3068 Cvar_RegisterVariable (&gl_fogdensity);
3069 Cvar_RegisterVariable (&gl_fogred);
3070 Cvar_RegisterVariable (&gl_foggreen);
3071 Cvar_RegisterVariable (&gl_fogblue);
3072 Cvar_RegisterVariable (&gl_fogstart);
3073 Cvar_RegisterVariable (&gl_fogend);
3074 Cvar_RegisterVariable (&gl_skyclip);
3076 Cvar_RegisterVariable(&r_motionblur);
3077 Cvar_RegisterVariable(&r_motionblur_maxblur);
3078 Cvar_RegisterVariable(&r_motionblur_bmin);
3079 Cvar_RegisterVariable(&r_motionblur_vmin);
3080 Cvar_RegisterVariable(&r_motionblur_vmax);
3081 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3082 Cvar_RegisterVariable(&r_motionblur_randomize);
3083 Cvar_RegisterVariable(&r_damageblur);
3084 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3085 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3086 Cvar_RegisterVariable(&r_equalize_entities_by);
3087 Cvar_RegisterVariable(&r_equalize_entities_to);
3088 Cvar_RegisterVariable(&r_animcache);
3089 Cvar_RegisterVariable(&r_depthfirst);
3090 Cvar_RegisterVariable(&r_useinfinitefarclip);
3091 Cvar_RegisterVariable(&r_farclip_base);
3092 Cvar_RegisterVariable(&r_farclip_world);
3093 Cvar_RegisterVariable(&r_nearclip);
3094 Cvar_RegisterVariable(&r_showbboxes);
3095 Cvar_RegisterVariable(&r_showsurfaces);
3096 Cvar_RegisterVariable(&r_showtris);
3097 Cvar_RegisterVariable(&r_shownormals);
3098 Cvar_RegisterVariable(&r_showlighting);
3099 Cvar_RegisterVariable(&r_showshadowvolumes);
3100 Cvar_RegisterVariable(&r_showcollisionbrushes);
3101 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3102 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3103 Cvar_RegisterVariable(&r_showdisabledepthtest);
3104 Cvar_RegisterVariable(&r_drawportals);
3105 Cvar_RegisterVariable(&r_drawentities);
3106 Cvar_RegisterVariable(&r_cullentities_trace);
3107 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3108 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3109 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3110 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3111 Cvar_RegisterVariable(&r_drawviewmodel);
3112 Cvar_RegisterVariable(&r_speeds);
3113 Cvar_RegisterVariable(&r_fullbrights);
3114 Cvar_RegisterVariable(&r_wateralpha);
3115 Cvar_RegisterVariable(&r_dynamic);
3116 Cvar_RegisterVariable(&r_fullbright);
3117 Cvar_RegisterVariable(&r_shadows);
3118 Cvar_RegisterVariable(&r_shadows_darken);
3119 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3120 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3121 Cvar_RegisterVariable(&r_shadows_throwdistance);
3122 Cvar_RegisterVariable(&r_shadows_throwdirection);
3123 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3124 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3125 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3126 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3127 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3128 Cvar_RegisterVariable(&r_fog_exp2);
3129 Cvar_RegisterVariable(&r_drawfog);
3130 Cvar_RegisterVariable(&r_textureunits);
3131 Cvar_RegisterVariable(&r_glsl);
3132 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3133 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3134 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3135 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3136 Cvar_RegisterVariable(&r_glsl_postprocess);
3137 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3138 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3139 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3140 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3141 Cvar_RegisterVariable(&r_glsl_usegeneric);
3142 Cvar_RegisterVariable(&r_water);
3143 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3144 Cvar_RegisterVariable(&r_water_clippingplanebias);
3145 Cvar_RegisterVariable(&r_water_refractdistort);
3146 Cvar_RegisterVariable(&r_water_reflectdistort);
3147 Cvar_RegisterVariable(&r_lerpsprites);
3148 Cvar_RegisterVariable(&r_lerpmodels);
3149 Cvar_RegisterVariable(&r_lerplightstyles);
3150 Cvar_RegisterVariable(&r_waterscroll);
3151 Cvar_RegisterVariable(&r_bloom);
3152 Cvar_RegisterVariable(&r_bloom_colorscale);
3153 Cvar_RegisterVariable(&r_bloom_brighten);
3154 Cvar_RegisterVariable(&r_bloom_blur);
3155 Cvar_RegisterVariable(&r_bloom_resolution);
3156 Cvar_RegisterVariable(&r_bloom_colorexponent);
3157 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3158 Cvar_RegisterVariable(&r_hdr);
3159 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3160 Cvar_RegisterVariable(&r_hdr_glowintensity);
3161 Cvar_RegisterVariable(&r_hdr_range);
3162 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3163 Cvar_RegisterVariable(&developer_texturelogging);
3164 Cvar_RegisterVariable(&gl_lightmaps);
3165 Cvar_RegisterVariable(&r_test);
3166 Cvar_RegisterVariable(&r_batchmode);
3167 Cvar_RegisterVariable(&r_glsl_saturation);
3168 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3169 Cvar_SetValue("r_fullbrights", 0);
3170 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3172 Cvar_RegisterVariable(&r_track_sprites);
3173 Cvar_RegisterVariable(&r_track_sprites_flags);
3174 Cvar_RegisterVariable(&r_track_sprites_scalew);
3175 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3178 extern void R_Textures_Init(void);
3179 extern void GL_Draw_Init(void);
3180 extern void GL_Main_Init(void);
3181 extern void R_Shadow_Init(void);
3182 extern void R_Sky_Init(void);
3183 extern void GL_Surf_Init(void);
3184 extern void R_Particles_Init(void);
3185 extern void R_Explosion_Init(void);
3186 extern void gl_backend_init(void);
3187 extern void Sbar_Init(void);
3188 extern void R_LightningBeams_Init(void);
3189 extern void Mod_RenderInit(void);
3191 void Render_Init(void)
3203 R_LightningBeams_Init();
3212 extern char *ENGINE_EXTENSIONS;
3215 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3216 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3217 gl_version = (const char *)qglGetString(GL_VERSION);
3218 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3222 if (!gl_platformextensions)
3223 gl_platformextensions = "";
3225 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3226 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3227 Con_Printf("GL_VERSION: %s\n", gl_version);
3228 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3229 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3231 VID_CheckExtensions();
3233 // LordHavoc: report supported extensions
3234 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3236 // clear to black (loading plaque will be seen over this)
3238 qglClearColor(0,0,0,1);CHECKGLERROR
3239 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3242 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3246 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3248 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3251 p = r_refdef.view.frustum + i;
3256 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3260 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3264 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3268 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3272 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3276 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3280 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3284 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3292 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3296 for (i = 0;i < numplanes;i++)
3303 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3307 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3311 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3315 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3319 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3323 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3327 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3331 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3339 //==================================================================================
3341 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3344 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3345 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3346 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3349 typedef struct r_animcache_entity_s
3356 qboolean wantnormals;
3357 qboolean wanttangents;
3359 r_animcache_entity_t;
3361 typedef struct r_animcache_s
3363 r_animcache_entity_t entity[MAX_EDICTS];
3369 static r_animcache_t r_animcachestate;
3371 void R_AnimCache_Free(void)
3374 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3376 r_animcachestate.entity[idx].maxvertices = 0;
3377 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3378 r_animcachestate.entity[idx].vertex3f = NULL;
3379 r_animcachestate.entity[idx].normal3f = NULL;
3380 r_animcachestate.entity[idx].svector3f = NULL;
3381 r_animcachestate.entity[idx].tvector3f = NULL;
3383 r_animcachestate.currentindex = 0;
3384 r_animcachestate.maxindex = 0;
3387 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3391 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3393 if (cache->maxvertices >= numvertices)
3396 // Release existing memory
3397 if (cache->vertex3f)
3398 Mem_Free(cache->vertex3f);
3400 // Pad by 1024 verts
3401 cache->maxvertices = (numvertices + 1023) & ~1023;
3402 arraySize = cache->maxvertices * 3;
3404 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3405 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3406 r_animcachestate.entity[cacheIdx].vertex3f = base;
3407 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3408 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3409 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3411 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3414 void R_AnimCache_NewFrame(void)
3418 if (r_animcache.integer && r_drawentities.integer)
3419 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3420 else if (r_animcachestate.maxindex)
3423 r_animcachestate.currentindex = 0;
3425 for (i = 0;i < r_refdef.scene.numentities;i++)
3426 r_refdef.scene.entities[i]->animcacheindex = -1;
3429 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3431 dp_model_t *model = ent->model;
3432 r_animcache_entity_t *c;
3433 // see if it's already cached this frame
3434 if (ent->animcacheindex >= 0)
3436 // add normals/tangents if needed
3437 c = r_animcachestate.entity + ent->animcacheindex;
3439 wantnormals = false;
3440 if (c->wanttangents)
3441 wanttangents = false;
3442 if (wantnormals || wanttangents)
3443 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3447 // see if this ent is worth caching
3448 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3450 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3452 // assign it a cache entry and make sure the arrays are big enough
3453 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3454 ent->animcacheindex = r_animcachestate.currentindex++;
3455 c = r_animcachestate.entity + ent->animcacheindex;
3456 c->wantnormals = wantnormals;
3457 c->wanttangents = wanttangents;
3458 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3463 void R_AnimCache_CacheVisibleEntities(void)
3466 qboolean wantnormals;
3467 qboolean wanttangents;
3469 if (!r_animcachestate.maxindex)
3472 wantnormals = !r_showsurfaces.integer;
3473 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3475 // TODO: thread this?
3477 for (i = 0;i < r_refdef.scene.numentities;i++)
3479 if (!r_refdef.viewcache.entityvisible[i])
3481 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3485 //==================================================================================
3487 static void R_View_UpdateEntityLighting (void)
3490 entity_render_t *ent;
3491 vec3_t tempdiffusenormal, avg;
3492 vec_t f, fa, fd, fdd;
3494 for (i = 0;i < r_refdef.scene.numentities;i++)
3496 ent = r_refdef.scene.entities[i];
3498 // skip unseen models
3499 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3503 if (ent->model && ent->model->brush.num_leafs)
3505 // TODO: use modellight for r_ambient settings on world?
3506 VectorSet(ent->modellight_ambient, 0, 0, 0);
3507 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3508 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3512 // fetch the lighting from the worldmodel data
3513 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3514 VectorClear(ent->modellight_diffuse);
3515 VectorClear(tempdiffusenormal);
3516 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3519 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3520 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3521 if(ent->flags & RENDER_EQUALIZE)
3523 // first fix up ambient lighting...
3524 if(r_equalize_entities_minambient.value > 0)
3526 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3529 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3530 if(fa < r_equalize_entities_minambient.value * fd)
3533 // fa'/fd' = minambient
3534 // fa'+0.25*fd' = fa+0.25*fd
3536 // fa' = fd' * minambient
3537 // fd'*(0.25+minambient) = fa+0.25*fd
3539 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3540 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3542 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3543 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3544 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3545 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3550 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3552 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3553 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3556 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3557 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3558 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3564 VectorSet(ent->modellight_ambient, 1, 1, 1);
3566 // move the light direction into modelspace coordinates for lighting code
3567 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3568 if(VectorLength2(ent->modellight_lightdir) == 0)
3569 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3570 VectorNormalize(ent->modellight_lightdir);
3574 #define MAX_LINEOFSIGHTTRACES 64
3576 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3579 vec3_t boxmins, boxmaxs;
3582 dp_model_t *model = r_refdef.scene.worldmodel;
3584 if (!model || !model->brush.TraceLineOfSight)
3587 // expand the box a little
3588 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3589 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3590 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3591 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3592 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3593 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3596 VectorCopy(eye, start);
3597 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3598 if (model->brush.TraceLineOfSight(model, start, end))
3601 // try various random positions
3602 for (i = 0;i < numsamples;i++)
3604 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3605 if (model->brush.TraceLineOfSight(model, start, end))
3613 static void R_View_UpdateEntityVisible (void)
3618 entity_render_t *ent;
3620 if (!r_drawentities.integer)
3623 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3624 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3626 // worldmodel can check visibility
3627 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3628 for (i = 0;i < r_refdef.scene.numentities;i++)
3630 ent = r_refdef.scene.entities[i];
3631 if (!(ent->flags & renderimask))
3632 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3633 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3634 r_refdef.viewcache.entityvisible[i] = true;
3636 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3638 for (i = 0;i < r_refdef.scene.numentities;i++)
3640 ent = r_refdef.scene.entities[i];
3641 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3643 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3645 continue; // temp entities do pvs only
3646 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3647 ent->last_trace_visibility = realtime;
3648 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3649 r_refdef.viewcache.entityvisible[i] = 0;
3656 // no worldmodel or it can't check visibility
3657 for (i = 0;i < r_refdef.scene.numentities;i++)
3659 ent = r_refdef.scene.entities[i];
3660 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3665 /// only used if skyrendermasked, and normally returns false
3666 int R_DrawBrushModelsSky (void)
3669 entity_render_t *ent;
3671 if (!r_drawentities.integer)
3675 for (i = 0;i < r_refdef.scene.numentities;i++)
3677 if (!r_refdef.viewcache.entityvisible[i])
3679 ent = r_refdef.scene.entities[i];
3680 if (!ent->model || !ent->model->DrawSky)
3682 ent->model->DrawSky(ent);
3688 static void R_DrawNoModel(entity_render_t *ent);
3689 static void R_DrawModels(void)
3692 entity_render_t *ent;
3694 if (!r_drawentities.integer)
3697 for (i = 0;i < r_refdef.scene.numentities;i++)
3699 if (!r_refdef.viewcache.entityvisible[i])
3701 ent = r_refdef.scene.entities[i];
3702 r_refdef.stats.entities++;
3703 if (ent->model && ent->model->Draw != NULL)
3704 ent->model->Draw(ent);
3710 static void R_DrawModelsDepth(void)
3713 entity_render_t *ent;
3715 if (!r_drawentities.integer)
3718 for (i = 0;i < r_refdef.scene.numentities;i++)
3720 if (!r_refdef.viewcache.entityvisible[i])
3722 ent = r_refdef.scene.entities[i];
3723 if (ent->model && ent->model->DrawDepth != NULL)
3724 ent->model->DrawDepth(ent);
3728 static void R_DrawModelsDebug(void)
3731 entity_render_t *ent;
3733 if (!r_drawentities.integer)
3736 for (i = 0;i < r_refdef.scene.numentities;i++)
3738 if (!r_refdef.viewcache.entityvisible[i])
3740 ent = r_refdef.scene.entities[i];
3741 if (ent->model && ent->model->DrawDebug != NULL)
3742 ent->model->DrawDebug(ent);
3746 static void R_DrawModelsAddWaterPlanes(void)
3749 entity_render_t *ent;
3751 if (!r_drawentities.integer)
3754 for (i = 0;i < r_refdef.scene.numentities;i++)
3756 if (!r_refdef.viewcache.entityvisible[i])
3758 ent = r_refdef.scene.entities[i];
3759 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3760 ent->model->DrawAddWaterPlanes(ent);
3764 static void R_View_SetFrustum(void)
3767 double slopex, slopey;
3768 vec3_t forward, left, up, origin;
3770 // we can't trust r_refdef.view.forward and friends in reflected scenes
3771 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3774 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3775 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3776 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3777 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3778 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3779 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3780 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3781 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3782 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3783 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3784 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3785 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3789 zNear = r_refdef.nearclip;
3790 nudge = 1.0 - 1.0 / (1<<23);
3791 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3792 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3793 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3794 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3795 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3796 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3797 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3798 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3804 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3805 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3806 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3807 r_refdef.view.frustum[0].dist = m[15] - m[12];
3809 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3810 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3811 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3812 r_refdef.view.frustum[1].dist = m[15] + m[12];
3814 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3815 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3816 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3817 r_refdef.view.frustum[2].dist = m[15] - m[13];
3819 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3820 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3821 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3822 r_refdef.view.frustum[3].dist = m[15] + m[13];
3824 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3825 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3826 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3827 r_refdef.view.frustum[4].dist = m[15] - m[14];
3829 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3830 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3831 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3832 r_refdef.view.frustum[5].dist = m[15] + m[14];
3835 if (r_refdef.view.useperspective)
3837 slopex = 1.0 / r_refdef.view.frustum_x;
3838 slopey = 1.0 / r_refdef.view.frustum_y;
3839 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3840 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3841 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3842 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3843 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3845 // Leaving those out was a mistake, those were in the old code, and they
3846 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3847 // I couldn't reproduce it after adding those normalizations. --blub
3848 VectorNormalize(r_refdef.view.frustum[0].normal);
3849 VectorNormalize(r_refdef.view.frustum[1].normal);
3850 VectorNormalize(r_refdef.view.frustum[2].normal);
3851 VectorNormalize(r_refdef.view.frustum[3].normal);
3853 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3854 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3855 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3856 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3857 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3859 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3860 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3861 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3862 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3863 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3867 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3868 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3869 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3870 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3871 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3872 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3873 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3874 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3875 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3876 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3878 r_refdef.view.numfrustumplanes = 5;
3880 if (r_refdef.view.useclipplane)
3882 r_refdef.view.numfrustumplanes = 6;
3883 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3886 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3887 PlaneClassify(r_refdef.view.frustum + i);
3889 // LordHavoc: note to all quake engine coders, Quake had a special case
3890 // for 90 degrees which assumed a square view (wrong), so I removed it,
3891 // Quake2 has it disabled as well.
3893 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3894 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3895 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3896 //PlaneClassify(&frustum[0]);
3898 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3899 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3900 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3901 //PlaneClassify(&frustum[1]);
3903 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3904 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3905 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3906 //PlaneClassify(&frustum[2]);
3908 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3909 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3910 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3911 //PlaneClassify(&frustum[3]);
3914 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3915 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3916 //PlaneClassify(&frustum[4]);
3919 void R_View_Update(void)
3921 R_Main_ResizeViewCache();
3922 R_View_SetFrustum();
3923 R_View_WorldVisibility(r_refdef.view.useclipplane);
3924 R_View_UpdateEntityVisible();
3925 R_View_UpdateEntityLighting();
3928 void R_SetupView(qboolean allowwaterclippingplane)
3930 const double *customclipplane = NULL;
3932 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3934 // LordHavoc: couldn't figure out how to make this approach the
3935 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3936 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3937 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3938 dist = r_refdef.view.clipplane.dist;
3939 plane[0] = r_refdef.view.clipplane.normal[0];
3940 plane[1] = r_refdef.view.clipplane.normal[1];
3941 plane[2] = r_refdef.view.clipplane.normal[2];
3943 customclipplane = plane;
3946 if (!r_refdef.view.useperspective)
3947 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3948 else if (gl_stencil && r_useinfinitefarclip.integer)
3949 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3951 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3952 R_SetViewport(&r_refdef.view.viewport);
3955 void R_ResetViewRendering2D(void)
3957 r_viewport_t viewport;
3960 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3961 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3962 R_SetViewport(&viewport);
3963 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3964 GL_Color(1, 1, 1, 1);
3965 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3966 GL_BlendFunc(GL_ONE, GL_ZERO);
3967 GL_AlphaTest(false);
3968 GL_ScissorTest(false);
3969 GL_DepthMask(false);
3970 GL_DepthRange(0, 1);
3971 GL_DepthTest(false);
3972 R_Mesh_Matrix(&identitymatrix);
3973 R_Mesh_ResetTextureState();
3974 GL_PolygonOffset(0, 0);
3975 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3976 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3977 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3978 qglStencilMask(~0);CHECKGLERROR
3979 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3980 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3981 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3982 R_SetupGenericShader(true);
3985 void R_ResetViewRendering3D(void)
3990 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3991 GL_Color(1, 1, 1, 1);
3992 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3993 GL_BlendFunc(GL_ONE, GL_ZERO);
3994 GL_AlphaTest(false);
3995 GL_ScissorTest(true);
3997 GL_DepthRange(0, 1);
3999 R_Mesh_Matrix(&identitymatrix);
4000 R_Mesh_ResetTextureState();
4001 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4002 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4003 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4004 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4005 qglStencilMask(~0);CHECKGLERROR
4006 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4007 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4008 GL_CullFace(r_refdef.view.cullface_back);
4009 R_SetupGenericShader(true);
4012 void R_RenderScene(void);
4013 void R_RenderWaterPlanes(void);
4015 static void R_Water_StartFrame(void)
4018 int waterwidth, waterheight, texturewidth, textureheight;
4019 r_waterstate_waterplane_t *p;
4021 // set waterwidth and waterheight to the water resolution that will be
4022 // used (often less than the screen resolution for faster rendering)
4023 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4024 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4026 // calculate desired texture sizes
4027 // can't use water if the card does not support the texture size
4028 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4029 texturewidth = textureheight = waterwidth = waterheight = 0;
4030 else if (gl_support_arb_texture_non_power_of_two)
4032 texturewidth = waterwidth;
4033 textureheight = waterheight;
4037 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4038 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4041 // allocate textures as needed
4042 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4044 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4045 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4047 if (p->texture_refraction)
4048 R_FreeTexture(p->texture_refraction);
4049 p->texture_refraction = NULL;
4050 if (p->texture_reflection)
4051 R_FreeTexture(p->texture_reflection);
4052 p->texture_reflection = NULL;
4054 memset(&r_waterstate, 0, sizeof(r_waterstate));
4055 r_waterstate.texturewidth = texturewidth;
4056 r_waterstate.textureheight = textureheight;
4059 if (r_waterstate.texturewidth)
4061 r_waterstate.enabled = true;
4063 // when doing a reduced render (HDR) we want to use a smaller area
4064 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4065 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4067 // set up variables that will be used in shader setup
4068 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4069 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4070 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4071 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4074 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4075 r_waterstate.numwaterplanes = 0;
4078 void R_Water_AddWaterPlane(msurface_t *surface)
4080 int triangleindex, planeindex;
4086 r_waterstate_waterplane_t *p;
4087 texture_t *t = R_GetCurrentTexture(surface->texture);
4088 // just use the first triangle with a valid normal for any decisions
4089 VectorClear(normal);
4090 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4092 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4093 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4094 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4095 TriangleNormal(vert[0], vert[1], vert[2], normal);
4096 if (VectorLength2(normal) >= 0.001)
4100 VectorCopy(normal, plane.normal);
4101 VectorNormalize(plane.normal);
4102 plane.dist = DotProduct(vert[0], plane.normal);
4103 PlaneClassify(&plane);
4104 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4106 // skip backfaces (except if nocullface is set)
4107 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4109 VectorNegate(plane.normal, plane.normal);
4111 PlaneClassify(&plane);
4115 // find a matching plane if there is one
4116 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4117 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4119 if (planeindex >= r_waterstate.maxwaterplanes)
4120 return; // nothing we can do, out of planes
4122 // if this triangle does not fit any known plane rendered this frame, add one
4123 if (planeindex >= r_waterstate.numwaterplanes)
4125 // store the new plane
4126 r_waterstate.numwaterplanes++;
4128 // clear materialflags and pvs
4129 p->materialflags = 0;
4130 p->pvsvalid = false;
4132 // merge this surface's materialflags into the waterplane
4133 p->materialflags |= t->currentmaterialflags;
4134 // merge this surface's PVS into the waterplane
4135 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4136 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4137 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4139 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4144 static void R_Water_ProcessPlanes(void)
4146 r_refdef_view_t originalview;
4147 r_refdef_view_t myview;
4149 r_waterstate_waterplane_t *p;
4151 originalview = r_refdef.view;
4153 // make sure enough textures are allocated
4154 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4156 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4158 if (!p->texture_refraction)
4159 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4160 if (!p->texture_refraction)
4164 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4166 if (!p->texture_reflection)
4167 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4168 if (!p->texture_reflection)
4174 r_refdef.view = originalview;
4175 r_refdef.view.showdebug = false;
4176 r_refdef.view.width = r_waterstate.waterwidth;
4177 r_refdef.view.height = r_waterstate.waterheight;
4178 r_refdef.view.useclipplane = true;
4179 myview = r_refdef.view;
4180 r_waterstate.renderingscene = true;
4181 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4183 // render the normal view scene and copy into texture
4184 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4185 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4187 r_refdef.view = myview;
4188 r_refdef.view.clipplane = p->plane;
4189 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4190 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4191 PlaneClassify(&r_refdef.view.clipplane);
4193 R_ResetViewRendering3D();
4194 R_ClearScreen(r_refdef.fogenabled);
4198 // copy view into the screen texture
4199 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4200 GL_ActiveTexture(0);
4202 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4205 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4207 r_refdef.view = myview;
4208 // render reflected scene and copy into texture
4209 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4210 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4211 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4212 r_refdef.view.clipplane = p->plane;
4213 // reverse the cullface settings for this render
4214 r_refdef.view.cullface_front = GL_FRONT;
4215 r_refdef.view.cullface_back = GL_BACK;
4216 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4218 r_refdef.view.usecustompvs = true;
4220 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4222 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4225 R_ResetViewRendering3D();
4226 R_ClearScreen(r_refdef.fogenabled);
4230 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4231 GL_ActiveTexture(0);
4233 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4236 r_waterstate.renderingscene = false;
4237 r_refdef.view = originalview;
4238 R_ResetViewRendering3D();
4239 R_ClearScreen(r_refdef.fogenabled);
4243 r_refdef.view = originalview;
4244 r_waterstate.renderingscene = false;
4245 Cvar_SetValueQuick(&r_water, 0);
4246 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4250 void R_Bloom_StartFrame(void)
4252 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4254 // set bloomwidth and bloomheight to the bloom resolution that will be
4255 // used (often less than the screen resolution for faster rendering)
4256 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4257 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4258 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4259 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4260 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4262 // calculate desired texture sizes
4263 if (gl_support_arb_texture_non_power_of_two)
4265 screentexturewidth = r_refdef.view.width;
4266 screentextureheight = r_refdef.view.height;
4267 bloomtexturewidth = r_bloomstate.bloomwidth;
4268 bloomtextureheight = r_bloomstate.bloomheight;
4272 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4273 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4274 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4275 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4278 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4280 Cvar_SetValueQuick(&r_hdr, 0);
4281 Cvar_SetValueQuick(&r_bloom, 0);
4282 Cvar_SetValueQuick(&r_motionblur, 0);
4283 Cvar_SetValueQuick(&r_damageblur, 0);
4286 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4287 screentexturewidth = screentextureheight = 0;
4288 if (!r_hdr.integer && !r_bloom.integer)
4289 bloomtexturewidth = bloomtextureheight = 0;
4291 // allocate textures as needed
4292 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4294 if (r_bloomstate.texture_screen)
4295 R_FreeTexture(r_bloomstate.texture_screen);
4296 r_bloomstate.texture_screen = NULL;
4297 r_bloomstate.screentexturewidth = screentexturewidth;
4298 r_bloomstate.screentextureheight = screentextureheight;
4299 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4300 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4302 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4304 if (r_bloomstate.texture_bloom)
4305 R_FreeTexture(r_bloomstate.texture_bloom);
4306 r_bloomstate.texture_bloom = NULL;
4307 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4308 r_bloomstate.bloomtextureheight = bloomtextureheight;
4309 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4310 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4313 // when doing a reduced render (HDR) we want to use a smaller area
4314 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4315 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4316 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4317 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4318 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4320 // set up a texcoord array for the full resolution screen image
4321 // (we have to keep this around to copy back during final render)
4322 r_bloomstate.screentexcoord2f[0] = 0;
4323 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4324 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4325 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4326 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4327 r_bloomstate.screentexcoord2f[5] = 0;
4328 r_bloomstate.screentexcoord2f[6] = 0;
4329 r_bloomstate.screentexcoord2f[7] = 0;
4331 // set up a texcoord array for the reduced resolution bloom image
4332 // (which will be additive blended over the screen image)
4333 r_bloomstate.bloomtexcoord2f[0] = 0;
4334 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4335 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4336 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4337 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4338 r_bloomstate.bloomtexcoord2f[5] = 0;
4339 r_bloomstate.bloomtexcoord2f[6] = 0;
4340 r_bloomstate.bloomtexcoord2f[7] = 0;
4342 if (r_hdr.integer || r_bloom.integer)
4344 r_bloomstate.enabled = true;
4345 r_bloomstate.hdr = r_hdr.integer != 0;
4348 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4351 void R_Bloom_CopyBloomTexture(float colorscale)
4353 r_refdef.stats.bloom++;
4355 // scale down screen texture to the bloom texture size
4357 R_SetViewport(&r_bloomstate.viewport);
4358 GL_BlendFunc(GL_ONE, GL_ZERO);
4359 GL_Color(colorscale, colorscale, colorscale, 1);
4360 // TODO: optimize with multitexture or GLSL
4361 R_SetupGenericShader(true);
4362 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4364 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4365 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4367 // we now have a bloom image in the framebuffer
4368 // copy it into the bloom image texture for later processing
4369 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4370 GL_ActiveTexture(0);
4372 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4373 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4376 void R_Bloom_CopyHDRTexture(void)
4378 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4379 GL_ActiveTexture(0);
4381 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4382 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4385 void R_Bloom_MakeTexture(void)
4388 float xoffset, yoffset, r, brighten;
4390 r_refdef.stats.bloom++;
4392 R_ResetViewRendering2D();
4393 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394 R_Mesh_ColorPointer(NULL, 0, 0);
4395 R_SetupGenericShader(true);
4397 // we have a bloom image in the framebuffer
4399 R_SetViewport(&r_bloomstate.viewport);
4401 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4404 r = bound(0, r_bloom_colorexponent.value / x, 1);
4405 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4406 GL_Color(r, r, r, 1);
4407 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4408 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4409 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4410 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4412 // copy the vertically blurred bloom view to a texture
4413 GL_ActiveTexture(0);
4415 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4416 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4419 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4420 brighten = r_bloom_brighten.value;
4422 brighten *= r_hdr_range.value;
4423 brighten = sqrt(brighten);
4425 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4426 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4427 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4429 for (dir = 0;dir < 2;dir++)
4431 // blend on at multiple vertical offsets to achieve a vertical blur
4432 // TODO: do offset blends using GLSL
4433 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4434 GL_BlendFunc(GL_ONE, GL_ZERO);
4435 for (x = -range;x <= range;x++)
4437 if (!dir){xoffset = 0;yoffset = x;}
4438 else {xoffset = x;yoffset = 0;}
4439 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4440 yoffset /= (float)r_bloomstate.bloomtextureheight;
4441 // compute a texcoord array with the specified x and y offset
4442 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4443 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4444 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4445 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4446 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4447 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4448 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4449 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4450 // this r value looks like a 'dot' particle, fading sharply to
4451 // black at the edges
4452 // (probably not realistic but looks good enough)
4453 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4454 //r = brighten/(range*2+1);
4455 r = brighten / (range * 2 + 1);
4457 r *= (1 - x*x/(float)(range*range));
4458 GL_Color(r, r, r, 1);
4459 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4460 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4461 GL_BlendFunc(GL_ONE, GL_ONE);
4464 // copy the vertically blurred bloom view to a texture
4465 GL_ActiveTexture(0);
4467 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4468 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4471 // apply subtract last
4472 // (just like it would be in a GLSL shader)
4473 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4475 GL_BlendFunc(GL_ONE, GL_ZERO);
4476 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4477 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4478 GL_Color(1, 1, 1, 1);
4479 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4480 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4482 GL_BlendFunc(GL_ONE, GL_ONE);
4483 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4484 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4485 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4486 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4487 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4488 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4489 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4491 // copy the darkened bloom view to a texture
4492 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4493 GL_ActiveTexture(0);
4495 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4496 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4500 void R_HDR_RenderBloomTexture(void)
4502 int oldwidth, oldheight;
4503 float oldcolorscale;
4505 oldcolorscale = r_refdef.view.colorscale;
4506 oldwidth = r_refdef.view.width;
4507 oldheight = r_refdef.view.height;
4508 r_refdef.view.width = r_bloomstate.bloomwidth;
4509 r_refdef.view.height = r_bloomstate.bloomheight;
4511 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4512 // TODO: add exposure compensation features
4513 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4515 r_refdef.view.showdebug = false;
4516 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4518 R_ResetViewRendering3D();
4520 R_ClearScreen(r_refdef.fogenabled);
4521 if (r_timereport_active)
4522 R_TimeReport("HDRclear");
4525 if (r_timereport_active)
4526 R_TimeReport("visibility");
4528 // only do secondary renders with HDR if r_hdr is 2 or higher
4529 r_waterstate.numwaterplanes = 0;
4530 if (r_waterstate.enabled && r_hdr.integer >= 2)
4531 R_RenderWaterPlanes();
4533 r_refdef.view.showdebug = true;
4535 r_waterstate.numwaterplanes = 0;
4537 R_ResetViewRendering2D();
4539 R_Bloom_CopyHDRTexture();
4540 R_Bloom_MakeTexture();
4542 // restore the view settings
4543 r_refdef.view.width = oldwidth;
4544 r_refdef.view.height = oldheight;
4545 r_refdef.view.colorscale = oldcolorscale;
4547 R_ResetViewRendering3D();
4549 R_ClearScreen(r_refdef.fogenabled);
4550 if (r_timereport_active)
4551 R_TimeReport("viewclear");
4554 static void R_BlendView(void)
4556 if (r_bloomstate.texture_screen)
4558 // make sure the buffer is available
4559 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4561 R_ResetViewRendering2D();
4562 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4563 R_Mesh_ColorPointer(NULL, 0, 0);
4564 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4565 GL_ActiveTexture(0);CHECKGLERROR
4567 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4569 // declare variables
4571 static float avgspeed;
4573 speed = VectorLength(cl.movement_velocity);
4575 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4576 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4578 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4579 speed = bound(0, speed, 1);
4580 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4582 // calculate values into a standard alpha
4583 cl.motionbluralpha = 1 - exp(-
4585 (r_motionblur.value * speed / 80)
4587 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4590 max(0.0001, cl.time - cl.oldtime) // fps independent
4593 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4594 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4596 if (cl.motionbluralpha > 0)
4598 R_SetupGenericShader(true);
4599 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4600 GL_Color(1, 1, 1, cl.motionbluralpha);
4601 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4602 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4603 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4604 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4608 // copy view into the screen texture
4609 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4610 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4613 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4615 unsigned int permutation =
4616 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4617 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4618 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4619 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4620 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4622 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4624 // render simple bloom effect
4625 // copy the screen and shrink it and darken it for the bloom process
4626 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4627 // make the bloom texture
4628 R_Bloom_MakeTexture();
4631 R_ResetViewRendering2D();
4632 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4633 R_Mesh_ColorPointer(NULL, 0, 0);
4634 GL_Color(1, 1, 1, 1);
4635 GL_BlendFunc(GL_ONE, GL_ZERO);
4636 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4637 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4638 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4639 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4640 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4641 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4642 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4643 if (r_glsl_permutation->loc_TintColor >= 0)
4644 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4645 if (r_glsl_permutation->loc_ClientTime >= 0)
4646 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4647 if (r_glsl_permutation->loc_PixelSize >= 0)
4648 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4649 if (r_glsl_permutation->loc_UserVec1 >= 0)
4651 float a=0, b=0, c=0, d=0;
4652 #if _MSC_VER >= 1400
4653 #define sscanf sscanf_s
4655 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4656 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4658 if (r_glsl_permutation->loc_UserVec2 >= 0)
4660 float a=0, b=0, c=0, d=0;
4661 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4662 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4664 if (r_glsl_permutation->loc_UserVec3 >= 0)
4666 float a=0, b=0, c=0, d=0;
4667 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4668 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4670 if (r_glsl_permutation->loc_UserVec4 >= 0)
4672 float a=0, b=0, c=0, d=0;
4673 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4674 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4676 if (r_glsl_permutation->loc_Saturation >= 0)
4677 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4678 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4679 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4685 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4687 // render high dynamic range bloom effect
4688 // the bloom texture was made earlier this render, so we just need to
4689 // blend it onto the screen...
4690 R_ResetViewRendering2D();
4691 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4692 R_Mesh_ColorPointer(NULL, 0, 0);
4693 R_SetupGenericShader(true);
4694 GL_Color(1, 1, 1, 1);
4695 GL_BlendFunc(GL_ONE, GL_ONE);
4696 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4697 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4698 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4699 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4701 else if (r_bloomstate.texture_bloom)
4703 // render simple bloom effect
4704 // copy the screen and shrink it and darken it for the bloom process
4705 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4706 // make the bloom texture
4707 R_Bloom_MakeTexture();
4708 // put the original screen image back in place and blend the bloom
4710 R_ResetViewRendering2D();
4711 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4712 R_Mesh_ColorPointer(NULL, 0, 0);
4713 GL_Color(1, 1, 1, 1);
4714 GL_BlendFunc(GL_ONE, GL_ZERO);
4715 // do both in one pass if possible
4716 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4717 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4718 if (r_textureunits.integer >= 2 && gl_combine.integer)
4720 R_SetupGenericTwoTextureShader(GL_ADD);
4721 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4722 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4726 R_SetupGenericShader(true);
4727 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4728 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4729 // now blend on the bloom texture
4730 GL_BlendFunc(GL_ONE, GL_ONE);
4731 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4732 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4734 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4735 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4737 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4739 // apply a color tint to the whole view
4740 R_ResetViewRendering2D();
4741 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4742 R_Mesh_ColorPointer(NULL, 0, 0);
4743 R_SetupGenericShader(false);
4744 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4745 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4746 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4750 matrix4x4_t r_waterscrollmatrix;
4752 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4754 if (r_refdef.fog_density)
4756 r_refdef.fogcolor[0] = r_refdef.fog_red;
4757 r_refdef.fogcolor[1] = r_refdef.fog_green;
4758 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4760 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4761 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4762 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4763 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4767 VectorCopy(r_refdef.fogcolor, fogvec);
4768 // color.rgb *= ContrastBoost * SceneBrightness;
4769 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4770 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4771 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4772 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4777 void R_UpdateVariables(void)
4781 r_refdef.scene.ambient = r_ambient.value;
4783 r_refdef.farclip = r_farclip_base.value;
4784 if (r_refdef.scene.worldmodel)
4785 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4786 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4788 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4789 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4790 r_refdef.polygonfactor = 0;
4791 r_refdef.polygonoffset = 0;
4792 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4793 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4795 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4796 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4797 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4798 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4799 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4800 if (r_showsurfaces.integer)
4802 r_refdef.scene.rtworld = false;
4803 r_refdef.scene.rtworldshadows = false;
4804 r_refdef.scene.rtdlight = false;
4805 r_refdef.scene.rtdlightshadows = false;
4806 r_refdef.lightmapintensity = 0;
4809 if (gamemode == GAME_NEHAHRA)
4811 if (gl_fogenable.integer)
4813 r_refdef.oldgl_fogenable = true;
4814 r_refdef.fog_density = gl_fogdensity.value;
4815 r_refdef.fog_red = gl_fogred.value;
4816 r_refdef.fog_green = gl_foggreen.value;
4817 r_refdef.fog_blue = gl_fogblue.value;
4818 r_refdef.fog_alpha = 1;
4819 r_refdef.fog_start = 0;
4820 r_refdef.fog_end = gl_skyclip.value;
4821 r_refdef.fog_height = 1<<30;
4822 r_refdef.fog_fadedepth = 128;
4824 else if (r_refdef.oldgl_fogenable)
4826 r_refdef.oldgl_fogenable = false;
4827 r_refdef.fog_density = 0;
4828 r_refdef.fog_red = 0;
4829 r_refdef.fog_green = 0;
4830 r_refdef.fog_blue = 0;
4831 r_refdef.fog_alpha = 0;
4832 r_refdef.fog_start = 0;
4833 r_refdef.fog_end = 0;
4834 r_refdef.fog_height = 1<<30;
4835 r_refdef.fog_fadedepth = 128;
4839 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4840 r_refdef.fog_start = max(0, r_refdef.fog_start);
4841 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4843 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4845 if (r_refdef.fog_density && r_drawfog.integer)
4847 r_refdef.fogenabled = true;
4848 // this is the point where the fog reaches 0.9986 alpha, which we
4849 // consider a good enough cutoff point for the texture
4850 // (0.9986 * 256 == 255.6)
4851 if (r_fog_exp2.integer)
4852 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4854 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4855 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4856 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4857 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4858 // fog color was already set
4859 // update the fog texture
4860 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4861 R_BuildFogTexture();
4864 r_refdef.fogenabled = false;
4866 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4868 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4870 // build GLSL gamma texture
4871 #define RAMPWIDTH 256
4872 unsigned short ramp[RAMPWIDTH * 3];
4873 unsigned char rampbgr[RAMPWIDTH][4];
4876 r_texture_gammaramps_serial = vid_gammatables_serial;
4878 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4879 for(i = 0; i < RAMPWIDTH; ++i)
4881 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4882 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4883 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4886 if (r_texture_gammaramps)
4888 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4892 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4898 // remove GLSL gamma texture
4902 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4903 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4909 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4910 if( scenetype != r_currentscenetype ) {
4911 // store the old scenetype
4912 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4913 r_currentscenetype = scenetype;
4914 // move in the new scene
4915 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4924 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4926 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4927 if( scenetype == r_currentscenetype ) {
4928 return &r_refdef.scene;
4930 return &r_scenes_store[ scenetype ];
4939 void R_RenderView(void)
4941 if (r_timereport_active)
4942 R_TimeReport("start");
4943 r_frame++; // used only by R_GetCurrentTexture
4944 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4946 R_AnimCache_NewFrame();
4948 if (r_refdef.view.isoverlay)
4950 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4951 GL_Clear( GL_DEPTH_BUFFER_BIT );
4952 R_TimeReport("depthclear");
4954 r_refdef.view.showdebug = false;
4956 r_waterstate.enabled = false;
4957 r_waterstate.numwaterplanes = 0;
4965 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4966 return; //Host_Error ("R_RenderView: NULL worldmodel");
4968 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4970 // break apart the view matrix into vectors for various purposes
4971 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4972 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4973 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4974 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4975 // make an inverted copy of the view matrix for tracking sprites
4976 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4978 R_Shadow_UpdateWorldLightSelection();
4980 R_Bloom_StartFrame();
4981 R_Water_StartFrame();
4984 if (r_timereport_active)
4985 R_TimeReport("viewsetup");
4987 R_ResetViewRendering3D();
4989 if (r_refdef.view.clear || r_refdef.fogenabled)
4991 R_ClearScreen(r_refdef.fogenabled);
4992 if (r_timereport_active)
4993 R_TimeReport("viewclear");
4995 r_refdef.view.clear = true;
4997 // this produces a bloom texture to be used in R_BlendView() later
4999 R_HDR_RenderBloomTexture();
5001 r_refdef.view.showdebug = true;
5004 if (r_timereport_active)
5005 R_TimeReport("visibility");
5007 r_waterstate.numwaterplanes = 0;
5008 if (r_waterstate.enabled)
5009 R_RenderWaterPlanes();
5012 r_waterstate.numwaterplanes = 0;
5015 if (r_timereport_active)
5016 R_TimeReport("blendview");
5018 GL_Scissor(0, 0, vid.width, vid.height);
5019 GL_ScissorTest(false);
5023 void R_RenderWaterPlanes(void)
5025 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5027 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5028 if (r_timereport_active)
5029 R_TimeReport("waterworld");
5032 // don't let sound skip if going slow
5033 if (r_refdef.scene.extraupdate)
5036 R_DrawModelsAddWaterPlanes();
5037 if (r_timereport_active)
5038 R_TimeReport("watermodels");
5040 if (r_waterstate.numwaterplanes)
5042 R_Water_ProcessPlanes();
5043 if (r_timereport_active)
5044 R_TimeReport("waterscenes");
5048 extern void R_DrawLightningBeams (void);
5049 extern void VM_CL_AddPolygonsToMeshQueue (void);
5050 extern void R_DrawPortals (void);
5051 extern cvar_t cl_locs_show;
5052 static void R_DrawLocs(void);
5053 static void R_DrawEntityBBoxes(void);
5054 static void R_DrawModelDecals(void);
5055 extern cvar_t cl_decals_newsystem;
5056 void R_RenderScene(void)
5058 r_refdef.stats.renders++;
5062 // don't let sound skip if going slow
5063 if (r_refdef.scene.extraupdate)
5066 R_MeshQueue_BeginScene();
5070 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5072 if (cl.csqc_vidvars.drawworld)
5074 // don't let sound skip if going slow
5075 if (r_refdef.scene.extraupdate)
5078 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5080 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5081 if (r_timereport_active)
5082 R_TimeReport("worldsky");
5085 if (R_DrawBrushModelsSky() && r_timereport_active)
5086 R_TimeReport("bmodelsky");
5088 if (skyrendermasked && skyrenderlater)
5090 // we have to force off the water clipping plane while rendering sky
5097 R_AnimCache_CacheVisibleEntities();
5099 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5101 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5102 if (r_timereport_active)
5103 R_TimeReport("worlddepth");
5105 if (r_depthfirst.integer >= 2)
5107 R_DrawModelsDepth();
5108 if (r_timereport_active)
5109 R_TimeReport("modeldepth");
5112 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5114 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5115 if (r_timereport_active)
5116 R_TimeReport("world");
5119 // don't let sound skip if going slow
5120 if (r_refdef.scene.extraupdate)
5124 if (r_timereport_active)
5125 R_TimeReport("models");
5127 // don't let sound skip if going slow
5128 if (r_refdef.scene.extraupdate)
5131 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5133 R_DrawModelShadows();
5134 R_ResetViewRendering3D();
5135 // don't let sound skip if going slow
5136 if (r_refdef.scene.extraupdate)
5140 R_ShadowVolumeLighting(false);
5141 if (r_timereport_active)
5142 R_TimeReport("rtlights");
5144 // don't let sound skip if going slow
5145 if (r_refdef.scene.extraupdate)
5148 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5150 R_DrawModelShadows();
5151 R_ResetViewRendering3D();
5152 // don't let sound skip if going slow
5153 if (r_refdef.scene.extraupdate)
5157 if (cl.csqc_vidvars.drawworld)
5159 if (cl_decals_newsystem.integer)
5161 R_DrawModelDecals();
5162 if (r_timereport_active)
5163 R_TimeReport("modeldecals");
5168 if (r_timereport_active)
5169 R_TimeReport("decals");
5173 if (r_timereport_active)
5174 R_TimeReport("particles");
5177 if (r_timereport_active)
5178 R_TimeReport("explosions");
5180 R_DrawLightningBeams();
5181 if (r_timereport_active)
5182 R_TimeReport("lightning");
5185 R_SetupGenericShader(true);
5186 VM_CL_AddPolygonsToMeshQueue();
5188 if (r_refdef.view.showdebug)
5190 if (cl_locs_show.integer)
5193 if (r_timereport_active)
5194 R_TimeReport("showlocs");
5197 if (r_drawportals.integer)
5200 if (r_timereport_active)
5201 R_TimeReport("portals");
5204 if (r_showbboxes.value > 0)
5206 R_DrawEntityBBoxes();
5207 if (r_timereport_active)
5208 R_TimeReport("bboxes");
5212 R_SetupGenericShader(true);
5213 R_MeshQueue_RenderTransparent();
5214 if (r_timereport_active)
5215 R_TimeReport("drawtrans");
5217 R_SetupGenericShader(true);
5219 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
5221 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5222 if (r_timereport_active)
5223 R_TimeReport("worlddebug");
5224 R_DrawModelsDebug();
5225 if (r_timereport_active)
5226 R_TimeReport("modeldebug");
5229 R_SetupGenericShader(true);
5231 if (cl.csqc_vidvars.drawworld)
5234 if (r_timereport_active)
5235 R_TimeReport("coronas");
5238 // don't let sound skip if going slow
5239 if (r_refdef.scene.extraupdate)
5242 R_ResetViewRendering2D();
5245 static const unsigned short bboxelements[36] =
5255 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5258 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5260 RSurf_ActiveWorldEntity();
5262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5263 GL_DepthMask(false);
5264 GL_DepthRange(0, 1);
5265 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5266 R_Mesh_ResetTextureState();
5268 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5269 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5270 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5271 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5272 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5273 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5274 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5275 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5276 R_FillColors(color4f, 8, cr, cg, cb, ca);
5277 if (r_refdef.fogenabled)
5279 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5281 f1 = RSurf_FogVertex(v);
5283 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5284 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5285 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5288 R_Mesh_VertexPointer(vertex3f, 0, 0);
5289 R_Mesh_ColorPointer(color4f, 0, 0);
5290 R_Mesh_ResetTextureState();
5291 R_SetupGenericShader(false);
5292 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5295 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5299 prvm_edict_t *edict;
5300 prvm_prog_t *prog_save = prog;
5302 // this function draws bounding boxes of server entities
5306 GL_CullFace(GL_NONE);
5307 R_SetupGenericShader(false);
5311 for (i = 0;i < numsurfaces;i++)
5313 edict = PRVM_EDICT_NUM(surfacelist[i]);
5314 switch ((int)edict->fields.server->solid)
5316 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5317 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5318 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5319 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5320 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5321 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5323 color[3] *= r_showbboxes.value;
5324 color[3] = bound(0, color[3], 1);
5325 GL_DepthTest(!r_showdisabledepthtest.integer);
5326 GL_CullFace(r_refdef.view.cullface_front);
5327 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5333 static void R_DrawEntityBBoxes(void)
5336 prvm_edict_t *edict;
5338 prvm_prog_t *prog_save = prog;
5340 // this function draws bounding boxes of server entities
5346 for (i = 0;i < prog->num_edicts;i++)
5348 edict = PRVM_EDICT_NUM(i);
5349 if (edict->priv.server->free)
5351 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5352 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5354 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5356 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5357 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5363 static const int nomodelelement3i[24] =
5375 static const unsigned short nomodelelement3s[24] =
5387 static const float nomodelvertex3f[6*3] =
5397 static const float nomodelcolor4f[6*4] =
5399 0.0f, 0.0f, 0.5f, 1.0f,
5400 0.0f, 0.0f, 0.5f, 1.0f,
5401 0.0f, 0.5f, 0.0f, 1.0f,
5402 0.0f, 0.5f, 0.0f, 1.0f,
5403 0.5f, 0.0f, 0.0f, 1.0f,
5404 0.5f, 0.0f, 0.0f, 1.0f
5407 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5413 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5415 // this is only called once per entity so numsurfaces is always 1, and
5416 // surfacelist is always {0}, so this code does not handle batches
5418 if (rsurface.ent_flags & RENDER_ADDITIVE)
5420 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5421 GL_DepthMask(false);
5423 else if (rsurface.ent_color[3] < 1)
5425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5426 GL_DepthMask(false);
5430 GL_BlendFunc(GL_ONE, GL_ZERO);
5433 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5434 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5435 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5436 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5437 R_SetupGenericShader(false);
5438 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5439 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5440 R_Mesh_ColorPointer(color4f, 0, 0);
5441 for (i = 0, c = color4f;i < 6;i++, c += 4)
5443 c[0] *= rsurface.ent_color[0];
5444 c[1] *= rsurface.ent_color[1];
5445 c[2] *= rsurface.ent_color[2];
5446 c[3] *= rsurface.ent_color[3];
5448 if (r_refdef.fogenabled)
5450 for (i = 0, c = color4f;i < 6;i++, c += 4)
5452 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5454 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5455 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5456 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5459 R_Mesh_ResetTextureState();
5460 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5463 void R_DrawNoModel(entity_render_t *ent)
5466 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5467 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5468 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5470 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5473 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5475 vec3_t right1, right2, diff, normal;
5477 VectorSubtract (org2, org1, normal);
5479 // calculate 'right' vector for start
5480 VectorSubtract (r_refdef.view.origin, org1, diff);
5481 CrossProduct (normal, diff, right1);
5482 VectorNormalize (right1);
5484 // calculate 'right' vector for end
5485 VectorSubtract (r_refdef.view.origin, org2, diff);
5486 CrossProduct (normal, diff, right2);
5487 VectorNormalize (right2);
5489 vert[ 0] = org1[0] + width * right1[0];
5490 vert[ 1] = org1[1] + width * right1[1];
5491 vert[ 2] = org1[2] + width * right1[2];
5492 vert[ 3] = org1[0] - width * right1[0];
5493 vert[ 4] = org1[1] - width * right1[1];
5494 vert[ 5] = org1[2] - width * right1[2];
5495 vert[ 6] = org2[0] - width * right2[0];
5496 vert[ 7] = org2[1] - width * right2[1];
5497 vert[ 8] = org2[2] - width * right2[2];
5498 vert[ 9] = org2[0] + width * right2[0];
5499 vert[10] = org2[1] + width * right2[1];
5500 vert[11] = org2[2] + width * right2[2];
5503 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5505 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5506 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5507 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5508 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5509 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5510 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5511 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5512 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5513 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5514 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5515 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5516 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5519 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5524 VectorSet(v, x, y, z);
5525 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5526 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5528 if (i == mesh->numvertices)
5530 if (mesh->numvertices < mesh->maxvertices)
5532 VectorCopy(v, vertex3f);
5533 mesh->numvertices++;
5535 return mesh->numvertices;
5541 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5545 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5546 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5547 e = mesh->element3i + mesh->numtriangles * 3;
5548 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5550 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5551 if (mesh->numtriangles < mesh->maxtriangles)
5556 mesh->numtriangles++;
5558 element[1] = element[2];
5562 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5566 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5567 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5568 e = mesh->element3i + mesh->numtriangles * 3;
5569 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5571 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5572 if (mesh->numtriangles < mesh->maxtriangles)
5577 mesh->numtriangles++;
5579 element[1] = element[2];
5583 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5584 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5586 int planenum, planenum2;
5589 mplane_t *plane, *plane2;
5591 double temppoints[2][256*3];
5592 // figure out how large a bounding box we need to properly compute this brush
5594 for (w = 0;w < numplanes;w++)
5595 maxdist = max(maxdist, fabs(planes[w].dist));
5596 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5597 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5598 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5602 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5603 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5605 if (planenum2 == planenum)
5607 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);
5610 if (tempnumpoints < 3)
5612 // generate elements forming a triangle fan for this polygon
5613 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5617 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)
5619 texturelayer_t *layer;
5620 layer = t->currentlayers + t->currentnumlayers++;
5622 layer->depthmask = depthmask;
5623 layer->blendfunc1 = blendfunc1;
5624 layer->blendfunc2 = blendfunc2;
5625 layer->texture = texture;
5626 layer->texmatrix = *matrix;
5627 layer->color[0] = r * r_refdef.view.colorscale;
5628 layer->color[1] = g * r_refdef.view.colorscale;
5629 layer->color[2] = b * r_refdef.view.colorscale;
5630 layer->color[3] = a;
5633 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5636 index = parms[2] + r_refdef.scene.time * parms[3];
5637 index -= floor(index);
5641 case Q3WAVEFUNC_NONE:
5642 case Q3WAVEFUNC_NOISE:
5643 case Q3WAVEFUNC_COUNT:
5646 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5647 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5648 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5649 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5650 case Q3WAVEFUNC_TRIANGLE:
5652 f = index - floor(index);
5663 return (float)(parms[0] + parms[1] * f);
5666 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5671 matrix4x4_t matrix, temp;
5672 switch(tcmod->tcmod)
5676 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5677 matrix = r_waterscrollmatrix;
5679 matrix = identitymatrix;
5681 case Q3TCMOD_ENTITYTRANSLATE:
5682 // this is used in Q3 to allow the gamecode to control texcoord
5683 // scrolling on the entity, which is not supported in darkplaces yet.
5684 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5686 case Q3TCMOD_ROTATE:
5687 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5688 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5689 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5692 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5694 case Q3TCMOD_SCROLL:
5695 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5697 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5698 w = (int) tcmod->parms[0];
5699 h = (int) tcmod->parms[1];
5700 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5702 idx = (int) floor(f * w * h);
5703 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5705 case Q3TCMOD_STRETCH:
5706 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5707 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5709 case Q3TCMOD_TRANSFORM:
5710 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5711 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5712 VectorSet(tcmat + 6, 0 , 0 , 1);
5713 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5714 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5716 case Q3TCMOD_TURBULENT:
5717 // this is handled in the RSurf_PrepareVertices function
5718 matrix = identitymatrix;
5722 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5725 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5727 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5728 char name[MAX_QPATH];
5729 skinframe_t *skinframe;
5730 unsigned char pixels[296*194];
5731 strlcpy(cache->name, skinname, sizeof(cache->name));
5732 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5733 if (developer_loading.integer)
5734 Con_Printf("loading %s\n", name);
5735 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5736 if (!skinframe || !skinframe->base)
5739 fs_offset_t filesize;
5741 f = FS_LoadFile(name, tempmempool, true, &filesize);
5744 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5745 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5749 cache->skinframe = skinframe;
5752 texture_t *R_GetCurrentTexture(texture_t *t)
5755 const entity_render_t *ent = rsurface.entity;
5756 dp_model_t *model = ent->model;
5757 q3shaderinfo_layer_tcmod_t *tcmod;
5759 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5760 return t->currentframe;
5761 t->update_lastrenderframe = r_frame;
5762 t->update_lastrenderentity = (void *)ent;
5764 // switch to an alternate material if this is a q1bsp animated material
5766 texture_t *texture = t;
5767 int s = rsurface.ent_skinnum;
5768 if ((unsigned int)s >= (unsigned int)model->numskins)
5770 if (model->skinscenes)
5772 if (model->skinscenes[s].framecount > 1)
5773 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5775 s = model->skinscenes[s].firstframe;
5778 t = t + s * model->num_surfaces;
5781 // use an alternate animation if the entity's frame is not 0,
5782 // and only if the texture has an alternate animation
5783 if (rsurface.ent_alttextures && t->anim_total[1])
5784 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5786 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5788 texture->currentframe = t;
5791 // update currentskinframe to be a qw skin or animation frame
5792 if (rsurface.ent_qwskin >= 0)
5794 i = rsurface.ent_qwskin;
5795 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5797 r_qwskincache_size = cl.maxclients;
5799 Mem_Free(r_qwskincache);
5800 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5802 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5803 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5804 t->currentskinframe = r_qwskincache[i].skinframe;
5805 if (t->currentskinframe == NULL)
5806 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5808 else if (t->numskinframes >= 2)
5809 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5810 if (t->backgroundnumskinframes >= 2)
5811 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5813 t->currentmaterialflags = t->basematerialflags;
5814 t->currentalpha = rsurface.ent_color[3];
5815 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5816 t->currentalpha *= r_wateralpha.value;
5817 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5818 t->currentalpha *= t->r_water_wateralpha;
5819 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5820 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5821 if (!(rsurface.ent_flags & RENDER_LIGHT))
5822 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5823 else if (rsurface.modeltexcoordlightmap2f == NULL)
5825 // pick a model lighting mode
5826 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5827 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5829 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5831 if (rsurface.ent_flags & RENDER_ADDITIVE)
5832 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5833 else if (t->currentalpha < 1)
5834 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5835 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5836 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5837 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5838 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5839 if (t->backgroundnumskinframes)
5840 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5841 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5843 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5844 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5847 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5849 // there is no tcmod
5850 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5852 t->currenttexmatrix = r_waterscrollmatrix;
5853 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5855 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5857 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5858 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5861 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5862 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5863 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5864 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5866 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5867 if (t->currentskinframe->qpixels)
5868 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5869 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5870 t->glosstexture = r_texture_black;
5871 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5872 t->backgroundglosstexture = r_texture_black;
5873 t->specularpower = r_shadow_glossexponent.value;
5874 // TODO: store reference values for these in the texture?
5875 t->specularscale = 0;
5876 if (r_shadow_gloss.integer > 0)
5878 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5880 if (r_shadow_glossintensity.value > 0)
5882 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5883 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5884 t->specularscale = r_shadow_glossintensity.value;
5887 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5889 t->glosstexture = r_texture_white;
5890 t->backgroundglosstexture = r_texture_white;
5891 t->specularscale = r_shadow_gloss2intensity.value;
5892 t->specularpower = r_shadow_gloss2exponent.value;
5895 t->specularscale *= t->specularscalemod;
5896 t->specularpower *= t->specularpowermod;
5898 // lightmaps mode looks bad with dlights using actual texturing, so turn
5899 // off the colormap and glossmap, but leave the normalmap on as it still
5900 // accurately represents the shading involved
5901 if (gl_lightmaps.integer)
5903 t->basetexture = r_texture_grey128;
5904 t->backgroundbasetexture = NULL;
5905 t->specularscale = 0;
5906 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5909 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5910 VectorClear(t->dlightcolor);
5911 t->currentnumlayers = 0;
5912 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5915 int blendfunc1, blendfunc2;
5917 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5919 blendfunc1 = GL_SRC_ALPHA;
5920 blendfunc2 = GL_ONE;
5922 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5924 blendfunc1 = GL_SRC_ALPHA;
5925 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5927 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5929 blendfunc1 = t->customblendfunc[0];
5930 blendfunc2 = t->customblendfunc[1];
5934 blendfunc1 = GL_ONE;
5935 blendfunc2 = GL_ZERO;
5937 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5938 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5939 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5940 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5942 // fullbright is not affected by r_refdef.lightmapintensity
5943 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5944 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5945 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5946 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5947 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5951 vec3_t ambientcolor;
5953 // set the color tint used for lights affecting this surface
5954 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5956 // q3bsp has no lightmap updates, so the lightstylevalue that
5957 // would normally be baked into the lightmap must be
5958 // applied to the color
5959 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5960 if (model->type == mod_brushq3)
5961 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5962 colorscale *= r_refdef.lightmapintensity;
5963 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5964 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5965 // basic lit geometry
5966 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5967 // add pants/shirt if needed
5968 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5969 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5970 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5971 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5972 // now add ambient passes if needed
5973 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5975 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5976 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5977 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5978 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5979 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5982 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5983 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5984 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5986 // if this is opaque use alpha blend which will darken the earlier
5989 // if this is an alpha blended material, all the earlier passes
5990 // were darkened by fog already, so we only need to add the fog
5991 // color ontop through the fog mask texture
5993 // if this is an additive blended material, all the earlier passes
5994 // were darkened by fog already, and we should not add fog color
5995 // (because the background was not darkened, there is no fog color
5996 // that was lost behind it).
5997 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
6001 return t->currentframe;
6004 rsurfacestate_t rsurface;
6006 void R_Mesh_ResizeArrays(int newvertices)
6009 if (rsurface.array_size >= newvertices)
6011 if (rsurface.array_modelvertex3f)
6012 Mem_Free(rsurface.array_modelvertex3f);
6013 rsurface.array_size = (newvertices + 1023) & ~1023;
6014 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6015 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
6016 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
6017 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
6018 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
6019 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
6020 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6021 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6022 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
6023 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
6024 rsurface.array_color4f = base + rsurface.array_size * 27;
6025 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6028 void RSurf_ActiveWorldEntity(void)
6030 dp_model_t *model = r_refdef.scene.worldmodel;
6031 //if (rsurface.entity == r_refdef.scene.worldentity)
6033 rsurface.entity = r_refdef.scene.worldentity;
6034 rsurface.skeleton = NULL;
6035 rsurface.ent_skinnum = 0;
6036 rsurface.ent_qwskin = -1;
6037 rsurface.ent_shadertime = 0;
6038 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6039 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6040 if (rsurface.array_size < model->surfmesh.num_vertices)
6041 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6042 rsurface.matrix = identitymatrix;
6043 rsurface.inversematrix = identitymatrix;
6044 rsurface.matrixscale = 1;
6045 rsurface.inversematrixscale = 1;
6046 R_Mesh_Matrix(&identitymatrix);
6047 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6048 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6049 rsurface.fograngerecip = r_refdef.fograngerecip;
6050 rsurface.fogheightfade = r_refdef.fogheightfade;
6051 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6052 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6053 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6054 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6055 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6056 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6057 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6058 VectorSet(rsurface.glowmod, 1, 1, 1);
6059 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6060 rsurface.frameblend[0].lerp = 1;
6061 rsurface.ent_alttextures = false;
6062 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6063 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6064 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6065 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6066 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6067 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6068 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6069 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6070 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6071 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6072 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6073 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6074 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6075 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6076 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6077 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6078 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6079 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6080 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6081 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6082 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6083 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6084 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6085 rsurface.modelelement3i = model->surfmesh.data_element3i;
6086 rsurface.modelelement3s = model->surfmesh.data_element3s;
6087 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6088 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6089 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6090 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6091 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6092 rsurface.modelsurfaces = model->data_surfaces;
6093 rsurface.generatedvertex = false;
6094 rsurface.vertex3f = rsurface.modelvertex3f;
6095 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6096 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6097 rsurface.svector3f = rsurface.modelsvector3f;
6098 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6099 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6100 rsurface.tvector3f = rsurface.modeltvector3f;
6101 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6102 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6103 rsurface.normal3f = rsurface.modelnormal3f;
6104 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6105 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6106 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6109 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6111 dp_model_t *model = ent->model;
6112 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6114 rsurface.entity = (entity_render_t *)ent;
6115 rsurface.skeleton = ent->skeleton;
6116 rsurface.ent_skinnum = ent->skinnum;
6117 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6118 rsurface.ent_shadertime = ent->shadertime;
6119 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6120 rsurface.ent_flags = ent->flags;
6121 if (rsurface.array_size < model->surfmesh.num_vertices)
6122 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6123 rsurface.matrix = ent->matrix;
6124 rsurface.inversematrix = ent->inversematrix;
6125 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6126 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6127 R_Mesh_Matrix(&rsurface.matrix);
6128 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6129 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6130 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6131 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6132 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6133 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6134 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6135 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6136 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6137 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6138 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6139 VectorCopy(ent->glowmod, rsurface.glowmod);
6140 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6141 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6142 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6143 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6144 if (ent->model->brush.submodel)
6146 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6147 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6149 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6151 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6153 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6154 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6155 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6156 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6158 else if (wanttangents)
6160 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6161 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6162 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6163 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6164 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6166 else if (wantnormals)
6168 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6169 rsurface.modelsvector3f = NULL;
6170 rsurface.modeltvector3f = NULL;
6171 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6172 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6176 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6177 rsurface.modelsvector3f = NULL;
6178 rsurface.modeltvector3f = NULL;
6179 rsurface.modelnormal3f = NULL;
6180 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6182 rsurface.modelvertex3f_bufferobject = 0;
6183 rsurface.modelvertex3f_bufferoffset = 0;
6184 rsurface.modelsvector3f_bufferobject = 0;
6185 rsurface.modelsvector3f_bufferoffset = 0;
6186 rsurface.modeltvector3f_bufferobject = 0;
6187 rsurface.modeltvector3f_bufferoffset = 0;
6188 rsurface.modelnormal3f_bufferobject = 0;
6189 rsurface.modelnormal3f_bufferoffset = 0;
6190 rsurface.generatedvertex = true;
6194 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6195 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6196 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6197 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6198 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6199 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6200 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6201 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6202 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6203 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6204 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6205 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6206 rsurface.generatedvertex = false;
6208 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6209 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6210 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6211 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6212 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6213 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6214 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6215 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6216 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6217 rsurface.modelelement3i = model->surfmesh.data_element3i;
6218 rsurface.modelelement3s = model->surfmesh.data_element3s;
6219 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6220 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6221 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6222 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6223 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6224 rsurface.modelsurfaces = model->data_surfaces;
6225 rsurface.vertex3f = rsurface.modelvertex3f;
6226 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6227 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6228 rsurface.svector3f = rsurface.modelsvector3f;
6229 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6230 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6231 rsurface.tvector3f = rsurface.modeltvector3f;
6232 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6233 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6234 rsurface.normal3f = rsurface.modelnormal3f;
6235 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6236 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6237 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6240 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6242 rsurface.entity = r_refdef.scene.worldentity;
6243 rsurface.skeleton = NULL;
6244 rsurface.ent_skinnum = 0;
6245 rsurface.ent_qwskin = -1;
6246 rsurface.ent_shadertime = shadertime;
6247 Vector4Set(rsurface.ent_color, r, g, b, a);
6248 rsurface.ent_flags = entflags;
6249 rsurface.modelnum_vertices = numvertices;
6250 rsurface.modelnum_triangles = numtriangles;
6251 if (rsurface.array_size < rsurface.modelnum_vertices)
6252 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6253 rsurface.matrix = *matrix;
6254 rsurface.inversematrix = *inversematrix;
6255 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6256 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6257 R_Mesh_Matrix(&rsurface.matrix);
6258 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6259 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6260 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6261 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6262 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6263 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6264 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6265 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6266 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6267 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6268 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6269 VectorSet(rsurface.glowmod, 1, 1, 1);
6270 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6271 rsurface.frameblend[0].lerp = 1;
6272 rsurface.ent_alttextures = false;
6273 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6274 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6277 rsurface.modelvertex3f = vertex3f;
6278 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6279 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6280 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6282 else if (wantnormals)
6284 rsurface.modelvertex3f = vertex3f;
6285 rsurface.modelsvector3f = NULL;
6286 rsurface.modeltvector3f = NULL;
6287 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6291 rsurface.modelvertex3f = vertex3f;
6292 rsurface.modelsvector3f = NULL;
6293 rsurface.modeltvector3f = NULL;
6294 rsurface.modelnormal3f = NULL;
6296 rsurface.modelvertex3f_bufferobject = 0;
6297 rsurface.modelvertex3f_bufferoffset = 0;
6298 rsurface.modelsvector3f_bufferobject = 0;
6299 rsurface.modelsvector3f_bufferoffset = 0;
6300 rsurface.modeltvector3f_bufferobject = 0;
6301 rsurface.modeltvector3f_bufferoffset = 0;
6302 rsurface.modelnormal3f_bufferobject = 0;
6303 rsurface.modelnormal3f_bufferoffset = 0;
6304 rsurface.generatedvertex = true;
6305 rsurface.modellightmapcolor4f = color4f;
6306 rsurface.modellightmapcolor4f_bufferobject = 0;
6307 rsurface.modellightmapcolor4f_bufferoffset = 0;
6308 rsurface.modeltexcoordtexture2f = texcoord2f;
6309 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6310 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6311 rsurface.modeltexcoordlightmap2f = NULL;
6312 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6313 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6314 rsurface.modelelement3i = element3i;
6315 rsurface.modelelement3s = element3s;
6316 rsurface.modelelement3i_bufferobject = 0;
6317 rsurface.modelelement3s_bufferobject = 0;
6318 rsurface.modellightmapoffsets = NULL;
6319 rsurface.modelsurfaces = NULL;
6320 rsurface.vertex3f = rsurface.modelvertex3f;
6321 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6322 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6323 rsurface.svector3f = rsurface.modelsvector3f;
6324 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6325 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6326 rsurface.tvector3f = rsurface.modeltvector3f;
6327 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6328 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6329 rsurface.normal3f = rsurface.modelnormal3f;
6330 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6331 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6332 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6334 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6336 if ((wantnormals || wanttangents) && !normal3f)
6337 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6338 if (wanttangents && !svector3f)
6339 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6343 float RSurf_FogPoint(const float *v)
6345 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6346 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6347 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6348 float FogHeightFade = r_refdef.fogheightfade;
6350 unsigned int fogmasktableindex;
6351 if (r_refdef.fogplaneviewabove)
6352 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6354 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6355 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6356 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6359 float RSurf_FogVertex(const float *v)
6361 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6362 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6363 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6364 float FogHeightFade = rsurface.fogheightfade;
6366 unsigned int fogmasktableindex;
6367 if (r_refdef.fogplaneviewabove)
6368 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6370 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6371 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6372 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6375 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6376 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6379 int texturesurfaceindex;
6384 const float *v1, *in_tc;
6386 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6388 q3shaderinfo_deform_t *deform;
6389 // 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
6390 if (rsurface.generatedvertex)
6392 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6393 generatenormals = true;
6394 for (i = 0;i < Q3MAXDEFORMS;i++)
6396 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6398 generatetangents = true;
6399 generatenormals = true;
6401 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6402 generatenormals = true;
6404 if (generatenormals && !rsurface.modelnormal3f)
6406 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6407 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6408 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6409 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6411 if (generatetangents && !rsurface.modelsvector3f)
6413 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6414 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6415 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6416 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6417 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6418 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6419 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6422 rsurface.vertex3f = rsurface.modelvertex3f;
6423 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6424 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6425 rsurface.svector3f = rsurface.modelsvector3f;
6426 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6427 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6428 rsurface.tvector3f = rsurface.modeltvector3f;
6429 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6430 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6431 rsurface.normal3f = rsurface.modelnormal3f;
6432 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6433 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6434 // if vertices are deformed (sprite flares and things in maps, possibly
6435 // water waves, bulges and other deformations), generate them into
6436 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6437 // (may be static model data or generated data for an animated model, or
6438 // the previous deform pass)
6439 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6441 switch (deform->deform)
6444 case Q3DEFORM_PROJECTIONSHADOW:
6445 case Q3DEFORM_TEXT0:
6446 case Q3DEFORM_TEXT1:
6447 case Q3DEFORM_TEXT2:
6448 case Q3DEFORM_TEXT3:
6449 case Q3DEFORM_TEXT4:
6450 case Q3DEFORM_TEXT5:
6451 case Q3DEFORM_TEXT6:
6452 case Q3DEFORM_TEXT7:
6455 case Q3DEFORM_AUTOSPRITE:
6456 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6457 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6458 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6459 VectorNormalize(newforward);
6460 VectorNormalize(newright);
6461 VectorNormalize(newup);
6462 // make deformed versions of only the model vertices used by the specified surfaces
6463 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6465 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6466 // a single autosprite surface can contain multiple sprites...
6467 for (j = 0;j < surface->num_vertices - 3;j += 4)
6469 VectorClear(center);
6470 for (i = 0;i < 4;i++)
6471 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6472 VectorScale(center, 0.25f, center);
6473 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6474 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6475 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6476 for (i = 0;i < 4;i++)
6478 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6479 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6482 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6483 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6485 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6486 rsurface.vertex3f_bufferobject = 0;
6487 rsurface.vertex3f_bufferoffset = 0;
6488 rsurface.svector3f = rsurface.array_deformedsvector3f;
6489 rsurface.svector3f_bufferobject = 0;
6490 rsurface.svector3f_bufferoffset = 0;
6491 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6492 rsurface.tvector3f_bufferobject = 0;
6493 rsurface.tvector3f_bufferoffset = 0;
6494 rsurface.normal3f = rsurface.array_deformednormal3f;
6495 rsurface.normal3f_bufferobject = 0;
6496 rsurface.normal3f_bufferoffset = 0;
6498 case Q3DEFORM_AUTOSPRITE2:
6499 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6500 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6501 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6502 VectorNormalize(newforward);
6503 VectorNormalize(newright);
6504 VectorNormalize(newup);
6505 // make deformed versions of only the model vertices used by the specified surfaces
6506 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6508 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6509 const float *v1, *v2;
6519 memset(shortest, 0, sizeof(shortest));
6520 // a single autosprite surface can contain multiple sprites...
6521 for (j = 0;j < surface->num_vertices - 3;j += 4)
6523 VectorClear(center);
6524 for (i = 0;i < 4;i++)
6525 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6526 VectorScale(center, 0.25f, center);
6527 // find the two shortest edges, then use them to define the
6528 // axis vectors for rotating around the central axis
6529 for (i = 0;i < 6;i++)
6531 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6532 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6534 Debug_PolygonBegin(NULL, 0);
6535 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6536 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6537 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6540 l = VectorDistance2(v1, v2);
6541 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6543 l += (1.0f / 1024.0f);
6544 if (shortest[0].length2 > l || i == 0)
6546 shortest[1] = shortest[0];
6547 shortest[0].length2 = l;
6548 shortest[0].v1 = v1;
6549 shortest[0].v2 = v2;
6551 else if (shortest[1].length2 > l || i == 1)
6553 shortest[1].length2 = l;
6554 shortest[1].v1 = v1;
6555 shortest[1].v2 = v2;
6558 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6559 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6561 Debug_PolygonBegin(NULL, 0);
6562 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6563 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6564 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6567 // this calculates the right vector from the shortest edge
6568 // and the up vector from the edge midpoints
6569 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6570 VectorNormalize(right);
6571 VectorSubtract(end, start, up);
6572 VectorNormalize(up);
6573 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6574 VectorSubtract(rsurface.localvieworigin, center, forward);
6575 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6576 VectorNegate(forward, forward);
6577 VectorReflect(forward, 0, up, forward);
6578 VectorNormalize(forward);
6579 CrossProduct(up, forward, newright);
6580 VectorNormalize(newright);
6582 Debug_PolygonBegin(NULL, 0);
6583 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6584 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6585 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6589 Debug_PolygonBegin(NULL, 0);
6590 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6591 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6592 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6595 // rotate the quad around the up axis vector, this is made
6596 // especially easy by the fact we know the quad is flat,
6597 // so we only have to subtract the center position and
6598 // measure distance along the right vector, and then
6599 // multiply that by the newright vector and add back the
6601 // we also need to subtract the old position to undo the
6602 // displacement from the center, which we do with a
6603 // DotProduct, the subtraction/addition of center is also
6604 // optimized into DotProducts here
6605 l = DotProduct(right, center);
6606 for (i = 0;i < 4;i++)
6608 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6609 f = DotProduct(right, v1) - l;
6610 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6613 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6614 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6616 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6617 rsurface.vertex3f_bufferobject = 0;
6618 rsurface.vertex3f_bufferoffset = 0;
6619 rsurface.svector3f = rsurface.array_deformedsvector3f;
6620 rsurface.svector3f_bufferobject = 0;
6621 rsurface.svector3f_bufferoffset = 0;
6622 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6623 rsurface.tvector3f_bufferobject = 0;
6624 rsurface.tvector3f_bufferoffset = 0;
6625 rsurface.normal3f = rsurface.array_deformednormal3f;
6626 rsurface.normal3f_bufferobject = 0;
6627 rsurface.normal3f_bufferoffset = 0;
6629 case Q3DEFORM_NORMAL:
6630 // deform the normals to make reflections wavey
6631 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6633 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6634 for (j = 0;j < surface->num_vertices;j++)
6637 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6638 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6639 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6640 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6641 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6642 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6643 VectorNormalize(normal);
6645 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6647 rsurface.svector3f = rsurface.array_deformedsvector3f;
6648 rsurface.svector3f_bufferobject = 0;
6649 rsurface.svector3f_bufferoffset = 0;
6650 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6651 rsurface.tvector3f_bufferobject = 0;
6652 rsurface.tvector3f_bufferoffset = 0;
6653 rsurface.normal3f = rsurface.array_deformednormal3f;
6654 rsurface.normal3f_bufferobject = 0;
6655 rsurface.normal3f_bufferoffset = 0;
6658 // deform vertex array to make wavey water and flags and such
6659 waveparms[0] = deform->waveparms[0];
6660 waveparms[1] = deform->waveparms[1];
6661 waveparms[2] = deform->waveparms[2];
6662 waveparms[3] = deform->waveparms[3];
6663 // this is how a divisor of vertex influence on deformation
6664 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6665 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6666 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6668 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6669 for (j = 0;j < surface->num_vertices;j++)
6671 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6672 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6673 // if the wavefunc depends on time, evaluate it per-vertex
6676 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6677 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6679 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6682 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6683 rsurface.vertex3f_bufferobject = 0;
6684 rsurface.vertex3f_bufferoffset = 0;
6686 case Q3DEFORM_BULGE:
6687 // deform vertex array to make the surface have moving bulges
6688 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6690 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6691 for (j = 0;j < surface->num_vertices;j++)
6693 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6694 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6697 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6698 rsurface.vertex3f_bufferobject = 0;
6699 rsurface.vertex3f_bufferoffset = 0;
6702 // deform vertex array
6703 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6704 VectorScale(deform->parms, scale, waveparms);
6705 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6707 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6708 for (j = 0;j < surface->num_vertices;j++)
6709 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6711 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6712 rsurface.vertex3f_bufferobject = 0;
6713 rsurface.vertex3f_bufferoffset = 0;
6717 // generate texcoords based on the chosen texcoord source
6718 switch(rsurface.texture->tcgen.tcgen)
6721 case Q3TCGEN_TEXTURE:
6722 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6723 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6724 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6726 case Q3TCGEN_LIGHTMAP:
6727 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6728 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6729 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6731 case Q3TCGEN_VECTOR:
6732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6735 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6737 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6738 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6741 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6742 rsurface.texcoordtexture2f_bufferobject = 0;
6743 rsurface.texcoordtexture2f_bufferoffset = 0;
6745 case Q3TCGEN_ENVIRONMENT:
6746 // make environment reflections using a spheremap
6747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6749 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6750 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6751 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6752 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6753 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6755 // identical to Q3A's method, but executed in worldspace so
6756 // carried models can be shiny too
6758 float viewer[3], d, reflected[3], worldreflected[3];
6760 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6761 // VectorNormalize(viewer);
6763 d = DotProduct(normal, viewer);
6765 reflected[0] = normal[0]*2*d - viewer[0];
6766 reflected[1] = normal[1]*2*d - viewer[1];
6767 reflected[2] = normal[2]*2*d - viewer[2];
6768 // note: this is proportinal to viewer, so we can normalize later
6770 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6771 VectorNormalize(worldreflected);
6773 // note: this sphere map only uses world x and z!
6774 // so positive and negative y will LOOK THE SAME.
6775 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6776 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6779 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6780 rsurface.texcoordtexture2f_bufferobject = 0;
6781 rsurface.texcoordtexture2f_bufferoffset = 0;
6784 // the only tcmod that needs software vertex processing is turbulent, so
6785 // check for it here and apply the changes if needed
6786 // and we only support that as the first one
6787 // (handling a mixture of turbulent and other tcmods would be problematic
6788 // without punting it entirely to a software path)
6789 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6791 amplitude = rsurface.texture->tcmods[0].parms[1];
6792 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6793 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6795 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6796 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6798 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6799 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6802 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6803 rsurface.texcoordtexture2f_bufferobject = 0;
6804 rsurface.texcoordtexture2f_bufferoffset = 0;
6806 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6807 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6808 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6809 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6812 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6815 const msurface_t *surface = texturesurfacelist[0];
6816 const msurface_t *surface2;
6821 // TODO: lock all array ranges before render, rather than on each surface
6822 if (texturenumsurfaces == 1)
6824 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6825 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6827 else if (r_batchmode.integer == 2)
6829 #define MAXBATCHTRIANGLES 4096
6830 int batchtriangles = 0;
6831 int batchelements[MAXBATCHTRIANGLES*3];
6832 for (i = 0;i < texturenumsurfaces;i = j)
6834 surface = texturesurfacelist[i];
6836 if (surface->num_triangles > MAXBATCHTRIANGLES)
6838 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6841 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6842 batchtriangles = surface->num_triangles;
6843 firstvertex = surface->num_firstvertex;
6844 endvertex = surface->num_firstvertex + surface->num_vertices;
6845 for (;j < texturenumsurfaces;j++)
6847 surface2 = texturesurfacelist[j];
6848 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6850 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6851 batchtriangles += surface2->num_triangles;
6852 firstvertex = min(firstvertex, surface2->num_firstvertex);
6853 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6855 surface2 = texturesurfacelist[j-1];
6856 numvertices = endvertex - firstvertex;
6857 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6860 else if (r_batchmode.integer == 1)
6862 for (i = 0;i < texturenumsurfaces;i = j)
6864 surface = texturesurfacelist[i];
6865 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6866 if (texturesurfacelist[j] != surface2)
6868 surface2 = texturesurfacelist[j-1];
6869 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6870 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6871 GL_LockArrays(surface->num_firstvertex, numvertices);
6872 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6877 for (i = 0;i < texturenumsurfaces;i++)
6879 surface = texturesurfacelist[i];
6880 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6881 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6886 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6888 int i, planeindex, vertexindex;
6892 r_waterstate_waterplane_t *p, *bestp;
6893 const msurface_t *surface;
6894 if (r_waterstate.renderingscene)
6896 for (i = 0;i < texturenumsurfaces;i++)
6898 surface = texturesurfacelist[i];
6899 if (lightmaptexunit >= 0)
6900 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6901 if (deluxemaptexunit >= 0)
6902 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6903 // pick the closest matching water plane
6906 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6909 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6911 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6912 d += fabs(PlaneDiff(vert, &p->plane));
6914 if (bestd > d || !bestp)
6922 if (refractiontexunit >= 0)
6923 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6924 if (reflectiontexunit >= 0)
6925 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6929 if (refractiontexunit >= 0)
6930 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6931 if (reflectiontexunit >= 0)
6932 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6934 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6935 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6939 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6943 const msurface_t *surface = texturesurfacelist[0];
6944 const msurface_t *surface2;
6949 // TODO: lock all array ranges before render, rather than on each surface
6950 if (texturenumsurfaces == 1)
6952 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6953 if (deluxemaptexunit >= 0)
6954 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6955 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6956 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6958 else if (r_batchmode.integer == 2)
6960 #define MAXBATCHTRIANGLES 4096
6961 int batchtriangles = 0;
6962 int batchelements[MAXBATCHTRIANGLES*3];
6963 for (i = 0;i < texturenumsurfaces;i = j)
6965 surface = texturesurfacelist[i];
6966 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6967 if (deluxemaptexunit >= 0)
6968 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6970 if (surface->num_triangles > MAXBATCHTRIANGLES)
6972 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6975 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6976 batchtriangles = surface->num_triangles;
6977 firstvertex = surface->num_firstvertex;
6978 endvertex = surface->num_firstvertex + surface->num_vertices;
6979 for (;j < texturenumsurfaces;j++)
6981 surface2 = texturesurfacelist[j];
6982 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6984 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6985 batchtriangles += surface2->num_triangles;
6986 firstvertex = min(firstvertex, surface2->num_firstvertex);
6987 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6989 surface2 = texturesurfacelist[j-1];
6990 numvertices = endvertex - firstvertex;
6991 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6994 else if (r_batchmode.integer == 1)
6997 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6998 for (i = 0;i < texturenumsurfaces;i = j)
7000 surface = texturesurfacelist[i];
7001 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7002 if (texturesurfacelist[j] != surface2)
7004 Con_Printf(" %i", j - i);
7007 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7009 for (i = 0;i < texturenumsurfaces;i = j)
7011 surface = texturesurfacelist[i];
7012 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7013 if (deluxemaptexunit >= 0)
7014 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7015 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7016 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7019 Con_Printf(" %i", j - i);
7021 surface2 = texturesurfacelist[j-1];
7022 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7023 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7024 GL_LockArrays(surface->num_firstvertex, numvertices);
7025 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7033 for (i = 0;i < texturenumsurfaces;i++)
7035 surface = texturesurfacelist[i];
7036 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7037 if (deluxemaptexunit >= 0)
7038 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7039 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7040 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7045 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7048 int texturesurfaceindex;
7049 if (r_showsurfaces.integer == 2)
7051 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7053 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7054 for (j = 0;j < surface->num_triangles;j++)
7056 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7057 GL_Color(f, f, f, 1);
7058 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7064 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7066 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7067 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7068 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7069 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7070 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7075 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7077 int texturesurfaceindex;
7081 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7083 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7084 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)
7092 rsurface.lightmapcolor4f = rsurface.array_color4f;
7093 rsurface.lightmapcolor4f_bufferobject = 0;
7094 rsurface.lightmapcolor4f_bufferoffset = 0;
7097 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7099 int texturesurfaceindex;
7105 if (rsurface.lightmapcolor4f)
7107 // generate color arrays for the surfaces in this list
7108 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7110 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7111 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)
7113 f = RSurf_FogVertex(v);
7123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7125 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7126 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)
7128 f = RSurf_FogVertex(v);
7136 rsurface.lightmapcolor4f = rsurface.array_color4f;
7137 rsurface.lightmapcolor4f_bufferobject = 0;
7138 rsurface.lightmapcolor4f_bufferoffset = 0;
7141 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7143 int texturesurfaceindex;
7149 if (!rsurface.lightmapcolor4f)
7151 // generate color arrays for the surfaces in this list
7152 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7154 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7155 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)
7157 f = RSurf_FogVertex(v);
7158 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7159 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7160 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7164 rsurface.lightmapcolor4f = rsurface.array_color4f;
7165 rsurface.lightmapcolor4f_bufferobject = 0;
7166 rsurface.lightmapcolor4f_bufferoffset = 0;
7169 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7171 int texturesurfaceindex;
7175 if (!rsurface.lightmapcolor4f)
7177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7179 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7180 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)
7188 rsurface.lightmapcolor4f = rsurface.array_color4f;
7189 rsurface.lightmapcolor4f_bufferobject = 0;
7190 rsurface.lightmapcolor4f_bufferoffset = 0;
7193 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7195 int texturesurfaceindex;
7199 if (!rsurface.lightmapcolor4f)
7201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7204 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)
7206 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7207 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7208 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7212 rsurface.lightmapcolor4f = rsurface.array_color4f;
7213 rsurface.lightmapcolor4f_bufferobject = 0;
7214 rsurface.lightmapcolor4f_bufferoffset = 0;
7217 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7220 rsurface.lightmapcolor4f = NULL;
7221 rsurface.lightmapcolor4f_bufferobject = 0;
7222 rsurface.lightmapcolor4f_bufferoffset = 0;
7223 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7224 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7225 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7226 GL_Color(r, g, b, a);
7227 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7230 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7232 // TODO: optimize applyfog && applycolor case
7233 // just apply fog if necessary, and tint the fog color array if necessary
7234 rsurface.lightmapcolor4f = NULL;
7235 rsurface.lightmapcolor4f_bufferobject = 0;
7236 rsurface.lightmapcolor4f_bufferoffset = 0;
7237 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7238 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7239 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7240 GL_Color(r, g, b, a);
7241 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7244 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7246 int texturesurfaceindex;
7250 if (texturesurfacelist[0]->lightmapinfo)
7252 // generate color arrays for the surfaces in this list
7253 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7255 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7256 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7258 if (surface->lightmapinfo->samples)
7260 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7261 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7262 VectorScale(lm, scale, c);
7263 if (surface->lightmapinfo->styles[1] != 255)
7265 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7267 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7268 VectorMA(c, scale, lm, c);
7269 if (surface->lightmapinfo->styles[2] != 255)
7272 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7273 VectorMA(c, scale, lm, c);
7274 if (surface->lightmapinfo->styles[3] != 255)
7277 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7278 VectorMA(c, scale, lm, c);
7288 rsurface.lightmapcolor4f = rsurface.array_color4f;
7289 rsurface.lightmapcolor4f_bufferobject = 0;
7290 rsurface.lightmapcolor4f_bufferoffset = 0;
7294 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7295 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7296 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7298 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7299 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7300 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7301 GL_Color(r, g, b, a);
7302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7305 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7307 int texturesurfaceindex;
7314 vec3_t ambientcolor;
7315 vec3_t diffusecolor;
7319 VectorCopy(rsurface.modellight_lightdir, lightdir);
7320 f = 0.5f * r_refdef.lightmapintensity;
7321 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7322 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7323 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7324 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7325 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7326 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7328 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7330 // generate color arrays for the surfaces in this list
7331 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7333 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7334 int numverts = surface->num_vertices;
7335 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7336 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7337 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7338 // q3-style directional shading
7339 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7341 if ((f = DotProduct(n, lightdir)) > 0)
7342 VectorMA(ambientcolor, f, diffusecolor, c);
7344 VectorCopy(ambientcolor, c);
7352 rsurface.lightmapcolor4f = rsurface.array_color4f;
7353 rsurface.lightmapcolor4f_bufferobject = 0;
7354 rsurface.lightmapcolor4f_bufferoffset = 0;
7355 *applycolor = false;
7359 *r = ambientcolor[0];
7360 *g = ambientcolor[1];
7361 *b = ambientcolor[2];
7362 rsurface.lightmapcolor4f = NULL;
7363 rsurface.lightmapcolor4f_bufferobject = 0;
7364 rsurface.lightmapcolor4f_bufferoffset = 0;
7368 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7370 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7371 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7372 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7373 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7374 GL_Color(r, g, b, a);
7375 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7378 void RSurf_SetupDepthAndCulling(void)
7380 // submodels are biased to avoid z-fighting with world surfaces that they
7381 // may be exactly overlapping (avoids z-fighting artifacts on certain
7382 // doors and things in Quake maps)
7383 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7384 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7385 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7386 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7389 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7391 // transparent sky would be ridiculous
7392 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7394 R_SetupGenericShader(false);
7395 skyrenderlater = true;
7396 RSurf_SetupDepthAndCulling();
7398 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7399 // skymasking on them, and Quake3 never did sky masking (unlike
7400 // software Quake and software Quake2), so disable the sky masking
7401 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7402 // and skymasking also looks very bad when noclipping outside the
7403 // level, so don't use it then either.
7404 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7406 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7407 R_Mesh_ColorPointer(NULL, 0, 0);
7408 R_Mesh_ResetTextureState();
7409 if (skyrendermasked)
7411 R_SetupDepthOrShadowShader();
7412 // depth-only (masking)
7413 GL_ColorMask(0,0,0,0);
7414 // just to make sure that braindead drivers don't draw
7415 // anything despite that colormask...
7416 GL_BlendFunc(GL_ZERO, GL_ONE);
7420 R_SetupGenericShader(false);
7422 GL_BlendFunc(GL_ONE, GL_ZERO);
7424 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7425 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7426 if (skyrendermasked)
7427 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7429 R_Mesh_ResetTextureState();
7430 GL_Color(1, 1, 1, 1);
7433 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7435 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7438 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7439 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7440 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7441 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7442 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7443 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7444 if (rsurface.texture->backgroundcurrentskinframe)
7446 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7447 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7448 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7449 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7451 if(rsurface.texture->colormapping)
7453 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7454 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7456 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7457 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7458 R_Mesh_ColorPointer(NULL, 0, 0);
7460 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7462 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7464 // render background
7465 GL_BlendFunc(GL_ONE, GL_ZERO);
7467 GL_AlphaTest(false);
7469 GL_Color(1, 1, 1, 1);
7470 R_Mesh_ColorPointer(NULL, 0, 0);
7472 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7473 if (r_glsl_permutation)
7475 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7476 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7477 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7478 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7479 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7480 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7481 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7483 GL_LockArrays(0, 0);
7485 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7486 GL_DepthMask(false);
7487 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7488 R_Mesh_ColorPointer(NULL, 0, 0);
7490 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7491 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7492 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7495 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7496 if (!r_glsl_permutation)
7499 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7500 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7501 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7502 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7503 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7504 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7506 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7508 GL_BlendFunc(GL_ONE, GL_ZERO);
7510 GL_AlphaTest(false);
7514 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7515 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7516 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7519 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7521 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7522 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7524 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7528 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7529 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7531 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7533 GL_LockArrays(0, 0);
7536 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7538 // OpenGL 1.3 path - anything not completely ancient
7539 int texturesurfaceindex;
7540 qboolean applycolor;
7544 const texturelayer_t *layer;
7545 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7547 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7550 int layertexrgbscale;
7551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7553 if (layerindex == 0)
7557 GL_AlphaTest(false);
7558 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7561 GL_DepthMask(layer->depthmask && writedepth);
7562 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7563 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7565 layertexrgbscale = 4;
7566 VectorScale(layer->color, 0.25f, layercolor);
7568 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7570 layertexrgbscale = 2;
7571 VectorScale(layer->color, 0.5f, layercolor);
7575 layertexrgbscale = 1;
7576 VectorScale(layer->color, 1.0f, layercolor);
7578 layercolor[3] = layer->color[3];
7579 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7580 R_Mesh_ColorPointer(NULL, 0, 0);
7581 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7582 switch (layer->type)
7584 case TEXTURELAYERTYPE_LITTEXTURE:
7585 memset(&m, 0, sizeof(m));
7586 m.tex[0] = R_GetTexture(r_texture_white);
7587 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7588 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7589 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7590 m.tex[1] = R_GetTexture(layer->texture);
7591 m.texmatrix[1] = layer->texmatrix;
7592 m.texrgbscale[1] = layertexrgbscale;
7593 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7594 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7595 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7596 R_Mesh_TextureState(&m);
7597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7598 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7599 else if (rsurface.uselightmaptexture)
7600 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7602 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7604 case TEXTURELAYERTYPE_TEXTURE:
7605 memset(&m, 0, sizeof(m));
7606 m.tex[0] = R_GetTexture(layer->texture);
7607 m.texmatrix[0] = layer->texmatrix;
7608 m.texrgbscale[0] = layertexrgbscale;
7609 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7610 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7611 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7612 R_Mesh_TextureState(&m);
7613 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7615 case TEXTURELAYERTYPE_FOG:
7616 memset(&m, 0, sizeof(m));
7617 m.texrgbscale[0] = layertexrgbscale;
7620 m.tex[0] = R_GetTexture(layer->texture);
7621 m.texmatrix[0] = layer->texmatrix;
7622 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7623 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7624 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7626 R_Mesh_TextureState(&m);
7627 // generate a color array for the fog pass
7628 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7629 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7635 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7636 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)
7638 f = 1 - RSurf_FogVertex(v);
7639 c[0] = layercolor[0];
7640 c[1] = layercolor[1];
7641 c[2] = layercolor[2];
7642 c[3] = f * layercolor[3];
7645 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7648 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7650 GL_LockArrays(0, 0);
7653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7655 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7656 GL_AlphaTest(false);
7660 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7662 // OpenGL 1.1 - crusty old voodoo path
7663 int texturesurfaceindex;
7667 const texturelayer_t *layer;
7668 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7670 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7672 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7674 if (layerindex == 0)
7678 GL_AlphaTest(false);
7679 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7682 GL_DepthMask(layer->depthmask && writedepth);
7683 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7684 R_Mesh_ColorPointer(NULL, 0, 0);
7685 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7686 switch (layer->type)
7688 case TEXTURELAYERTYPE_LITTEXTURE:
7689 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7691 // two-pass lit texture with 2x rgbscale
7692 // first the lightmap pass
7693 memset(&m, 0, sizeof(m));
7694 m.tex[0] = R_GetTexture(r_texture_white);
7695 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7696 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7697 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7698 R_Mesh_TextureState(&m);
7699 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7700 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7701 else if (rsurface.uselightmaptexture)
7702 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7704 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7705 GL_LockArrays(0, 0);
7706 // then apply the texture to it
7707 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7708 memset(&m, 0, sizeof(m));
7709 m.tex[0] = R_GetTexture(layer->texture);
7710 m.texmatrix[0] = layer->texmatrix;
7711 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7712 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7713 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7714 R_Mesh_TextureState(&m);
7715 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);
7719 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7720 memset(&m, 0, sizeof(m));
7721 m.tex[0] = R_GetTexture(layer->texture);
7722 m.texmatrix[0] = layer->texmatrix;
7723 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7724 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7725 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7726 R_Mesh_TextureState(&m);
7727 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7728 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);
7730 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);
7733 case TEXTURELAYERTYPE_TEXTURE:
7734 // singletexture unlit texture with transparency support
7735 memset(&m, 0, sizeof(m));
7736 m.tex[0] = R_GetTexture(layer->texture);
7737 m.texmatrix[0] = layer->texmatrix;
7738 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7739 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7740 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7741 R_Mesh_TextureState(&m);
7742 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);
7744 case TEXTURELAYERTYPE_FOG:
7745 // singletexture fogging
7746 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7749 memset(&m, 0, sizeof(m));
7750 m.tex[0] = R_GetTexture(layer->texture);
7751 m.texmatrix[0] = layer->texmatrix;
7752 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7753 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7754 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7755 R_Mesh_TextureState(&m);
7758 R_Mesh_ResetTextureState();
7759 // generate a color array for the fog pass
7760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7766 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7767 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)
7769 f = 1 - RSurf_FogVertex(v);
7770 c[0] = layer->color[0];
7771 c[1] = layer->color[1];
7772 c[2] = layer->color[2];
7773 c[3] = f * layer->color[3];
7776 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7779 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7781 GL_LockArrays(0, 0);
7784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7786 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7787 GL_AlphaTest(false);
7791 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7795 GL_AlphaTest(false);
7796 R_Mesh_ColorPointer(NULL, 0, 0);
7797 R_Mesh_ResetTextureState();
7798 R_SetupGenericShader(false);
7800 if(rsurface.texture && rsurface.texture->currentskinframe)
7802 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7803 c[3] *= rsurface.texture->currentalpha;
7813 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7815 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7816 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7817 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7820 // brighten it up (as texture value 127 means "unlit")
7821 c[0] *= 2 * r_refdef.view.colorscale;
7822 c[1] *= 2 * r_refdef.view.colorscale;
7823 c[2] *= 2 * r_refdef.view.colorscale;
7825 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7826 c[3] *= r_wateralpha.value;
7828 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7830 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7831 GL_DepthMask(false);
7833 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7835 GL_BlendFunc(GL_ONE, GL_ONE);
7836 GL_DepthMask(false);
7838 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7840 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7841 GL_DepthMask(false);
7843 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7845 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7846 GL_DepthMask(false);
7850 GL_BlendFunc(GL_ONE, GL_ZERO);
7851 GL_DepthMask(writedepth);
7854 rsurface.lightmapcolor4f = NULL;
7856 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7858 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7860 rsurface.lightmapcolor4f = NULL;
7861 rsurface.lightmapcolor4f_bufferobject = 0;
7862 rsurface.lightmapcolor4f_bufferoffset = 0;
7864 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7866 qboolean applycolor = true;
7869 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7871 r_refdef.lightmapintensity = 1;
7872 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7873 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7877 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7879 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7880 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7881 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7884 if(!rsurface.lightmapcolor4f)
7885 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7887 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7888 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7889 if(r_refdef.fogenabled)
7890 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7892 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7893 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7896 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7899 RSurf_SetupDepthAndCulling();
7900 if (r_showsurfaces.integer == 3)
7901 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7902 else if (r_glsl.integer && gl_support_fragment_shader)
7903 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7904 else if (gl_combine.integer && r_textureunits.integer >= 2)
7905 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7907 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7911 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7914 RSurf_SetupDepthAndCulling();
7915 if (r_showsurfaces.integer == 3)
7916 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7917 else if (r_glsl.integer && gl_support_fragment_shader)
7918 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7919 else if (gl_combine.integer && r_textureunits.integer >= 2)
7920 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7922 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7926 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7929 int texturenumsurfaces, endsurface;
7931 const msurface_t *surface;
7932 const msurface_t *texturesurfacelist[1024];
7934 // if the model is static it doesn't matter what value we give for
7935 // wantnormals and wanttangents, so this logic uses only rules applicable
7936 // to a model, knowing that they are meaningless otherwise
7937 if (ent == r_refdef.scene.worldentity)
7938 RSurf_ActiveWorldEntity();
7939 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7940 RSurf_ActiveModelEntity(ent, false, false);
7942 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7944 for (i = 0;i < numsurfaces;i = j)
7947 surface = rsurface.modelsurfaces + surfacelist[i];
7948 texture = surface->texture;
7949 rsurface.texture = R_GetCurrentTexture(texture);
7950 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7951 // scan ahead until we find a different texture
7952 endsurface = min(i + 1024, numsurfaces);
7953 texturenumsurfaces = 0;
7954 texturesurfacelist[texturenumsurfaces++] = surface;
7955 for (;j < endsurface;j++)
7957 surface = rsurface.modelsurfaces + surfacelist[j];
7958 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7960 texturesurfacelist[texturenumsurfaces++] = surface;
7962 // render the range of surfaces
7963 if (ent == r_refdef.scene.worldentity)
7964 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7966 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7968 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7969 GL_AlphaTest(false);
7972 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7974 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7978 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7980 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7982 RSurf_SetupDepthAndCulling();
7983 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7984 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7986 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7988 RSurf_SetupDepthAndCulling();
7989 GL_AlphaTest(false);
7990 R_Mesh_ColorPointer(NULL, 0, 0);
7991 R_Mesh_ResetTextureState();
7992 R_SetupGenericShader(false);
7993 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7995 GL_BlendFunc(GL_ONE, GL_ZERO);
7996 GL_Color(0, 0, 0, 1);
7997 GL_DepthTest(writedepth);
7998 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8000 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8002 RSurf_SetupDepthAndCulling();
8003 GL_AlphaTest(false);
8004 R_Mesh_ColorPointer(NULL, 0, 0);
8005 R_Mesh_ResetTextureState();
8006 R_SetupGenericShader(false);
8007 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8009 GL_BlendFunc(GL_ONE, GL_ZERO);
8011 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8013 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8014 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8015 else if (!rsurface.texture->currentnumlayers)
8017 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8019 // transparent surfaces get pushed off into the transparent queue
8020 int surfacelistindex;
8021 const msurface_t *surface;
8022 vec3_t tempcenter, center;
8023 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8025 surface = texturesurfacelist[surfacelistindex];
8026 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8027 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8028 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8029 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8030 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8035 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8036 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8041 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8045 // break the surface list down into batches by texture and use of lightmapping
8046 for (i = 0;i < numsurfaces;i = j)
8049 // texture is the base texture pointer, rsurface.texture is the
8050 // current frame/skin the texture is directing us to use (for example
8051 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8052 // use skin 1 instead)
8053 texture = surfacelist[i]->texture;
8054 rsurface.texture = R_GetCurrentTexture(texture);
8055 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8056 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8058 // if this texture is not the kind we want, skip ahead to the next one
8059 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8063 // simply scan ahead until we find a different texture or lightmap state
8064 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8066 // render the range of surfaces
8067 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8071 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8076 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8078 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8080 RSurf_SetupDepthAndCulling();
8081 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8082 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8084 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8086 RSurf_SetupDepthAndCulling();
8087 GL_AlphaTest(false);
8088 R_Mesh_ColorPointer(NULL, 0, 0);
8089 R_Mesh_ResetTextureState();
8090 R_SetupGenericShader(false);
8091 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8093 GL_BlendFunc(GL_ONE, GL_ZERO);
8094 GL_Color(0, 0, 0, 1);
8095 GL_DepthTest(writedepth);
8096 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8098 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8100 RSurf_SetupDepthAndCulling();
8101 GL_AlphaTest(false);
8102 R_Mesh_ColorPointer(NULL, 0, 0);
8103 R_Mesh_ResetTextureState();
8104 R_SetupGenericShader(false);
8105 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8107 GL_BlendFunc(GL_ONE, GL_ZERO);
8109 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8111 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8112 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8113 else if (!rsurface.texture->currentnumlayers)
8115 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8117 // transparent surfaces get pushed off into the transparent queue
8118 int surfacelistindex;
8119 const msurface_t *surface;
8120 vec3_t tempcenter, center;
8121 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8123 surface = texturesurfacelist[surfacelistindex];
8124 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8125 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8126 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8127 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8128 if (queueentity->transparent_offset) // transparent offset
8130 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8131 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8132 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8134 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8139 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8140 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8145 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8149 // break the surface list down into batches by texture and use of lightmapping
8150 for (i = 0;i < numsurfaces;i = j)
8153 // texture is the base texture pointer, rsurface.texture is the
8154 // current frame/skin the texture is directing us to use (for example
8155 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8156 // use skin 1 instead)
8157 texture = surfacelist[i]->texture;
8158 rsurface.texture = R_GetCurrentTexture(texture);
8159 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8160 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8162 // if this texture is not the kind we want, skip ahead to the next one
8163 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8167 // simply scan ahead until we find a different texture or lightmap state
8168 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8170 // render the range of surfaces
8171 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8175 float locboxvertex3f[6*4*3] =
8177 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8178 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8179 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8180 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8181 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8182 1,0,0, 0,0,0, 0,1,0, 1,1,0
8185 unsigned short locboxelements[6*2*3] =
8195 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8198 cl_locnode_t *loc = (cl_locnode_t *)ent;
8200 float vertex3f[6*4*3];
8202 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8203 GL_DepthMask(false);
8204 GL_DepthRange(0, 1);
8205 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8207 GL_CullFace(GL_NONE);
8208 R_Mesh_Matrix(&identitymatrix);
8210 R_Mesh_VertexPointer(vertex3f, 0, 0);
8211 R_Mesh_ColorPointer(NULL, 0, 0);
8212 R_Mesh_ResetTextureState();
8213 R_SetupGenericShader(false);
8216 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8217 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8218 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8219 surfacelist[0] < 0 ? 0.5f : 0.125f);
8221 if (VectorCompare(loc->mins, loc->maxs))
8223 VectorSet(size, 2, 2, 2);
8224 VectorMA(loc->mins, -0.5f, size, mins);
8228 VectorCopy(loc->mins, mins);
8229 VectorSubtract(loc->maxs, loc->mins, size);
8232 for (i = 0;i < 6*4*3;)
8233 for (j = 0;j < 3;j++, i++)
8234 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8236 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8239 void R_DrawLocs(void)
8242 cl_locnode_t *loc, *nearestloc;
8244 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8245 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8247 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8248 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8252 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8254 if (decalsystem->decals)
8255 Mem_Free(decalsystem->decals);
8256 memset(decalsystem, 0, sizeof(*decalsystem));
8259 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8266 // expand or initialize the system
8267 if (decalsystem->maxdecals <= decalsystem->numdecals)
8269 decalsystem_t old = *decalsystem;
8270 qboolean useshortelements;
8271 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8272 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8273 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8274 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8275 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8276 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8277 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8278 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8279 if (decalsystem->numdecals)
8280 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8282 Mem_Free(old.decals);
8283 for (i = 0;i < decalsystem->maxdecals*3;i++)
8284 decalsystem->element3i[i] = i;
8285 if (useshortelements)
8286 for (i = 0;i < decalsystem->maxdecals*3;i++)
8287 decalsystem->element3s[i] = i;
8290 // grab a decal and search for another free slot for the next one
8291 maxdecals = decalsystem->maxdecals;
8292 decals = decalsystem->decals;
8293 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8294 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8296 decalsystem->freedecal = i;
8297 if (decalsystem->numdecals <= i)
8298 decalsystem->numdecals = i + 1;
8300 // initialize the decal
8302 decal->triangleindex = triangleindex;
8303 decal->surfaceindex = surfaceindex;
8304 decal->decalsequence = decalsequence;
8305 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8306 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8307 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8308 decal->color4ub[0][3] = 255;
8309 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8310 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8311 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8312 decal->color4ub[1][3] = 255;
8313 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8314 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8315 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8316 decal->color4ub[2][3] = 255;
8317 decal->vertex3f[0][0] = v0[0];
8318 decal->vertex3f[0][1] = v0[1];
8319 decal->vertex3f[0][2] = v0[2];
8320 decal->vertex3f[1][0] = v1[0];
8321 decal->vertex3f[1][1] = v1[1];
8322 decal->vertex3f[1][2] = v1[2];
8323 decal->vertex3f[2][0] = v2[0];
8324 decal->vertex3f[2][1] = v2[1];
8325 decal->vertex3f[2][2] = v2[2];
8326 decal->texcoord2f[0][0] = t0[0];
8327 decal->texcoord2f[0][1] = t0[1];
8328 decal->texcoord2f[1][0] = t1[0];
8329 decal->texcoord2f[1][1] = t1[1];
8330 decal->texcoord2f[2][0] = t2[0];
8331 decal->texcoord2f[2][1] = t2[1];
8334 extern cvar_t cl_decals_bias;
8335 extern cvar_t cl_decals_models;
8336 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8337 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8339 matrix4x4_t projection;
8340 decalsystem_t *decalsystem;
8343 const float *vertex3f;
8344 const msurface_t *surface;
8345 const msurface_t *surfaces;
8346 const int *surfacelist;
8347 const texture_t *texture;
8351 int surfacelistindex;
8354 int decalsurfaceindex;
8359 float localorigin[3];
8360 float localnormal[3];
8371 float points[2][9][3];
8375 decalsystem = &ent->decalsystem;
8377 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8379 R_DecalSystem_Reset(&ent->decalsystem);
8383 if (!model->brush.data_nodes && !cl_decals_models.integer)
8385 if (decalsystem->model)
8386 R_DecalSystem_Reset(decalsystem);
8390 if (decalsystem->model != model)
8391 R_DecalSystem_Reset(decalsystem);
8392 decalsystem->model = model;
8394 RSurf_ActiveModelEntity(ent, false, false);
8396 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8397 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8398 VectorNormalize(localnormal);
8399 localsize = worldsize*rsurface.inversematrixscale;
8400 ilocalsize = 1.0f / localsize;
8401 localmins[0] = localorigin[0] - localsize;
8402 localmins[1] = localorigin[1] - localsize;
8403 localmins[2] = localorigin[2] - localsize;
8404 localmaxs[0] = localorigin[0] + localsize;
8405 localmaxs[1] = localorigin[1] + localsize;
8406 localmaxs[2] = localorigin[2] + localsize;
8408 //VectorCopy(localnormal, planes[4]);
8409 //VectorVectors(planes[4], planes[2], planes[0]);
8410 AnglesFromVectors(angles, localnormal, NULL, false);
8411 AngleVectors(angles, planes[0], planes[2], planes[4]);
8412 VectorNegate(planes[0], planes[1]);
8413 VectorNegate(planes[2], planes[3]);
8414 VectorNegate(planes[4], planes[5]);
8415 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8416 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8417 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8418 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8419 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8420 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8425 matrix4x4_t forwardprojection;
8426 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8427 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8432 float projectionvector[4][3];
8433 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8434 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8435 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8436 projectionvector[0][0] = planes[0][0] * ilocalsize;
8437 projectionvector[0][1] = planes[1][0] * ilocalsize;
8438 projectionvector[0][2] = planes[2][0] * ilocalsize;
8439 projectionvector[1][0] = planes[0][1] * ilocalsize;
8440 projectionvector[1][1] = planes[1][1] * ilocalsize;
8441 projectionvector[1][2] = planes[2][1] * ilocalsize;
8442 projectionvector[2][0] = planes[0][2] * ilocalsize;
8443 projectionvector[2][1] = planes[1][2] * ilocalsize;
8444 projectionvector[2][2] = planes[2][2] * ilocalsize;
8445 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8446 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8447 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8448 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8452 dynamic = model->surfmesh.isanimated;
8453 vertex3f = rsurface.modelvertex3f;
8454 numsurfacelist = model->nummodelsurfaces;
8455 surfacelist = model->sortedmodelsurfaces;
8456 surfaces = model->data_surfaces;
8457 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8459 surfaceindex = surfacelist[surfacelistindex];
8460 surface = surfaces + surfaceindex;
8461 // skip transparent surfaces
8462 texture = surface->texture;
8463 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8465 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8467 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8469 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8470 numvertices = surface->num_vertices;
8471 numtriangles = surface->num_triangles;
8472 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8474 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8476 index = 3*e[cornerindex];
8477 VectorCopy(vertex3f + index, v[cornerindex]);
8480 //TriangleNormal(v[0], v[1], v[2], normal);
8481 //if (DotProduct(normal, localnormal) < 0.0f)
8483 // clip by each of the box planes formed from the projection matrix
8484 // if anything survives, we emit the decal
8485 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8488 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8491 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8494 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8497 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8500 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8503 // some part of the triangle survived, so we have to accept it...
8506 // dynamic always uses the original triangle
8508 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8510 index = 3*e[cornerindex];
8511 VectorCopy(vertex3f + index, v[cornerindex]);
8514 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8516 // convert vertex positions to texcoords
8517 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8518 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8519 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8520 // calculate distance fade from the projection origin
8521 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8522 f = bound(0.0f, f, 1.0f);
8523 c[cornerindex][0] = r * f;
8524 c[cornerindex][1] = g * f;
8525 c[cornerindex][2] = b * f;
8526 c[cornerindex][3] = 1.0f;
8527 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8530 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8532 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8533 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8538 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8539 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8541 int renderentityindex;
8544 entity_render_t *ent;
8546 if (!cl_decals_newsystem.integer)
8549 worldmins[0] = worldorigin[0] - worldsize;
8550 worldmins[1] = worldorigin[1] - worldsize;
8551 worldmins[2] = worldorigin[2] - worldsize;
8552 worldmaxs[0] = worldorigin[0] + worldsize;
8553 worldmaxs[1] = worldorigin[1] + worldsize;
8554 worldmaxs[2] = worldorigin[2] + worldsize;
8556 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8558 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8560 ent = r_refdef.scene.entities[renderentityindex];
8561 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8564 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8568 typedef struct r_decalsystem_splatqueue_s
8577 r_decalsystem_splatqueue_t;
8579 int r_decalsystem_numqueued = 0;
8580 #define MAX_DECALSYSTEM_QUEUE 1024
8581 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8583 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8585 r_decalsystem_splatqueue_t *queue;
8587 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8590 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8591 VectorCopy(worldorigin, queue->worldorigin);
8592 VectorCopy(worldnormal, queue->worldnormal);
8593 Vector4Set(queue->color, r, g, b, a);
8594 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8595 queue->worldsize = worldsize;
8596 queue->decalsequence = cl.decalsequence++;
8599 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8602 r_decalsystem_splatqueue_t *queue;
8604 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8605 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8606 r_decalsystem_numqueued = 0;
8609 extern cvar_t cl_decals_max;
8610 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8613 decalsystem_t *decalsystem = &ent->decalsystem;
8620 if (!decalsystem->numdecals)
8623 if (r_showsurfaces.integer)
8626 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8628 R_DecalSystem_Reset(decalsystem);
8632 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8633 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8635 if (decalsystem->lastupdatetime)
8636 frametime = (cl.time - decalsystem->lastupdatetime);
8639 decalsystem->lastupdatetime = cl.time;
8640 decal = decalsystem->decals;
8641 numdecals = decalsystem->numdecals;
8643 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8645 if (decal->color4ub[0][3])
8647 decal->lived += frametime;
8648 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8650 memset(decal, 0, sizeof(*decal));
8651 if (decalsystem->freedecal > i)
8652 decalsystem->freedecal = i;
8656 decal = decalsystem->decals;
8657 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8660 // collapse the array by shuffling the tail decals into the gaps
8663 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8664 decalsystem->freedecal++;
8665 if (decalsystem->freedecal == numdecals)
8667 decal[decalsystem->freedecal] = decal[--numdecals];
8670 decalsystem->numdecals = numdecals;
8674 // if there are no decals left, reset decalsystem
8675 R_DecalSystem_Reset(decalsystem);
8679 extern skinframe_t *decalskinframe;
8680 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8683 decalsystem_t *decalsystem = &ent->decalsystem;
8693 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8696 numdecals = decalsystem->numdecals;
8700 if (r_showsurfaces.integer)
8703 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8705 R_DecalSystem_Reset(decalsystem);
8709 // if the model is static it doesn't matter what value we give for
8710 // wantnormals and wanttangents, so this logic uses only rules applicable
8711 // to a model, knowing that they are meaningless otherwise
8712 if (ent == r_refdef.scene.worldentity)
8713 RSurf_ActiveWorldEntity();
8715 RSurf_ActiveModelEntity(ent, false, false);
8717 decalsystem->lastupdatetime = cl.time;
8718 decal = decalsystem->decals;
8720 fadedelay = cl_decals_time.value;
8721 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8723 // update vertex positions for animated models
8724 v3f = decalsystem->vertex3f;
8725 c4f = decalsystem->color4f;
8726 t2f = decalsystem->texcoord2f;
8727 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8729 if (!decal->color4ub[0][3])
8732 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8735 // update color values for fading decals
8736 if (decal->lived >= cl_decals_time.value)
8738 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8739 alpha *= (1.0f/255.0f);
8742 alpha = 1.0f/255.0f;
8744 c4f[ 0] = decal->color4ub[0][0] * alpha;
8745 c4f[ 1] = decal->color4ub[0][1] * alpha;
8746 c4f[ 2] = decal->color4ub[0][2] * alpha;
8748 c4f[ 4] = decal->color4ub[1][0] * alpha;
8749 c4f[ 5] = decal->color4ub[1][1] * alpha;
8750 c4f[ 6] = decal->color4ub[1][2] * alpha;
8752 c4f[ 8] = decal->color4ub[2][0] * alpha;
8753 c4f[ 9] = decal->color4ub[2][1] * alpha;
8754 c4f[10] = decal->color4ub[2][2] * alpha;
8757 t2f[0] = decal->texcoord2f[0][0];
8758 t2f[1] = decal->texcoord2f[0][1];
8759 t2f[2] = decal->texcoord2f[1][0];
8760 t2f[3] = decal->texcoord2f[1][1];
8761 t2f[4] = decal->texcoord2f[2][0];
8762 t2f[5] = decal->texcoord2f[2][1];
8764 // update vertex positions for animated models
8765 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8767 e = rsurface.modelelement3i + 3*decal->triangleindex;
8768 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8769 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8770 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8774 VectorCopy(decal->vertex3f[0], v3f);
8775 VectorCopy(decal->vertex3f[1], v3f + 3);
8776 VectorCopy(decal->vertex3f[2], v3f + 6);
8787 r_refdef.stats.drawndecals += numtris;
8788 // now render the decals all at once
8789 // (this assumes they all use one particle font texture!)
8790 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8791 R_Mesh_ResetTextureState();
8792 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8793 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8794 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8795 R_SetupGenericShader(true);
8796 GL_DepthMask(false);
8797 GL_DepthRange(0, 1);
8798 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8800 GL_CullFace(GL_NONE);
8801 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8802 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8803 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8804 GL_LockArrays(0, numtris * 3);
8805 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8806 GL_LockArrays(0, 0);
8810 static void R_DrawModelDecals(void)
8814 // fade faster when there are too many decals
8815 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8816 for (i = 0;i < r_refdef.scene.numentities;i++)
8817 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8819 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8820 for (i = 0;i < r_refdef.scene.numentities;i++)
8821 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8822 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8824 R_DecalSystem_ApplySplatEntitiesQueue();
8826 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8827 for (i = 0;i < r_refdef.scene.numentities;i++)
8828 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8830 r_refdef.stats.totaldecals += numdecals;
8832 if (r_showsurfaces.integer)
8835 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8837 if (!r_drawentities.integer)
8840 for (i = 0;i < r_refdef.scene.numentities;i++)
8842 if (!r_refdef.viewcache.entityvisible[i])
8844 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8845 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8849 void R_DrawDebugModel(void)
8851 entity_render_t *ent = rsurface.entity;
8852 int i, j, k, l, flagsmask;
8853 const int *elements;
8855 const msurface_t *surface;
8856 dp_model_t *model = ent->model;
8859 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8861 R_Mesh_ColorPointer(NULL, 0, 0);
8862 R_Mesh_ResetTextureState();
8863 R_SetupGenericShader(false);
8864 GL_DepthRange(0, 1);
8865 GL_DepthTest(!r_showdisabledepthtest.integer);
8866 GL_DepthMask(false);
8867 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8869 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8871 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8872 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8874 if (brush->colbrushf && brush->colbrushf->numtriangles)
8876 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8877 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8878 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8881 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8883 if (surface->num_collisiontriangles)
8885 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8886 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8887 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8892 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8894 if (r_showtris.integer || r_shownormals.integer)
8896 if (r_showdisabledepthtest.integer)
8898 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8899 GL_DepthMask(false);
8903 GL_BlendFunc(GL_ONE, GL_ZERO);
8906 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8908 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8910 rsurface.texture = R_GetCurrentTexture(surface->texture);
8911 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8913 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8914 if (r_showtris.value > 0)
8916 if (!rsurface.texture->currentlayers->depthmask)
8917 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8918 else if (ent == r_refdef.scene.worldentity)
8919 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8921 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8922 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8923 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8924 R_Mesh_ColorPointer(NULL, 0, 0);
8925 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8926 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8927 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8928 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8929 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8932 if (r_shownormals.value < 0)
8935 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8937 VectorCopy(rsurface.vertex3f + l * 3, v);
8938 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8939 qglVertex3f(v[0], v[1], v[2]);
8940 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8941 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8942 qglVertex3f(v[0], v[1], v[2]);
8947 if (r_shownormals.value > 0)
8950 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8952 VectorCopy(rsurface.vertex3f + l * 3, v);
8953 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8954 qglVertex3f(v[0], v[1], v[2]);
8955 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8956 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8957 qglVertex3f(v[0], v[1], v[2]);
8962 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8964 VectorCopy(rsurface.vertex3f + l * 3, v);
8965 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8966 qglVertex3f(v[0], v[1], v[2]);
8967 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8968 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8969 qglVertex3f(v[0], v[1], v[2]);
8974 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8976 VectorCopy(rsurface.vertex3f + l * 3, v);
8977 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8978 qglVertex3f(v[0], v[1], v[2]);
8979 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8980 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8981 qglVertex3f(v[0], v[1], v[2]);
8988 rsurface.texture = NULL;
8992 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8993 int r_maxsurfacelist = 0;
8994 const msurface_t **r_surfacelist = NULL;
8995 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8997 int i, j, endj, f, flagsmask;
8999 dp_model_t *model = r_refdef.scene.worldmodel;
9000 msurface_t *surfaces;
9001 unsigned char *update;
9002 int numsurfacelist = 0;
9006 if (r_maxsurfacelist < model->num_surfaces)
9008 r_maxsurfacelist = model->num_surfaces;
9010 Mem_Free((msurface_t**)r_surfacelist);
9011 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9014 RSurf_ActiveWorldEntity();
9016 surfaces = model->data_surfaces;
9017 update = model->brushq1.lightmapupdateflags;
9019 // update light styles on this submodel
9020 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9022 model_brush_lightstyleinfo_t *style;
9023 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9025 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9027 int *list = style->surfacelist;
9028 style->value = r_refdef.scene.lightstylevalue[style->style];
9029 for (j = 0;j < style->numsurfaces;j++)
9030 update[list[j]] = true;
9035 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9040 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9046 rsurface.uselightmaptexture = false;
9047 rsurface.texture = NULL;
9048 rsurface.rtlight = NULL;
9050 // add visible surfaces to draw list
9051 for (i = 0;i < model->nummodelsurfaces;i++)
9053 j = model->sortedmodelsurfaces[i];
9054 if (r_refdef.viewcache.world_surfacevisible[j])
9055 r_surfacelist[numsurfacelist++] = surfaces + j;
9057 // update lightmaps if needed
9059 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9060 if (r_refdef.viewcache.world_surfacevisible[j])
9062 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9063 // don't do anything if there were no surfaces
9064 if (!numsurfacelist)
9066 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9069 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9070 GL_AlphaTest(false);
9072 // add to stats if desired
9073 if (r_speeds.integer && !skysurfaces && !depthonly)
9075 r_refdef.stats.world_surfaces += numsurfacelist;
9076 for (j = 0;j < numsurfacelist;j++)
9077 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9080 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9083 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9085 int i, j, endj, f, flagsmask;
9087 dp_model_t *model = ent->model;
9088 msurface_t *surfaces;
9089 unsigned char *update;
9090 int numsurfacelist = 0;
9094 if (r_maxsurfacelist < model->num_surfaces)
9096 r_maxsurfacelist = model->num_surfaces;
9098 Mem_Free((msurface_t **)r_surfacelist);
9099 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9102 // if the model is static it doesn't matter what value we give for
9103 // wantnormals and wanttangents, so this logic uses only rules applicable
9104 // to a model, knowing that they are meaningless otherwise
9105 if (ent == r_refdef.scene.worldentity)
9106 RSurf_ActiveWorldEntity();
9107 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9108 RSurf_ActiveModelEntity(ent, false, false);
9110 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
9112 surfaces = model->data_surfaces;
9113 update = model->brushq1.lightmapupdateflags;
9115 // update light styles
9116 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9118 model_brush_lightstyleinfo_t *style;
9119 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9121 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9123 int *list = style->surfacelist;
9124 style->value = r_refdef.scene.lightstylevalue[style->style];
9125 for (j = 0;j < style->numsurfaces;j++)
9126 update[list[j]] = true;
9131 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9136 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9142 rsurface.uselightmaptexture = false;
9143 rsurface.texture = NULL;
9144 rsurface.rtlight = NULL;
9146 // add visible surfaces to draw list
9147 for (i = 0;i < model->nummodelsurfaces;i++)
9148 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9149 // don't do anything if there were no surfaces
9150 if (!numsurfacelist)
9152 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9155 // update lightmaps if needed
9157 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9159 R_BuildLightMap(ent, surfaces + j);
9160 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9161 GL_AlphaTest(false);
9163 // add to stats if desired
9164 if (r_speeds.integer && !skysurfaces && !depthonly)
9166 r_refdef.stats.entities_surfaces += numsurfacelist;
9167 for (j = 0;j < numsurfacelist;j++)
9168 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9171 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9174 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9176 static texture_t texture;
9177 static msurface_t surface;
9178 const msurface_t *surfacelist = &surface;
9180 // fake enough texture and surface state to render this geometry
9182 texture.update_lastrenderframe = -1; // regenerate this texture
9183 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9184 texture.currentskinframe = skinframe;
9185 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9186 texture.specularscalemod = 1;
9187 texture.specularpowermod = 1;
9189 surface.texture = &texture;
9190 surface.num_triangles = numtriangles;
9191 surface.num_firsttriangle = firsttriangle;
9192 surface.num_vertices = numvertices;
9193 surface.num_firstvertex = firstvertex;
9196 rsurface.texture = R_GetCurrentTexture(surface.texture);
9197 rsurface.uselightmaptexture = false;
9198 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);