2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
41 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
44 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
45 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
56 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
57 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
58 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
59 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
60 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
61 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
62 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
64 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)"};
66 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
67 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
68 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
69 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
70 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
72 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
73 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
74 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
76 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
77 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
78 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
79 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
80 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
82 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
83 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
84 cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
85 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
87 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"};
89 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"};
91 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
93 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
94 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
96 rtexture_t *r_bloom_texture_screen;
97 rtexture_t *r_bloom_texture_bloom;
98 rtexture_t *r_texture_blanknormalmap;
99 rtexture_t *r_texture_white;
100 rtexture_t *r_texture_black;
101 rtexture_t *r_texture_notexture;
102 rtexture_t *r_texture_whitecube;
103 rtexture_t *r_texture_normalizationcube;
104 rtexture_t *r_texture_fogattenuation;
105 //rtexture_t *r_texture_fogintensity;
107 // information about each possible shader permutation
108 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
109 // currently selected permutation
110 r_glsl_permutation_t *r_glsl_permutation;
112 // temporary variable used by a macro
115 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
118 for (i = 0;i < verts;i++)
129 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
132 for (i = 0;i < verts;i++)
142 // FIXME: move this to client?
145 if (gamemode == GAME_NEHAHRA)
147 Cvar_Set("gl_fogenable", "0");
148 Cvar_Set("gl_fogdensity", "0.2");
149 Cvar_Set("gl_fogred", "0.3");
150 Cvar_Set("gl_foggreen", "0.3");
151 Cvar_Set("gl_fogblue", "0.3");
153 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
156 // FIXME: move this to client?
157 void FOG_registercvars(void)
162 if (gamemode == GAME_NEHAHRA)
164 Cvar_RegisterVariable (&gl_fogenable);
165 Cvar_RegisterVariable (&gl_fogdensity);
166 Cvar_RegisterVariable (&gl_fogred);
167 Cvar_RegisterVariable (&gl_foggreen);
168 Cvar_RegisterVariable (&gl_fogblue);
169 Cvar_RegisterVariable (&gl_fogstart);
170 Cvar_RegisterVariable (&gl_fogend);
173 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
174 for (x = 0;x < FOGTABLEWIDTH;x++)
176 alpha = exp(r / ((double)x*(double)x));
177 if (x == FOGTABLEWIDTH - 1)
179 r_refdef.fogtable[x] = bound(0, alpha, 1);
183 static void R_BuildBlankTextures(void)
185 unsigned char data[4];
186 data[0] = 128; // normal X
187 data[1] = 128; // normal Y
188 data[2] = 255; // normal Z
189 data[3] = 128; // height
190 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
195 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
200 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
203 static void R_BuildNoTexture(void)
206 unsigned char pix[16][16][4];
207 // this makes a light grey/dark grey checkerboard texture
208 for (y = 0;y < 16;y++)
210 for (x = 0;x < 16;x++)
212 if ((y < 8) ^ (x < 8))
228 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
231 static void R_BuildWhiteCube(void)
233 unsigned char data[6*1*1*4];
234 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
235 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
236 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
237 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
238 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
239 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
240 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
243 static void R_BuildNormalizationCube(void)
247 vec_t s, t, intensity;
249 unsigned char data[6][NORMSIZE][NORMSIZE][4];
250 for (side = 0;side < 6;side++)
252 for (y = 0;y < NORMSIZE;y++)
254 for (x = 0;x < NORMSIZE;x++)
256 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
257 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
292 intensity = 127.0f / sqrt(DotProduct(v, v));
293 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
294 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
295 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
296 data[side][y][x][3] = 255;
300 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
303 static void R_BuildFogTexture(void)
308 unsigned char data1[FOGWIDTH][4];
309 //unsigned char data2[FOGWIDTH][4];
310 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
311 for (x = 0;x < FOGWIDTH;x++)
313 alpha = exp(r / ((double)x*(double)x));
314 if (x == FOGWIDTH - 1)
316 b = (int)(256.0 * alpha);
317 b = bound(0, b, 255);
318 data1[x][0] = 255 - b;
319 data1[x][1] = 255 - b;
320 data1[x][2] = 255 - b;
327 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
328 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
331 static const char *builtinshaderstring =
332 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
333 "// written by Forest 'LordHavoc' Hale\n"
335 "// common definitions between vertex shader and fragment shader:\n"
337 "#ifdef __GLSL_CG_DATA_TYPES\n"
338 "#define myhalf half\n"
339 "#define myhvec2 hvec2\n"
340 "#define myhvec3 hvec3\n"
341 "#define myhvec4 hvec4\n"
343 "#define myhalf float\n"
344 "#define myhvec2 vec2\n"
345 "#define myhvec3 vec3\n"
346 "#define myhvec4 vec4\n"
349 "varying vec2 TexCoord;\n"
350 "varying vec2 TexCoordLightmap;\n"
352 "varying vec3 CubeVector;\n"
353 "varying vec3 LightVector;\n"
354 "varying vec3 EyeVector;\n"
356 "varying vec3 EyeVectorModelSpace;\n"
359 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
360 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
361 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
366 "// vertex shader specific:\n"
367 "#ifdef VERTEX_SHADER\n"
369 "uniform vec3 LightPosition;\n"
370 "uniform vec3 EyePosition;\n"
371 "uniform vec3 LightDir;\n"
373 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
377 " gl_FrontColor = gl_Color;\n"
378 " // copy the surface texcoord\n"
379 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
380 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
381 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
384 "#ifdef MODE_LIGHTSOURCE\n"
385 " // transform vertex position into light attenuation/cubemap space\n"
386 " // (-1 to +1 across the light box)\n"
387 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
389 " // transform unnormalized light direction into tangent space\n"
390 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
391 " // normalize it per pixel)\n"
392 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
393 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
394 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
395 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
398 "#ifdef MODE_LIGHTDIRECTION\n"
399 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
400 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
401 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
404 " // transform unnormalized eye direction into tangent space\n"
406 " vec3 EyeVectorModelSpace;\n"
408 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
409 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
410 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
411 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
413 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
414 " VectorS = gl_MultiTexCoord1.xyz;\n"
415 " VectorT = gl_MultiTexCoord2.xyz;\n"
416 " VectorR = gl_MultiTexCoord3.xyz;\n"
419 " // transform vertex to camera space, using ftransform to match non-VS\n"
421 " gl_Position = ftransform();\n"
424 "#endif // VERTEX_SHADER\n"
429 "// fragment shader specific:\n"
430 "#ifdef FRAGMENT_SHADER\n"
432 "uniform sampler2D Texture_Normal;\n"
433 "uniform sampler2D Texture_Color;\n"
434 "uniform sampler2D Texture_Gloss;\n"
435 "uniform samplerCube Texture_Cube;\n"
436 "uniform sampler2D Texture_FogMask;\n"
437 "uniform sampler2D Texture_Pants;\n"
438 "uniform sampler2D Texture_Shirt;\n"
439 "uniform sampler2D Texture_Lightmap;\n"
440 "uniform sampler2D Texture_Deluxemap;\n"
441 "uniform sampler2D Texture_Glow;\n"
443 "uniform myhvec3 LightColor;\n"
444 "uniform myhvec3 AmbientColor;\n"
445 "uniform myhvec3 DiffuseColor;\n"
446 "uniform myhvec3 SpecularColor;\n"
447 "uniform myhvec3 Color_Pants;\n"
448 "uniform myhvec3 Color_Shirt;\n"
449 "uniform myhvec3 FogColor;\n"
451 "uniform myhalf GlowScale;\n"
452 "uniform myhalf SceneBrightness;\n"
454 "uniform float OffsetMapping_Scale;\n"
455 "uniform float OffsetMapping_Bias;\n"
456 "uniform float FogRangeRecip;\n"
458 "uniform myhalf AmbientScale;\n"
459 "uniform myhalf DiffuseScale;\n"
460 "uniform myhalf SpecularScale;\n"
461 "uniform myhalf SpecularPower;\n"
465 " // apply offsetmapping\n"
466 "#ifdef USEOFFSETMAPPING\n"
467 " vec2 TexCoordOffset = TexCoord;\n"
468 "#define TexCoord TexCoordOffset\n"
470 " vec3 eyedir = vec3(normalize(EyeVector));\n"
471 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
472 " depthbias = 1.0 - depthbias * depthbias;\n"
474 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
475 " // 14 sample relief mapping: linear search and then binary search\n"
476 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
477 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
478 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
479 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
480 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
481 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
482 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
483 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
484 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
485 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
486 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
487 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
488 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
489 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
490 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
491 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
492 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
493 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
494 " TexCoord = RT.xy;\n"
496 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
497 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
498 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
499 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
500 " //TexCoord += OffsetVector * 3.0;\n"
501 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
502 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
503 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
505 " // 10 sample offset mapping\n"
506 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
507 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
508 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
509 " //TexCoord += OffsetVector * 3.0;\n"
510 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
511 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
512 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
513 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
514 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
515 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
516 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
517 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
518 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
519 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
521 " // parallax mapping as described in the paper\n"
522 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
523 " // The paper provides code in the ARB fragment program assembly language\n"
524 " // I translated it to GLSL but may have done something wrong - SavageX\n"
525 " // LordHavoc: removed bias and simplified to one line\n"
526 " // LordHavoc: this is just a single sample offsetmapping...\n"
527 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
529 " // parallax mapping as described in the paper\n"
530 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
531 " // The paper provides code in the ARB fragment program assembly language\n"
532 " // I translated it to GLSL but may have done something wrong - SavageX\n"
533 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
534 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
535 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
539 " // combine the diffuse textures (base, pants, shirt)\n"
540 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
541 "#ifdef USECOLORMAPPING\n"
542 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
548 "#ifdef MODE_LIGHTSOURCE\n"
551 " // get the surface normal and light normal\n"
552 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
553 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
555 " // calculate directional shading\n"
556 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
557 "#ifdef USESPECULAR\n"
558 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
559 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
562 "#ifdef USECUBEFILTER\n"
563 " // apply light cubemap filter\n"
564 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
565 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
568 " // apply light color\n"
569 " color.rgb *= LightColor;\n"
571 " // apply attenuation\n"
573 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
574 " // center and sharp falloff at the edge, this is about the most efficient\n"
575 " // we can get away with as far as providing illumination.\n"
577 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
578 " // provide significant illumination, large = slow = pain.\n"
579 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
584 "#elif defined(MODE_LIGHTDIRECTION)\n"
585 " // directional model lighting\n"
587 " // get the surface normal and light normal\n"
588 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
591 " // calculate directional shading\n"
592 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
593 "#ifdef USESPECULAR\n"
594 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
595 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
601 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
602 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
604 " // get the surface normal and light normal\n"
605 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
608 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
609 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
611 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
613 " // calculate directional shading\n"
614 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
615 "#ifdef USESPECULAR\n"
616 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
617 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
620 " // apply lightmap color\n"
621 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
624 "#else // MODE none (lightmap)\n"
625 " // apply lightmap color\n"
626 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
629 " color *= myhvec4(gl_Color);\n"
632 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
637 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
638 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
641 " color.rgb *= SceneBrightness;\n"
643 " gl_FragColor = vec4(color);\n"
646 "#endif // FRAGMENT_SHADER\n"
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 const char *permutationinfo[][2] =
652 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
653 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
654 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
655 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
656 {"#define USEGLOW\n", " glow"},
657 {"#define USEFOG\n", " fog"},
658 {"#define USECOLORMAPPING\n", " colormapping"},
659 {"#define USESPECULAR\n", " specular"},
660 {"#define USECUBEFILTER\n", " cubefilter"},
661 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
662 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 void R_GLSL_CompilePermutation(int permutation)
669 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
670 int vertstrings_count;
671 int fragstrings_count;
673 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
674 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
675 char permutationname[256];
679 vertstrings_list[0] = "#define VERTEX_SHADER\n";
680 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
681 vertstrings_count = 1;
682 fragstrings_count = 1;
683 permutationname[0] = 0;
684 for (i = 0;permutationinfo[i][0];i++)
686 if (permutation & (1<<i))
688 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
689 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
690 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
694 // keep line numbers correct
695 vertstrings_list[vertstrings_count++] = "\n";
696 fragstrings_list[fragstrings_count++] = "\n";
699 shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
702 Con_DPrintf("GLSL shader text loaded from disk\n");
703 vertstrings_list[vertstrings_count++] = shaderstring;
704 fragstrings_list[fragstrings_count++] = shaderstring;
708 vertstrings_list[vertstrings_count++] = builtinshaderstring;
709 fragstrings_list[fragstrings_count++] = builtinshaderstring;
711 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
715 qglUseProgramObjectARB(p->program);CHECKGLERROR
716 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
717 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
718 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
719 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
720 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
725 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
726 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
727 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
728 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
730 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
731 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
732 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
733 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
734 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
735 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
736 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
737 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
738 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
739 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
740 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
741 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
742 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
743 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
744 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
745 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
746 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
747 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
748 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
749 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
750 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
751 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
752 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
753 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
755 qglUseProgramObjectARB(0);CHECKGLERROR
758 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
760 Mem_Free(shaderstring);
763 void R_GLSL_Restart_f(void)
766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
767 if (r_glsl_permutations[i].program)
768 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
769 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
772 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
774 // select a permutation of the lighting shader appropriate to this
775 // combination of texture, entity, light source, and fogging, only use the
776 // minimum features necessary to avoid wasting rendering time in the
777 // fragment shader on features that are not being used
779 float specularscale = rsurface_texture->specularscale;
780 r_glsl_permutation = NULL;
781 if (r_shadow_rtlight)
783 permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
784 specularscale *= r_shadow_rtlight->specularscale;
785 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
786 permutation |= SHADERPERMUTATION_CUBEFILTER;
790 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
793 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
794 else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
796 if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
798 if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
799 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
801 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
803 else if (r_glsl_deluxemapping.integer >= 2) // fake mode
804 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
807 if (rsurface_texture->currentskinframe->glow)
808 permutation |= SHADERPERMUTATION_GLOW;
810 if (specularscale > 0)
811 permutation |= SHADERPERMUTATION_SPECULAR;
812 if (r_refdef.fogenabled)
813 permutation |= SHADERPERMUTATION_FOG;
814 if (rsurface_texture->colormapping)
815 permutation |= SHADERPERMUTATION_COLORMAPPING;
816 if (r_glsl_offsetmapping.integer)
818 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
819 if (r_glsl_offsetmapping_reliefmapping.integer)
820 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
822 if (!r_glsl_permutations[permutation].program)
824 if (!r_glsl_permutations[permutation].compiled)
825 R_GLSL_CompilePermutation(permutation);
826 if (!r_glsl_permutations[permutation].program)
828 // remove features until we find a valid permutation
830 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
832 // reduce i more quickly whenever it would not remove any bits
836 if (!r_glsl_permutations[permutation].compiled)
837 R_GLSL_CompilePermutation(permutation);
838 if (r_glsl_permutations[permutation].program)
841 return 0; // utterly failed
845 r_glsl_permutation = r_glsl_permutations + permutation;
847 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
848 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
849 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
851 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
852 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
853 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
854 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
855 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
856 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
858 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
860 if (r_glsl_permutation->loc_AmbientColor >= 0)
861 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
862 if (r_glsl_permutation->loc_DiffuseColor >= 0)
863 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
864 if (r_glsl_permutation->loc_SpecularColor >= 0)
865 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
866 if (r_glsl_permutation->loc_LightDir >= 0)
867 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
871 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
872 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
873 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
875 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
876 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
877 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
878 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
879 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
880 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
881 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
882 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
883 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
884 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
885 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
886 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
887 if (r_glsl_permutation->loc_FogColor >= 0)
889 // additive passes are only darkened by fog, not tinted
890 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
891 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
895 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
896 if (r_glsl_permutation->loc_Color_Pants >= 0)
898 if (rsurface_texture->currentskinframe->pants)
899 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
901 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
903 if (r_glsl_permutation->loc_Color_Shirt >= 0)
905 if (rsurface_texture->currentskinframe->shirt)
906 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
908 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
910 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
911 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
912 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
917 void R_SwitchSurfaceShader(int permutation)
919 if (r_glsl_permutation != r_glsl_permutations + permutation)
921 r_glsl_permutation = r_glsl_permutations + permutation;
923 qglUseProgramObjectARB(r_glsl_permutation->program);
928 void gl_main_start(void)
930 r_main_texturepool = R_AllocTexturePool();
931 r_bloom_texture_screen = NULL;
932 r_bloom_texture_bloom = NULL;
933 R_BuildBlankTextures();
935 if (gl_texturecubemap)
938 R_BuildNormalizationCube();
941 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
944 void gl_main_shutdown(void)
946 R_FreeTexturePool(&r_main_texturepool);
947 r_bloom_texture_screen = NULL;
948 r_bloom_texture_bloom = NULL;
949 r_texture_blanknormalmap = NULL;
950 r_texture_white = NULL;
951 r_texture_black = NULL;
952 r_texture_whitecube = NULL;
953 r_texture_normalizationcube = NULL;
957 extern void CL_ParseEntityLump(char *entitystring);
958 void gl_main_newmap(void)
960 // FIXME: move this code to client
962 char *entities, entname[MAX_QPATH];
965 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
966 l = (int)strlen(entname) - 4;
967 if (l >= 0 && !strcmp(entname + l, ".bsp"))
969 memcpy(entname + l, ".ent", 5);
970 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
972 CL_ParseEntityLump(entities);
977 if (cl.worldmodel->brush.entities)
978 CL_ParseEntityLump(cl.worldmodel->brush.entities);
982 void GL_Main_Init(void)
984 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
986 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
987 FOG_registercvars(); // FIXME: move this fog stuff to client?
988 Cvar_RegisterVariable(&r_nearclip);
989 Cvar_RegisterVariable(&r_showsurfaces);
990 Cvar_RegisterVariable(&r_showtris);
991 Cvar_RegisterVariable(&r_shownormals);
992 Cvar_RegisterVariable(&r_showlighting);
993 Cvar_RegisterVariable(&r_showshadowvolumes);
994 Cvar_RegisterVariable(&r_showcollisionbrushes);
995 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
996 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
997 Cvar_RegisterVariable(&r_showdisabledepthtest);
998 Cvar_RegisterVariable(&r_drawportals);
999 Cvar_RegisterVariable(&r_drawentities);
1000 Cvar_RegisterVariable(&r_drawviewmodel);
1001 Cvar_RegisterVariable(&r_speeds);
1002 Cvar_RegisterVariable(&r_fullbrights);
1003 Cvar_RegisterVariable(&r_wateralpha);
1004 Cvar_RegisterVariable(&r_dynamic);
1005 Cvar_RegisterVariable(&r_fullbright);
1006 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1007 Cvar_RegisterVariable(&r_textureunits);
1008 Cvar_RegisterVariable(&r_glsl);
1009 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1010 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1011 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1012 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1013 Cvar_RegisterVariable(&r_lerpsprites);
1014 Cvar_RegisterVariable(&r_lerpmodels);
1015 Cvar_RegisterVariable(&r_waterscroll);
1016 Cvar_RegisterVariable(&r_bloom);
1017 Cvar_RegisterVariable(&r_bloom_intensity);
1018 Cvar_RegisterVariable(&r_bloom_blur);
1019 Cvar_RegisterVariable(&r_bloom_resolution);
1020 Cvar_RegisterVariable(&r_bloom_power);
1021 Cvar_RegisterVariable(&r_hdr);
1022 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1023 Cvar_RegisterVariable(&r_hdr_bloomintensity);
1024 Cvar_RegisterVariable(&r_hdr_glowintensity);
1025 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1026 Cvar_RegisterVariable(&developer_texturelogging);
1027 Cvar_RegisterVariable(&gl_lightmaps);
1028 Cvar_RegisterVariable(&r_test);
1029 Cvar_RegisterVariable(&r_batchmode);
1030 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1031 Cvar_SetValue("r_fullbrights", 0);
1032 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1035 extern void R_Textures_Init(void);
1036 extern void GL_Draw_Init(void);
1037 extern void GL_Main_Init(void);
1038 extern void R_Shadow_Init(void);
1039 extern void R_Sky_Init(void);
1040 extern void GL_Surf_Init(void);
1041 extern void R_Light_Init(void);
1042 extern void R_Particles_Init(void);
1043 extern void R_Explosion_Init(void);
1044 extern void gl_backend_init(void);
1045 extern void Sbar_Init(void);
1046 extern void R_LightningBeams_Init(void);
1047 extern void Mod_RenderInit(void);
1049 void Render_Init(void)
1062 R_LightningBeams_Init();
1071 extern char *ENGINE_EXTENSIONS;
1074 VID_CheckExtensions();
1076 // LordHavoc: report supported extensions
1077 Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
1079 // clear to black (loading plaque will be seen over this)
1081 qglClearColor(0,0,0,1);CHECKGLERROR
1082 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1085 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1089 for (i = 0;i < 4;i++)
1091 p = r_view.frustum + i;
1096 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1100 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1104 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1108 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1112 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1116 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1120 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1124 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1132 //==================================================================================
1134 static void R_UpdateEntityLighting(entity_render_t *ent)
1136 vec3_t tempdiffusenormal;
1137 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1138 VectorClear(ent->modellight_diffuse);
1139 VectorClear(ent->modellight_lightdir);
1140 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1143 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1144 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1147 VectorSet(ent->modellight_ambient, 1, 1, 1);
1148 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1149 VectorNormalize(ent->modellight_lightdir);
1150 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1151 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1152 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1153 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1154 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1155 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1158 static void R_View_UpdateEntityVisible (void)
1161 entity_render_t *ent;
1163 if (!r_drawentities.integer)
1166 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1167 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1169 // worldmodel can check visibility
1170 for (i = 0;i < r_refdef.numentities;i++)
1172 ent = r_refdef.entities[i];
1173 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1174 if (r_viewcache.entityvisible[i])
1175 R_UpdateEntityLighting(ent);
1180 // no worldmodel or it can't check visibility
1181 for (i = 0;i < r_refdef.numentities;i++)
1183 ent = r_refdef.entities[i];
1184 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1185 if (r_viewcache.entityvisible[i])
1186 R_UpdateEntityLighting(ent);
1191 // only used if skyrendermasked, and normally returns false
1192 int R_DrawBrushModelsSky (void)
1195 entity_render_t *ent;
1197 if (!r_drawentities.integer)
1201 for (i = 0;i < r_refdef.numentities;i++)
1203 if (!r_viewcache.entityvisible[i])
1205 ent = r_refdef.entities[i];
1206 if (!ent->model || !ent->model->DrawSky)
1208 ent->model->DrawSky(ent);
1214 void R_DrawNoModel(entity_render_t *ent);
1215 void R_DrawModels(void)
1218 entity_render_t *ent;
1220 if (!r_drawentities.integer)
1223 for (i = 0;i < r_refdef.numentities;i++)
1225 if (!r_viewcache.entityvisible[i])
1227 ent = r_refdef.entities[i];
1228 r_refdef.stats.entities++;
1229 if (ent->model && ent->model->Draw != NULL)
1230 ent->model->Draw(ent);
1236 static void R_View_SetFrustum(void)
1238 // break apart the view matrix into vectors for various purposes
1239 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1240 VectorNegate(r_view.left, r_view.right);
1243 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1244 r_view.frustum[0].normal[1] = 0 - 0;
1245 r_view.frustum[0].normal[2] = -1 - 0;
1246 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1247 r_view.frustum[1].normal[1] = 0 + 0;
1248 r_view.frustum[1].normal[2] = -1 + 0;
1249 r_view.frustum[2].normal[0] = 0 - 0;
1250 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1251 r_view.frustum[2].normal[2] = -1 - 0;
1252 r_view.frustum[3].normal[0] = 0 + 0;
1253 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1254 r_view.frustum[3].normal[2] = -1 + 0;
1258 zNear = r_refdef.nearclip;
1259 nudge = 1.0 - 1.0 / (1<<23);
1260 r_view.frustum[4].normal[0] = 0 - 0;
1261 r_view.frustum[4].normal[1] = 0 - 0;
1262 r_view.frustum[4].normal[2] = -1 - -nudge;
1263 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1264 r_view.frustum[5].normal[0] = 0 + 0;
1265 r_view.frustum[5].normal[1] = 0 + 0;
1266 r_view.frustum[5].normal[2] = -1 + -nudge;
1267 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1273 r_view.frustum[0].normal[0] = m[3] - m[0];
1274 r_view.frustum[0].normal[1] = m[7] - m[4];
1275 r_view.frustum[0].normal[2] = m[11] - m[8];
1276 r_view.frustum[0].dist = m[15] - m[12];
1278 r_view.frustum[1].normal[0] = m[3] + m[0];
1279 r_view.frustum[1].normal[1] = m[7] + m[4];
1280 r_view.frustum[1].normal[2] = m[11] + m[8];
1281 r_view.frustum[1].dist = m[15] + m[12];
1283 r_view.frustum[2].normal[0] = m[3] - m[1];
1284 r_view.frustum[2].normal[1] = m[7] - m[5];
1285 r_view.frustum[2].normal[2] = m[11] - m[9];
1286 r_view.frustum[2].dist = m[15] - m[13];
1288 r_view.frustum[3].normal[0] = m[3] + m[1];
1289 r_view.frustum[3].normal[1] = m[7] + m[5];
1290 r_view.frustum[3].normal[2] = m[11] + m[9];
1291 r_view.frustum[3].dist = m[15] + m[13];
1293 r_view.frustum[4].normal[0] = m[3] - m[2];
1294 r_view.frustum[4].normal[1] = m[7] - m[6];
1295 r_view.frustum[4].normal[2] = m[11] - m[10];
1296 r_view.frustum[4].dist = m[15] - m[14];
1298 r_view.frustum[5].normal[0] = m[3] + m[2];
1299 r_view.frustum[5].normal[1] = m[7] + m[6];
1300 r_view.frustum[5].normal[2] = m[11] + m[10];
1301 r_view.frustum[5].dist = m[15] + m[14];
1306 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1307 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1308 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1309 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1310 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1311 VectorNormalize(r_view.frustum[0].normal);
1312 VectorNormalize(r_view.frustum[1].normal);
1313 VectorNormalize(r_view.frustum[2].normal);
1314 VectorNormalize(r_view.frustum[3].normal);
1315 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1316 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1317 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1318 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1319 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1320 PlaneClassify(&r_view.frustum[0]);
1321 PlaneClassify(&r_view.frustum[1]);
1322 PlaneClassify(&r_view.frustum[2]);
1323 PlaneClassify(&r_view.frustum[3]);
1324 PlaneClassify(&r_view.frustum[4]);
1326 // LordHavoc: note to all quake engine coders, Quake had a special case
1327 // for 90 degrees which assumed a square view (wrong), so I removed it,
1328 // Quake2 has it disabled as well.
1330 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1331 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1332 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1333 //PlaneClassify(&frustum[0]);
1335 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1336 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1337 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1338 //PlaneClassify(&frustum[1]);
1340 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1341 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1342 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1343 //PlaneClassify(&frustum[2]);
1345 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1346 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1347 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1348 //PlaneClassify(&frustum[3]);
1351 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1352 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1353 //PlaneClassify(&frustum[4]);
1356 void R_View_Update(void)
1358 R_View_SetFrustum();
1359 R_View_WorldVisibility();
1360 R_View_UpdateEntityVisible();
1363 void R_ResetViewRendering(void)
1365 if (gl_support_fragment_shader)
1367 qglUseProgramObjectARB(0);CHECKGLERROR
1370 // GL is weird because it's bottom to top, r_view.y is top to bottom
1371 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1372 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1373 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1374 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1375 GL_ScissorTest(true);
1378 R_Mesh_Matrix(&identitymatrix);
1379 R_Mesh_ResetTextureState();
1382 void R_RenderScene(void);
1384 void R_Bloom_MakeTexture(qboolean darken)
1386 int screenwidth, screenheight;
1387 int screentexturewidth, screentextureheight;
1388 int bloomtexturewidth, bloomtextureheight;
1389 int bloomwidth, bloomheight, x, range;
1390 float xoffset, yoffset, r;
1392 float texcoord2f[3][8];
1394 // set bloomwidth and bloomheight to the bloom resolution that will be
1395 // used (often less than the screen resolution for faster rendering)
1396 bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1397 bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1399 // set the (poorly named) screenwidth and screenheight variables to
1400 // a power of 2 at least as large as the screen, these will define the
1401 // size of the texture to allocate
1402 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1403 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1405 r_refdef.stats.bloom++;
1407 // allocate textures as needed
1408 // TODO: reallocate these when size settings change
1409 if (!r_bloom_texture_screen)
1410 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1411 if (!r_bloom_texture_bloom)
1412 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1414 screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1415 screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1416 bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1417 bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1419 // vertex coordinates for a quad that covers the screen exactly
1420 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1421 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1422 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1423 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1425 // set up a texcoord array for the full resolution screen image
1426 // (we have to keep this around to copy back during final render)
1427 texcoord2f[0][0] = 0;
1428 texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1429 texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1430 texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1431 texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1432 texcoord2f[0][5] = 0;
1433 texcoord2f[0][6] = 0;
1434 texcoord2f[0][7] = 0;
1436 // set up a texcoord array for the reduced resolution bloom image
1437 // (which will be additive blended over the screen image)
1438 texcoord2f[1][0] = 0;
1439 texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1440 texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1441 texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1442 texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1443 texcoord2f[1][5] = 0;
1444 texcoord2f[1][6] = 0;
1445 texcoord2f[1][7] = 0;
1447 R_ResetViewRendering();
1448 GL_DepthTest(false);
1449 R_Mesh_VertexPointer(vertex3f);
1450 R_Mesh_ColorPointer(NULL);
1452 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1453 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1455 // copy view into the screen texture
1456 GL_ActiveTexture(0);
1458 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1459 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1461 // now scale it down to the bloom texture size
1463 qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1464 GL_BlendFunc(GL_ONE, GL_ZERO);
1465 GL_Color(1, 1, 1, 1);
1466 // TODO: optimize with multitexture or GLSL
1467 R_Mesh_Draw(0, 4, 2, polygonelements);
1468 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1472 // raise to a power of itself to darken it (this leaves the really
1473 // bright stuff bright, and everything else becomes very dark)
1474 // render multiple times with a multiply blendfunc to raise to a power
1475 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1476 for (x = 1;x < r_bloom_power.integer;x++)
1478 R_Mesh_Draw(0, 4, 2, polygonelements);
1479 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1483 // we now have a darkened bloom image in the framebuffer
1484 // copy it into the bloom image texture for more processing
1485 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1486 R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1487 GL_ActiveTexture(0);
1489 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1490 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1492 // blend on at multiple vertical offsets to achieve a vertical blur
1493 // TODO: do offset blends using GLSL
1494 range = r_bloom_blur.integer * bloomwidth / 320;
1495 GL_BlendFunc(GL_ONE, GL_ZERO);
1496 for (x = -range;x <= range;x++)
1498 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1499 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1500 // compute a texcoord array with the specified x and y offset
1501 texcoord2f[2][0] = xoffset+0;
1502 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1503 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1504 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1505 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1506 texcoord2f[2][5] = yoffset+0;
1507 texcoord2f[2][6] = xoffset+0;
1508 texcoord2f[2][7] = yoffset+0;
1509 // this r value looks like a 'dot' particle, fading sharply to
1510 // black at the edges
1511 // (probably not realistic but looks good enough)
1512 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1515 GL_Color(r, r, r, 1);
1516 R_Mesh_Draw(0, 4, 2, polygonelements);
1517 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1518 GL_BlendFunc(GL_ONE, GL_ONE);
1521 // copy the vertically blurred bloom view to a texture
1522 GL_ActiveTexture(0);
1524 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1525 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1527 // blend the vertically blurred image at multiple offsets horizontally
1528 // to finish the blur effect
1529 // TODO: do offset blends using GLSL
1530 range = r_bloom_blur.integer * bloomwidth / 320;
1531 GL_BlendFunc(GL_ONE, GL_ZERO);
1532 for (x = -range;x <= range;x++)
1534 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1535 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1536 // compute a texcoord array with the specified x and y offset
1537 texcoord2f[2][0] = xoffset+0;
1538 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1539 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1540 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1541 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1542 texcoord2f[2][5] = yoffset+0;
1543 texcoord2f[2][6] = xoffset+0;
1544 texcoord2f[2][7] = yoffset+0;
1545 // this r value looks like a 'dot' particle, fading sharply to
1546 // black at the edges
1547 // (probably not realistic but looks good enough)
1548 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1551 GL_Color(r, r, r, 1);
1552 R_Mesh_Draw(0, 4, 2, polygonelements);
1553 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1554 GL_BlendFunc(GL_ONE, GL_ONE);
1557 // copy the blurred bloom view to a texture
1558 GL_ActiveTexture(0);
1560 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1561 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1564 void R_HDR_RenderBloomTexture(void)
1566 int oldwidth, oldheight;
1568 oldwidth = r_view.width;
1569 oldheight = r_view.height;
1570 r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1571 r_view.height = r_view.width * oldheight / oldwidth;
1573 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1574 // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1575 // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1576 // TODO: add exposure compensation features
1578 r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1581 R_ResetViewRendering();
1583 R_Bloom_MakeTexture(false);
1586 if (r_timereport_active)
1587 R_TimeReport("clear");
1589 // restore the view settings
1590 r_view.width = oldwidth;
1591 r_view.height = oldheight;
1593 // go back to full view area
1594 R_ResetViewRendering();
1597 static void R_BlendView(void)
1599 int screenwidth, screenheight;
1600 int bloomwidth, bloomheight;
1605 float texcoord2f[3][8];
1607 // set the (poorly named) screenwidth and screenheight variables to
1608 // a power of 2 at least as large as the screen, these will define the
1609 // size of the texture to allocate
1610 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1611 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1613 doblend = r_refdef.viewblend[3] >= 0.01f;
1614 dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1615 dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1617 if (!dobloom && !dohdr && !doblend)
1620 // vertex coordinates for a quad that covers the screen exactly
1621 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1622 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1623 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1624 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1626 // set bloomwidth and bloomheight to the bloom resolution that will be
1627 // used (often less than the screen resolution for faster rendering)
1628 bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1629 bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1630 // set up a texcoord array for the full resolution screen image
1631 // (we have to keep this around to copy back during final render)
1632 texcoord2f[0][0] = 0;
1633 texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1634 texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1635 texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1636 texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1637 texcoord2f[0][5] = 0;
1638 texcoord2f[0][6] = 0;
1639 texcoord2f[0][7] = 0;
1640 // set up a texcoord array for the reduced resolution bloom image
1641 // (which will be additive blended over the screen image)
1642 texcoord2f[1][0] = 0;
1643 texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1644 texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1645 texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1646 texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1647 texcoord2f[1][5] = 0;
1648 texcoord2f[1][6] = 0;
1649 texcoord2f[1][7] = 0;
1653 // render high dynamic range bloom effect
1654 // the bloom texture was made earlier this render, so we just need to
1655 // blend it onto the screen...
1656 R_ResetViewRendering();
1657 GL_DepthTest(false);
1658 R_Mesh_VertexPointer(vertex3f);
1659 R_Mesh_ColorPointer(NULL);
1660 GL_Color(1, 1, 1, 1);
1661 GL_BlendFunc(GL_ONE, GL_ONE);
1662 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1663 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1664 R_Mesh_Draw(0, 4, 2, polygonelements);
1665 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1669 // render simple bloom effect
1670 // make the bloom texture
1671 R_Bloom_MakeTexture(true);
1672 // put the original screen image back in place and blend the bloom
1674 R_ResetViewRendering();
1675 GL_DepthTest(false);
1676 R_Mesh_VertexPointer(vertex3f);
1677 R_Mesh_ColorPointer(NULL);
1678 GL_Color(1, 1, 1, 1);
1679 GL_BlendFunc(GL_ONE, GL_ZERO);
1680 // do both in one pass if possible
1681 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1682 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1683 if (r_textureunits.integer >= 2 && gl_combine.integer)
1685 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1686 R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1687 R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1691 R_Mesh_Draw(0, 4, 2, polygonelements);
1692 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1693 // now blend on the bloom texture
1694 GL_BlendFunc(GL_ONE, GL_ONE);
1695 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1696 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1698 R_Mesh_Draw(0, 4, 2, polygonelements);
1699 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1703 // apply a color tint to the whole view
1704 R_ResetViewRendering();
1705 GL_DepthTest(false);
1706 R_Mesh_VertexPointer(vertex3f);
1707 R_Mesh_ColorPointer(NULL);
1708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1709 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1710 R_Mesh_Draw(0, 4, 2, polygonelements);
1714 void R_RenderScene(void);
1716 matrix4x4_t r_waterscrollmatrix;
1718 void R_UpdateVariables(void)
1722 r_refdef.farclip = 4096;
1723 if (r_refdef.worldmodel)
1724 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1725 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1727 r_refdef.polygonfactor = 0;
1728 r_refdef.polygonoffset = 0;
1729 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1730 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1732 r_refdef.rtworld = r_shadow_realtime_world.integer;
1733 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1734 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1735 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1736 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1737 if (r_showsurfaces.integer)
1739 r_refdef.rtworld = false;
1740 r_refdef.rtworldshadows = false;
1741 r_refdef.rtdlight = false;
1742 r_refdef.rtdlightshadows = false;
1743 r_refdef.lightmapintensity = 0;
1746 if (gamemode == GAME_NEHAHRA)
1748 if (gl_fogenable.integer)
1750 r_refdef.oldgl_fogenable = true;
1751 r_refdef.fog_density = gl_fogdensity.value;
1752 r_refdef.fog_red = gl_fogred.value;
1753 r_refdef.fog_green = gl_foggreen.value;
1754 r_refdef.fog_blue = gl_fogblue.value;
1756 else if (r_refdef.oldgl_fogenable)
1758 r_refdef.oldgl_fogenable = false;
1759 r_refdef.fog_density = 0;
1760 r_refdef.fog_red = 0;
1761 r_refdef.fog_green = 0;
1762 r_refdef.fog_blue = 0;
1765 if (r_refdef.fog_density)
1767 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
1768 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1769 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1771 if (r_refdef.fog_density)
1773 r_refdef.fogenabled = true;
1774 // this is the point where the fog reaches 0.9986 alpha, which we
1775 // consider a good enough cutoff point for the texture
1776 // (0.9986 * 256 == 255.6)
1777 r_refdef.fogrange = 400 / r_refdef.fog_density;
1778 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1779 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1780 // fog color was already set
1783 r_refdef.fogenabled = false;
1791 void R_RenderView(void)
1793 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1794 return; //Host_Error ("R_RenderView: NULL worldmodel");
1797 GL_ScissorTest(true);
1799 if (r_timereport_active)
1800 R_TimeReport("setup");
1803 if (r_timereport_active)
1804 R_TimeReport("visibility");
1806 R_ResetViewRendering();
1809 if (r_timereport_active)
1810 R_TimeReport("clear");
1812 // this produces a bloom texture to be used in R_BlendView() later
1814 R_HDR_RenderBloomTexture();
1816 r_view.colorscale = r_hdr_scenebrightness.value;
1820 if (r_timereport_active)
1821 R_TimeReport("blendview");
1823 GL_Scissor(0, 0, vid.width, vid.height);
1824 GL_ScissorTest(false);
1828 extern void R_DrawLightningBeams (void);
1829 extern void VM_AddPolygonsToMeshQueue (void);
1830 extern void R_DrawPortals (void);
1831 void R_RenderScene(void)
1835 // don't let sound skip if going slow
1836 if (r_refdef.extraupdate)
1840 if (gl_support_fragment_shader)
1842 qglUseProgramObjectARB(0);CHECKGLERROR
1844 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1845 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1846 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1848 R_ResetViewRendering();
1850 R_MeshQueue_BeginScene();
1852 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1853 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1855 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1857 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1859 R_Shadow_UpdateWorldLightSelection();
1863 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
1865 if (cl.csqc_vidvars.drawworld)
1867 // don't let sound skip if going slow
1868 if (r_refdef.extraupdate)
1871 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1873 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1874 if (r_timereport_active)
1875 R_TimeReport("worldsky");
1878 if (R_DrawBrushModelsSky() && r_timereport_active)
1879 R_TimeReport("bmodelsky");
1881 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1883 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1884 if (r_timereport_active)
1885 R_TimeReport("world");
1889 // don't let sound skip if going slow
1890 if (r_refdef.extraupdate)
1894 if (r_timereport_active)
1895 R_TimeReport("models");
1897 // don't let sound skip if going slow
1898 if (r_refdef.extraupdate)
1901 R_ShadowVolumeLighting(false);
1902 if (r_timereport_active)
1903 R_TimeReport("rtlights");
1905 // don't let sound skip if going slow
1906 if (r_refdef.extraupdate)
1909 if (cl.csqc_vidvars.drawworld)
1911 R_DrawLightningBeams();
1912 if (r_timereport_active)
1913 R_TimeReport("lightning");
1916 if (r_timereport_active)
1917 R_TimeReport("particles");
1920 if (r_timereport_active)
1921 R_TimeReport("explosions");
1924 if (gl_support_fragment_shader)
1926 qglUseProgramObjectARB(0);CHECKGLERROR
1928 VM_AddPolygonsToMeshQueue();
1930 if (r_drawportals.integer)
1933 if (r_timereport_active)
1934 R_TimeReport("portals");
1937 if (gl_support_fragment_shader)
1939 qglUseProgramObjectARB(0);CHECKGLERROR
1941 R_MeshQueue_RenderTransparent();
1942 if (r_timereport_active)
1943 R_TimeReport("drawtrans");
1945 if (gl_support_fragment_shader)
1947 qglUseProgramObjectARB(0);CHECKGLERROR
1950 if (cl.csqc_vidvars.drawworld)
1953 if (r_timereport_active)
1954 R_TimeReport("coronas");
1957 // don't let sound skip if going slow
1958 if (r_refdef.extraupdate)
1962 if (gl_support_fragment_shader)
1964 qglUseProgramObjectARB(0);CHECKGLERROR
1966 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1967 qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1971 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1974 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1976 GL_DepthMask(false);
1978 R_Mesh_Matrix(&identitymatrix);
1980 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1981 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1982 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1983 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1984 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1985 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1986 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1987 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1988 R_FillColors(color, 8, cr, cg, cb, ca);
1989 if (r_refdef.fogenabled)
1991 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1993 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
1995 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
1996 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
1997 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2000 R_Mesh_VertexPointer(vertex3f);
2001 R_Mesh_ColorPointer(color);
2002 R_Mesh_ResetTextureState();
2007 int nomodelelements[24] =
2019 float nomodelvertex3f[6*3] =
2029 float nomodelcolor4f[6*4] =
2031 0.0f, 0.0f, 0.5f, 1.0f,
2032 0.0f, 0.0f, 0.5f, 1.0f,
2033 0.0f, 0.5f, 0.0f, 1.0f,
2034 0.0f, 0.5f, 0.0f, 1.0f,
2035 0.5f, 0.0f, 0.0f, 1.0f,
2036 0.5f, 0.0f, 0.0f, 1.0f
2039 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2044 // this is only called once per entity so numsurfaces is always 1, and
2045 // surfacelist is always {0}, so this code does not handle batches
2046 R_Mesh_Matrix(&ent->matrix);
2048 if (ent->flags & EF_ADDITIVE)
2050 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2051 GL_DepthMask(false);
2053 else if (ent->alpha < 1)
2055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2056 GL_DepthMask(false);
2060 GL_BlendFunc(GL_ONE, GL_ZERO);
2063 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2064 R_Mesh_VertexPointer(nomodelvertex3f);
2065 if (r_refdef.fogenabled)
2068 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2069 R_Mesh_ColorPointer(color4f);
2070 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2071 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2073 for (i = 0, c = color4f;i < 6;i++, c += 4)
2075 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2076 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2077 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2081 else if (ent->alpha != 1)
2083 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2084 R_Mesh_ColorPointer(color4f);
2085 for (i = 0, c = color4f;i < 6;i++, c += 4)
2089 R_Mesh_ColorPointer(nomodelcolor4f);
2090 R_Mesh_ResetTextureState();
2091 R_Mesh_Draw(0, 6, 8, nomodelelements);
2094 void R_DrawNoModel(entity_render_t *ent)
2097 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2098 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2099 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2101 // R_DrawNoModelCallback(ent, 0);
2104 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2106 vec3_t right1, right2, diff, normal;
2108 VectorSubtract (org2, org1, normal);
2110 // calculate 'right' vector for start
2111 VectorSubtract (r_view.origin, org1, diff);
2112 CrossProduct (normal, diff, right1);
2113 VectorNormalize (right1);
2115 // calculate 'right' vector for end
2116 VectorSubtract (r_view.origin, org2, diff);
2117 CrossProduct (normal, diff, right2);
2118 VectorNormalize (right2);
2120 vert[ 0] = org1[0] + width * right1[0];
2121 vert[ 1] = org1[1] + width * right1[1];
2122 vert[ 2] = org1[2] + width * right1[2];
2123 vert[ 3] = org1[0] - width * right1[0];
2124 vert[ 4] = org1[1] - width * right1[1];
2125 vert[ 5] = org1[2] - width * right1[2];
2126 vert[ 6] = org2[0] - width * right2[0];
2127 vert[ 7] = org2[1] - width * right2[1];
2128 vert[ 8] = org2[2] - width * right2[2];
2129 vert[ 9] = org2[0] + width * right2[0];
2130 vert[10] = org2[1] + width * right2[1];
2131 vert[11] = org2[2] + width * right2[2];
2134 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2136 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2138 float fog = 0.0f, ifog;
2141 if (r_refdef.fogenabled)
2142 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2145 R_Mesh_Matrix(&identitymatrix);
2146 GL_BlendFunc(blendfunc1, blendfunc2);
2147 GL_DepthMask(false);
2148 GL_DepthTest(!depthdisable);
2150 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2151 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2152 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2153 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2154 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2155 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2156 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2157 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2158 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2159 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2160 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2161 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2163 R_Mesh_VertexPointer(vertex3f);
2164 R_Mesh_ColorPointer(NULL);
2165 R_Mesh_ResetTextureState();
2166 R_Mesh_TexBind(0, R_GetTexture(texture));
2167 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2168 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2169 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2170 R_Mesh_Draw(0, 4, 2, polygonelements);
2172 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2174 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2175 GL_BlendFunc(blendfunc1, GL_ONE);
2176 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2177 R_Mesh_Draw(0, 4, 2, polygonelements);
2181 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2186 VectorSet(v, x, y, z);
2187 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2188 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2190 if (i == mesh->numvertices)
2192 if (mesh->numvertices < mesh->maxvertices)
2194 VectorCopy(v, vertex3f);
2195 mesh->numvertices++;
2197 return mesh->numvertices;
2203 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2207 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2208 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2209 e = mesh->element3i + mesh->numtriangles * 3;
2210 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2212 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2213 if (mesh->numtriangles < mesh->maxtriangles)
2218 mesh->numtriangles++;
2220 element[1] = element[2];
2224 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2228 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2229 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2230 e = mesh->element3i + mesh->numtriangles * 3;
2231 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2233 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2234 if (mesh->numtriangles < mesh->maxtriangles)
2239 mesh->numtriangles++;
2241 element[1] = element[2];
2245 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2246 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2248 int planenum, planenum2;
2251 mplane_t *plane, *plane2;
2253 double temppoints[2][256*3];
2254 // figure out how large a bounding box we need to properly compute this brush
2256 for (w = 0;w < numplanes;w++)
2257 maxdist = max(maxdist, planes[w].dist);
2258 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2259 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2260 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2264 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2265 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2267 if (planenum2 == planenum)
2269 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);
2272 if (tempnumpoints < 3)
2274 // generate elements forming a triangle fan for this polygon
2275 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2279 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2282 R_Mesh_VertexPointer(brush->points->v);
2283 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2284 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2285 GL_LockArrays(0, brush->numpoints);
2286 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2287 GL_LockArrays(0, 0);
2290 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2293 if (!surface->num_collisiontriangles)
2295 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2296 i = (int)(((size_t)surface) / sizeof(msurface_t));
2297 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2298 GL_LockArrays(0, surface->num_collisionvertices);
2299 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2300 GL_LockArrays(0, 0);
2303 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)
2305 texturelayer_t *layer;
2306 layer = t->currentlayers + t->currentnumlayers++;
2308 layer->depthmask = depthmask;
2309 layer->blendfunc1 = blendfunc1;
2310 layer->blendfunc2 = blendfunc2;
2311 layer->texture = texture;
2312 layer->texmatrix = *matrix;
2313 layer->color[0] = r * r_view.colorscale;
2314 layer->color[1] = g * r_view.colorscale;
2315 layer->color[2] = b * r_view.colorscale;
2316 layer->color[3] = a;
2319 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2321 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2322 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2324 // switch to an alternate material if this is a q1bsp animated material
2326 texture_t *texture = t;
2327 model_t *model = ent->model;
2328 int s = ent->skinnum;
2329 if ((unsigned int)s >= (unsigned int)model->numskins)
2331 if (model->skinscenes)
2333 if (model->skinscenes[s].framecount > 1)
2334 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2336 s = model->skinscenes[s].firstframe;
2339 t = t + s * model->num_surfaces;
2342 // use an alternate animation if the entity's frame is not 0,
2343 // and only if the texture has an alternate animation
2344 if (ent->frame != 0 && t->anim_total[1])
2345 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2347 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2349 texture->currentframe = t;
2352 // pick a new currentskinframe if the material is animated
2353 if (t->numskinframes >= 2)
2354 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2356 t->currentmaterialflags = t->basematerialflags;
2357 t->currentalpha = ent->alpha;
2358 if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
2359 t->currentalpha *= r_wateralpha.value;
2360 if (!(ent->flags & RENDER_LIGHT))
2361 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2362 if (ent->effects & EF_ADDITIVE)
2363 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2364 else if (t->currentalpha < 1)
2365 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2366 if (ent->effects & EF_NODEPTHTEST)
2367 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
2368 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2369 t->currenttexmatrix = r_waterscrollmatrix;
2371 t->currenttexmatrix = identitymatrix;
2373 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2374 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2375 t->glosstexture = r_texture_white;
2376 t->specularpower = 8;
2377 t->specularscale = 0;
2378 if (r_shadow_gloss.integer > 0)
2380 if (t->currentskinframe->gloss)
2382 if (r_shadow_glossintensity.value > 0)
2384 t->glosstexture = t->currentskinframe->gloss;
2385 t->specularscale = r_shadow_glossintensity.value;
2388 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2389 t->specularscale = r_shadow_gloss2intensity.value;
2392 t->currentnumlayers = 0;
2393 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2395 if (gl_lightmaps.integer)
2396 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2397 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2399 int blendfunc1, blendfunc2, depthmask;
2400 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2402 blendfunc1 = GL_SRC_ALPHA;
2403 blendfunc2 = GL_ONE;
2405 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2407 blendfunc1 = GL_SRC_ALPHA;
2408 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2410 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2412 blendfunc1 = t->customblendfunc[0];
2413 blendfunc2 = t->customblendfunc[1];
2417 blendfunc1 = GL_ONE;
2418 blendfunc2 = GL_ZERO;
2420 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2421 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2423 rtexture_t *currentbasetexture;
2425 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2426 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2427 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2428 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2430 // fullbright is not affected by r_refdef.lightmapintensity
2431 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2432 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2434 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2435 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2441 // q3bsp has no lightmap updates, so the lightstylevalue that
2442 // would normally be baked into the lightmap must be
2443 // applied to the color
2444 if (ent->model->type == mod_brushq3)
2445 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2446 colorscale *= r_refdef.lightmapintensity;
2447 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2448 if (r_ambient.value >= (1.0f/64.0f))
2449 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2450 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2452 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2453 if (r_ambient.value >= (1.0f/64.0f))
2454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2456 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2458 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2459 if (r_ambient.value >= (1.0f/64.0f))
2460 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2463 if (t->currentskinframe->glow != NULL)
2464 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2465 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2467 // if this is opaque use alpha blend which will darken the earlier
2470 // if this is an alpha blended material, all the earlier passes
2471 // were darkened by fog already, so we only need to add the fog
2472 // color ontop through the fog mask texture
2474 // if this is an additive blended material, all the earlier passes
2475 // were darkened by fog already, and we should not add fog color
2476 // (because the background was not darkened, there is no fog color
2477 // that was lost behind it).
2478 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2485 void R_UpdateAllTextureInfo(entity_render_t *ent)
2489 for (i = 0;i < ent->model->num_textures;i++)
2490 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2493 int rsurface_array_size = 0;
2494 float *rsurface_array_modelvertex3f = NULL;
2495 float *rsurface_array_modelsvector3f = NULL;
2496 float *rsurface_array_modeltvector3f = NULL;
2497 float *rsurface_array_modelnormal3f = NULL;
2498 float *rsurface_array_deformedvertex3f = NULL;
2499 float *rsurface_array_deformedsvector3f = NULL;
2500 float *rsurface_array_deformedtvector3f = NULL;
2501 float *rsurface_array_deformednormal3f = NULL;
2502 float *rsurface_array_color4f = NULL;
2503 float *rsurface_array_texcoord3f = NULL;
2505 void R_Mesh_ResizeArrays(int newvertices)
2508 if (rsurface_array_size >= newvertices)
2510 if (rsurface_array_modelvertex3f)
2511 Mem_Free(rsurface_array_modelvertex3f);
2512 rsurface_array_size = (newvertices + 1023) & ~1023;
2513 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2514 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2515 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2516 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2517 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2518 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2519 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2520 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2521 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2522 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2523 rsurface_array_color4f = base + rsurface_array_size * 27;
2526 float *rsurface_modelvertex3f;
2527 float *rsurface_modelsvector3f;
2528 float *rsurface_modeltvector3f;
2529 float *rsurface_modelnormal3f;
2530 float *rsurface_vertex3f;
2531 float *rsurface_svector3f;
2532 float *rsurface_tvector3f;
2533 float *rsurface_normal3f;
2534 float *rsurface_lightmapcolor4f;
2535 vec3_t rsurface_modelorg;
2536 qboolean rsurface_generatedvertex;
2537 const entity_render_t *rsurface_entity;
2538 const model_t *rsurface_model;
2539 texture_t *rsurface_texture;
2540 rtexture_t *rsurface_lightmaptexture;
2541 rsurfmode_t rsurface_mode;
2542 texture_t *rsurface_glsl_texture;
2543 qboolean rsurface_glsl_uselightmap;
2545 void RSurf_CleanUp(void)
2548 if (rsurface_mode == RSURFMODE_GLSL)
2550 qglUseProgramObjectARB(0);CHECKGLERROR
2552 GL_AlphaTest(false);
2553 rsurface_mode = RSURFMODE_NONE;
2554 rsurface_lightmaptexture = NULL;
2555 rsurface_texture = NULL;
2556 rsurface_glsl_texture = NULL;
2557 rsurface_glsl_uselightmap = false;
2560 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2563 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2564 rsurface_entity = ent;
2565 rsurface_model = ent->model;
2566 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2567 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2568 R_Mesh_Matrix(&ent->matrix);
2569 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2570 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2574 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2575 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2576 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2577 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2578 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2580 else if (wantnormals)
2582 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2583 rsurface_modelsvector3f = NULL;
2584 rsurface_modeltvector3f = NULL;
2585 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2586 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2590 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2591 rsurface_modelsvector3f = NULL;
2592 rsurface_modeltvector3f = NULL;
2593 rsurface_modelnormal3f = NULL;
2594 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2596 rsurface_generatedvertex = true;
2600 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2601 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2602 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2603 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2604 rsurface_generatedvertex = false;
2606 rsurface_vertex3f = rsurface_modelvertex3f;
2607 rsurface_svector3f = rsurface_modelsvector3f;
2608 rsurface_tvector3f = rsurface_modeltvector3f;
2609 rsurface_normal3f = rsurface_modelnormal3f;
2612 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2614 // 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
2615 if (rsurface_generatedvertex)
2617 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2618 generatetangents = true;
2619 if (generatetangents)
2620 generatenormals = true;
2621 if (generatenormals && !rsurface_modelnormal3f)
2623 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2624 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2626 if (generatetangents && !rsurface_modelsvector3f)
2628 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2629 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2630 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2633 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2634 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2636 int texturesurfaceindex;
2637 float center[3], forward[3], right[3], up[3], v[4][3];
2638 matrix4x4_t matrix1, imatrix1;
2639 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2640 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2641 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2642 // make deformed versions of only the model vertices used by the specified surfaces
2643 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2646 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2647 // a single autosprite surface can contain multiple sprites...
2648 for (j = 0;j < surface->num_vertices - 3;j += 4)
2650 VectorClear(center);
2651 for (i = 0;i < 4;i++)
2652 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2653 VectorScale(center, 0.25f, center);
2654 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2656 forward[0] = rsurface_modelorg[0] - center[0];
2657 forward[1] = rsurface_modelorg[1] - center[1];
2659 VectorNormalize(forward);
2660 right[0] = forward[1];
2661 right[1] = -forward[0];
2663 VectorSet(up, 0, 0, 1);
2665 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2666 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2667 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2668 for (i = 0;i < 4;i++)
2669 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2670 for (i = 0;i < 4;i++)
2671 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2673 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2674 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2676 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2677 rsurface_svector3f = rsurface_array_deformedsvector3f;
2678 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2679 rsurface_normal3f = rsurface_array_deformednormal3f;
2683 rsurface_vertex3f = rsurface_modelvertex3f;
2684 rsurface_svector3f = rsurface_modelsvector3f;
2685 rsurface_tvector3f = rsurface_modeltvector3f;
2686 rsurface_normal3f = rsurface_modelnormal3f;
2688 R_Mesh_VertexPointer(rsurface_vertex3f);
2691 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2693 int texturesurfaceindex;
2694 const msurface_t *surface = texturesurfacelist[0];
2695 int firstvertex = surface->num_firstvertex;
2696 int endvertex = surface->num_firstvertex + surface->num_vertices;
2697 if (texturenumsurfaces == 1)
2699 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2700 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2702 else if (r_batchmode.integer == 2)
2704 #define MAXBATCHTRIANGLES 4096
2705 int batchtriangles = 0;
2706 int batchelements[MAXBATCHTRIANGLES*3];
2707 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2709 surface = texturesurfacelist[texturesurfaceindex];
2710 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2712 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2715 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2717 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2719 firstvertex = surface->num_firstvertex;
2720 endvertex = surface->num_firstvertex + surface->num_vertices;
2724 firstvertex = min(firstvertex, surface->num_firstvertex);
2725 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2727 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2728 batchtriangles += surface->num_triangles;
2731 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2733 else if (r_batchmode.integer == 1)
2735 int firsttriangle = 0;
2736 int endtriangle = -1;
2737 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2739 surface = texturesurfacelist[texturesurfaceindex];
2740 if (surface->num_firsttriangle != endtriangle)
2742 if (endtriangle > firsttriangle)
2744 GL_LockArrays(firstvertex, endvertex - firstvertex);
2745 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2747 firstvertex = surface->num_firstvertex;
2748 endvertex = surface->num_firstvertex + surface->num_vertices;
2749 firsttriangle = surface->num_firsttriangle;
2753 firstvertex = min(firstvertex, surface->num_firstvertex);
2754 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2756 endtriangle = surface->num_firsttriangle + surface->num_triangles;
2758 if (endtriangle > firsttriangle)
2760 GL_LockArrays(firstvertex, endvertex - firstvertex);
2761 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2768 surface = texturesurfacelist[texturesurfaceindex];
2769 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2770 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2775 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2777 int texturesurfaceindex;
2778 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2780 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2781 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2782 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
2783 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2784 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2788 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2790 int texturesurfaceindex;
2798 vec3_t ambientcolor;
2799 vec3_t diffusecolor;
2801 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2802 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2803 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2804 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2805 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2806 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2807 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2808 if (VectorLength2(diffusecolor) > 0)
2810 // generate color arrays for the surfaces in this list
2811 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2813 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2814 int numverts = surface->num_vertices;
2815 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2816 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2817 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2818 // q3-style directional shading
2819 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2821 if ((f = DotProduct(c2, lightdir)) > 0)
2822 VectorMA(ambientcolor, f, diffusecolor, c);
2824 VectorCopy(ambientcolor, c);
2833 rsurface_lightmapcolor4f = rsurface_array_color4f;
2837 r = ambientcolor[0];
2838 g = ambientcolor[1];
2839 b = ambientcolor[2];
2840 rsurface_lightmapcolor4f = NULL;
2843 else if (lightmode >= 1 || !rsurface_lightmaptexture)
2845 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2847 // generate color arrays for the surfaces in this list
2848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2851 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2853 if (surface->lightmapinfo->samples)
2855 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2856 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2857 VectorScale(lm, scale, c);
2858 if (surface->lightmapinfo->styles[1] != 255)
2860 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2862 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2863 VectorMA(c, scale, lm, c);
2864 if (surface->lightmapinfo->styles[2] != 255)
2867 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2868 VectorMA(c, scale, lm, c);
2869 if (surface->lightmapinfo->styles[3] != 255)
2872 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2873 VectorMA(c, scale, lm, c);
2883 rsurface_lightmapcolor4f = rsurface_array_color4f;
2886 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2891 rsurface_lightmapcolor4f = NULL;
2895 if (rsurface_lightmapcolor4f)
2897 // generate color arrays for the surfaces in this list
2898 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2900 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2901 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)
2903 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2913 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2915 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2916 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)
2918 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2926 rsurface_lightmapcolor4f = rsurface_array_color4f;
2928 if (applycolor && rsurface_lightmapcolor4f)
2930 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2932 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2933 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)
2941 rsurface_lightmapcolor4f = rsurface_array_color4f;
2943 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2944 GL_Color(r, g, b, a);
2945 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2948 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2950 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2952 rsurface_mode = RSURFMODE_SHOWSURFACES;
2954 GL_BlendFunc(GL_ONE, GL_ZERO);
2955 R_Mesh_ColorPointer(NULL);
2956 R_Mesh_ResetTextureState();
2958 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2959 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2962 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2964 // transparent sky would be ridiculous
2965 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2967 if (rsurface_mode != RSURFMODE_SKY)
2969 if (rsurface_mode == RSURFMODE_GLSL)
2971 qglUseProgramObjectARB(0);CHECKGLERROR
2973 rsurface_mode = RSURFMODE_SKY;
2977 skyrendernow = false;
2979 // restore entity matrix
2980 R_Mesh_Matrix(&rsurface_entity->matrix);
2983 // LordHavoc: HalfLife maps have freaky skypolys so don't use
2984 // skymasking on them, and Quake3 never did sky masking (unlike
2985 // software Quake and software Quake2), so disable the sky masking
2986 // in Quake3 maps as it causes problems with q3map2 sky tricks,
2987 // and skymasking also looks very bad when noclipping outside the
2988 // level, so don't use it then either.
2989 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2991 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2992 R_Mesh_ColorPointer(NULL);
2993 R_Mesh_ResetTextureState();
2994 if (skyrendermasked)
2996 // depth-only (masking)
2997 GL_ColorMask(0,0,0,0);
2998 // just to make sure that braindead drivers don't draw
2999 // anything despite that colormask...
3000 GL_BlendFunc(GL_ZERO, GL_ONE);
3005 GL_BlendFunc(GL_ONE, GL_ZERO);
3007 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3008 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3009 if (skyrendermasked)
3010 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3014 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3017 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3018 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3019 if (rsurface_mode != RSURFMODE_GLSL)
3021 rsurface_mode = RSURFMODE_GLSL;
3022 rsurface_glsl_texture = NULL;
3023 rsurface_glsl_uselightmap = false;
3024 R_Mesh_ResetTextureState();
3026 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3028 rsurface_glsl_texture = rsurface_texture;
3029 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3030 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3031 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3032 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3033 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3034 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3035 //if (r_glsl_deluxemapping.integer)
3036 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3037 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3038 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3039 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3041 if (!r_glsl_permutation)
3043 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3044 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3045 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3046 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3047 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3049 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3050 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3051 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3052 R_Mesh_ColorPointer(NULL);
3054 else if (rsurface_lightmaptexture)
3056 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3057 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3058 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3059 R_Mesh_ColorPointer(NULL);
3063 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3064 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3065 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3066 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3068 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3071 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3073 // OpenGL 1.3 path - anything not completely ancient
3074 int texturesurfaceindex;
3076 qboolean applycolor;
3080 const texturelayer_t *layer;
3082 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3083 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3084 if (rsurface_mode != RSURFMODE_MULTIPASS)
3085 rsurface_mode = RSURFMODE_MULTIPASS;
3086 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3087 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3090 int layertexrgbscale;
3091 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3093 if (layerindex == 0)
3097 GL_AlphaTest(false);
3098 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3101 GL_DepthMask(layer->depthmask);
3102 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3103 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3105 layertexrgbscale = 4;
3106 VectorScale(layer->color, 0.25f, layercolor);
3108 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3110 layertexrgbscale = 2;
3111 VectorScale(layer->color, 0.5f, layercolor);
3115 layertexrgbscale = 1;
3116 VectorScale(layer->color, 1.0f, layercolor);
3118 layercolor[3] = layer->color[3];
3119 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3120 R_Mesh_ColorPointer(NULL);
3121 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3122 switch (layer->type)
3124 case TEXTURELAYERTYPE_LITTEXTURE:
3125 memset(&m, 0, sizeof(m));
3126 if (lightmode >= 1 || !rsurface_lightmaptexture)
3127 m.tex[0] = R_GetTexture(r_texture_white);
3129 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3130 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3131 m.tex[1] = R_GetTexture(layer->texture);
3132 m.texmatrix[1] = layer->texmatrix;
3133 m.texrgbscale[1] = layertexrgbscale;
3134 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3135 R_Mesh_TextureState(&m);
3136 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3138 case TEXTURELAYERTYPE_TEXTURE:
3139 memset(&m, 0, sizeof(m));
3140 m.tex[0] = R_GetTexture(layer->texture);
3141 m.texmatrix[0] = layer->texmatrix;
3142 m.texrgbscale[0] = layertexrgbscale;
3143 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3144 R_Mesh_TextureState(&m);
3145 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3147 case TEXTURELAYERTYPE_FOG:
3148 memset(&m, 0, sizeof(m));
3149 m.texrgbscale[0] = layertexrgbscale;
3152 m.tex[0] = R_GetTexture(layer->texture);
3153 m.texmatrix[0] = layer->texmatrix;
3154 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3156 R_Mesh_TextureState(&m);
3157 // generate a color array for the fog pass
3158 R_Mesh_ColorPointer(rsurface_array_color4f);
3159 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3163 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3164 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)
3166 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3167 c[0] = layercolor[0];
3168 c[1] = layercolor[1];
3169 c[2] = layercolor[2];
3170 c[3] = f * layercolor[3];
3173 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3176 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3178 GL_LockArrays(0, 0);
3181 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3183 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3184 GL_AlphaTest(false);
3188 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3190 // OpenGL 1.1 - crusty old voodoo path
3191 int texturesurfaceindex;
3196 const texturelayer_t *layer;
3198 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3199 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3200 if (rsurface_mode != RSURFMODE_MULTIPASS)
3201 rsurface_mode = RSURFMODE_MULTIPASS;
3202 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3203 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3205 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3207 if (layerindex == 0)
3211 GL_AlphaTest(false);
3212 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3215 GL_DepthMask(layer->depthmask);
3216 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3217 R_Mesh_ColorPointer(NULL);
3218 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3219 switch (layer->type)
3221 case TEXTURELAYERTYPE_LITTEXTURE:
3222 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3224 // two-pass lit texture with 2x rgbscale
3225 // first the lightmap pass
3226 memset(&m, 0, sizeof(m));
3227 if (lightmode >= 1 || !rsurface_lightmaptexture)
3228 m.tex[0] = R_GetTexture(r_texture_white);
3230 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3231 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3232 R_Mesh_TextureState(&m);
3233 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3234 GL_LockArrays(0, 0);
3235 // then apply the texture to it
3236 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3237 memset(&m, 0, sizeof(m));
3238 m.tex[0] = R_GetTexture(layer->texture);
3239 m.texmatrix[0] = layer->texmatrix;
3240 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3241 R_Mesh_TextureState(&m);
3242 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
3246 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3247 memset(&m, 0, sizeof(m));
3248 m.tex[0] = R_GetTexture(layer->texture);
3249 m.texmatrix[0] = layer->texmatrix;
3250 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3251 R_Mesh_TextureState(&m);
3252 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3255 case TEXTURELAYERTYPE_TEXTURE:
3256 // singletexture unlit texture with transparency support
3257 memset(&m, 0, sizeof(m));
3258 m.tex[0] = R_GetTexture(layer->texture);
3259 m.texmatrix[0] = layer->texmatrix;
3260 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3261 R_Mesh_TextureState(&m);
3262 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3264 case TEXTURELAYERTYPE_FOG:
3265 // singletexture fogging
3266 R_Mesh_ColorPointer(rsurface_array_color4f);
3269 memset(&m, 0, sizeof(m));
3270 m.tex[0] = R_GetTexture(layer->texture);
3271 m.texmatrix[0] = layer->texmatrix;
3272 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3273 R_Mesh_TextureState(&m);
3276 R_Mesh_ResetTextureState();
3277 // generate a color array for the fog pass
3278 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3282 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3283 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)
3285 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3286 c[0] = layer->color[0];
3287 c[1] = layer->color[1];
3288 c[2] = layer->color[2];
3289 c[3] = f * layer->color[3];
3292 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3295 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3297 GL_LockArrays(0, 0);
3300 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3302 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3303 GL_AlphaTest(false);
3307 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3309 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3311 r_shadow_rtlight = NULL;
3312 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3314 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3315 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3316 if (r_showsurfaces.integer)
3317 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3318 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3319 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3320 else if (rsurface_texture->currentnumlayers)
3322 if (r_glsl.integer && gl_support_fragment_shader)
3323 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3324 else if (gl_combine.integer && r_textureunits.integer >= 2)
3325 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3327 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3330 GL_LockArrays(0, 0);
3333 #define BATCHSIZE 256
3334 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3336 int surfacelistindex;
3339 msurface_t *texturesurfacelist[BATCHSIZE];
3340 // if the model is static it doesn't matter what value we give for
3341 // wantnormals and wanttangents, so this logic uses only rules applicable
3342 // to a model, knowing that they are meaningless otherwise
3343 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3344 RSurf_ActiveEntity(ent, false, false);
3346 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3349 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3351 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3353 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3356 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3357 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3359 t = surface->texture;
3360 rsurface_lightmaptexture = surface->lightmaptexture;
3361 R_UpdateTextureInfo(ent, t);
3362 rsurface_texture = t->currentframe;
3365 texturesurfacelist[batchcount++] = surface;
3368 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3369 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3373 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3375 int texturesurfaceindex;
3376 vec3_t tempcenter, center;
3377 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3379 // drawing sky transparently would be too difficult
3380 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3382 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3384 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3385 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3386 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3387 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3388 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3389 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3394 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3397 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3398 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3400 int i, j, f, flagsmask;
3401 int counttriangles = 0;
3403 model_t *model = ent->model;
3404 const int maxsurfacelist = 1024;
3405 int numsurfacelist = 0;
3406 msurface_t *surfacelist[1024];
3410 // if the model is static it doesn't matter what value we give for
3411 // wantnormals and wanttangents, so this logic uses only rules applicable
3412 // to a model, knowing that they are meaningless otherwise
3413 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3414 RSurf_ActiveEntity(ent, false, false);
3416 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3418 // update light styles
3419 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3421 msurface_t *surface, **surfacechain;
3422 for (i = 0;i < model->brushq1.light_styles;i++)
3424 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3426 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3427 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3428 for (;(surface = *surfacechain);surfacechain++)
3429 surface->cached_dlight = true;
3434 R_UpdateAllTextureInfo(ent);
3435 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3438 rsurface_lightmaptexture = NULL;
3439 rsurface_texture = NULL;
3441 if (ent == r_refdef.worldentity)
3443 msurface_t *surface;
3444 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3446 if (!r_viewcache.world_surfacevisible[j])
3448 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3452 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3455 t = surface->texture;
3456 rsurface_lightmaptexture = surface->lightmaptexture;
3457 rsurface_texture = t->currentframe;
3458 f = rsurface_texture->currentmaterialflags & flagsmask;
3460 if (f && surface->num_triangles)
3462 // if lightmap parameters changed, rebuild lightmap texture
3463 if (surface->cached_dlight)
3464 R_BuildLightMap(ent, surface);
3465 // add face to draw list
3466 surfacelist[numsurfacelist++] = surface;
3467 counttriangles += surface->num_triangles;
3468 if (numsurfacelist >= maxsurfacelist)
3470 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3478 msurface_t *surface;
3479 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3481 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3485 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3488 t = surface->texture;
3489 rsurface_lightmaptexture = surface->lightmaptexture;
3490 rsurface_texture = t->currentframe;
3491 f = rsurface_texture->currentmaterialflags & flagsmask;
3493 if (f && surface->num_triangles)
3495 // if lightmap parameters changed, rebuild lightmap texture
3496 if (surface->cached_dlight)
3497 R_BuildLightMap(ent, surface);
3498 // add face to draw list
3499 surfacelist[numsurfacelist++] = surface;
3500 counttriangles += surface->num_triangles;
3501 if (numsurfacelist >= maxsurfacelist)
3503 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3510 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3511 r_refdef.stats.entities_triangles += counttriangles;
3514 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3517 const msurface_t *surface;
3520 R_Mesh_Matrix(&ent->matrix);
3521 R_Mesh_ColorPointer(NULL);
3522 R_Mesh_ResetTextureState();
3523 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3524 GL_DepthMask(false);
3525 GL_DepthTest(!r_showdisabledepthtest.integer);
3526 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3527 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3528 if (brush->colbrushf && brush->colbrushf->numtriangles)
3529 R_DrawCollisionBrush(brush->colbrushf);
3530 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3531 if (surface->num_collisiontriangles)
3532 R_DrawCollisionSurface(ent, surface);
3533 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3536 if (r_showtris.integer || r_shownormals.integer)
3539 msurface_t *surface;
3540 const int *elements;
3545 if (r_showdisabledepthtest.integer)
3547 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3549 GL_BlendFunc(GL_ONE, GL_ZERO);
3550 R_Mesh_ColorPointer(NULL);
3551 R_Mesh_ResetTextureState();
3552 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3554 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3556 rsurface_texture = surface->texture->currentframe;
3557 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3559 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3560 if (r_showtris.integer)
3562 if (!rsurface_texture->currentlayers->depthmask)
3563 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3564 else if (ent == r_refdef.worldentity)
3565 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3567 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3568 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3571 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3573 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3574 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3575 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3580 if (r_shownormals.integer)
3582 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3584 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3586 VectorCopy(rsurface_vertex3f + l * 3, v);
3587 qglVertex3f(v[0], v[1], v[2]);
3588 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3589 qglVertex3f(v[0], v[1], v[2]);
3593 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3595 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3597 VectorCopy(rsurface_vertex3f + l * 3, v);
3598 qglVertex3f(v[0], v[1], v[2]);
3599 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3600 qglVertex3f(v[0], v[1], v[2]);
3604 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3606 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3608 VectorCopy(rsurface_vertex3f + l * 3, v);
3609 qglVertex3f(v[0], v[1], v[2]);
3610 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3611 qglVertex3f(v[0], v[1], v[2]);
3618 rsurface_texture = NULL;
3619 if (r_showdisabledepthtest.integer)
3621 qglDepthFunc(GL_LEQUAL);CHECKGLERROR