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->skin.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->skin.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->skin.pants));
881 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.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->skin.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->skin.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->skin.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));
1178 // no worldmodel or it can't check visibility
1179 for (i = 0;i < r_refdef.numentities;i++)
1181 ent = r_refdef.entities[i];
1182 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST);
1187 // only used if skyrendermasked, and normally returns false
1188 int R_DrawBrushModelsSky (void)
1191 entity_render_t *ent;
1193 if (!r_drawentities.integer)
1197 for (i = 0;i < r_refdef.numentities;i++)
1199 if (!r_viewcache.entityvisible[i])
1201 ent = r_refdef.entities[i];
1202 if (!ent->model || !ent->model->DrawSky)
1204 ent->model->DrawSky(ent);
1210 void R_DrawNoModel(entity_render_t *ent);
1211 void R_DrawModels(void)
1214 entity_render_t *ent;
1216 if (!r_drawentities.integer)
1219 for (i = 0;i < r_refdef.numentities;i++)
1221 if (!r_viewcache.entityvisible[i])
1223 ent = r_refdef.entities[i];
1224 r_refdef.stats.entities++;
1225 if (ent->model && ent->model->Draw != NULL)
1226 ent->model->Draw(ent);
1232 static void R_View_SetFrustum(void)
1234 // break apart the view matrix into vectors for various purposes
1235 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1236 VectorNegate(r_view.left, r_view.right);
1239 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1240 r_view.frustum[0].normal[1] = 0 - 0;
1241 r_view.frustum[0].normal[2] = -1 - 0;
1242 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1243 r_view.frustum[1].normal[1] = 0 + 0;
1244 r_view.frustum[1].normal[2] = -1 + 0;
1245 r_view.frustum[2].normal[0] = 0 - 0;
1246 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1247 r_view.frustum[2].normal[2] = -1 - 0;
1248 r_view.frustum[3].normal[0] = 0 + 0;
1249 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1250 r_view.frustum[3].normal[2] = -1 + 0;
1254 zNear = r_refdef.nearclip;
1255 nudge = 1.0 - 1.0 / (1<<23);
1256 r_view.frustum[4].normal[0] = 0 - 0;
1257 r_view.frustum[4].normal[1] = 0 - 0;
1258 r_view.frustum[4].normal[2] = -1 - -nudge;
1259 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1260 r_view.frustum[5].normal[0] = 0 + 0;
1261 r_view.frustum[5].normal[1] = 0 + 0;
1262 r_view.frustum[5].normal[2] = -1 + -nudge;
1263 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1269 r_view.frustum[0].normal[0] = m[3] - m[0];
1270 r_view.frustum[0].normal[1] = m[7] - m[4];
1271 r_view.frustum[0].normal[2] = m[11] - m[8];
1272 r_view.frustum[0].dist = m[15] - m[12];
1274 r_view.frustum[1].normal[0] = m[3] + m[0];
1275 r_view.frustum[1].normal[1] = m[7] + m[4];
1276 r_view.frustum[1].normal[2] = m[11] + m[8];
1277 r_view.frustum[1].dist = m[15] + m[12];
1279 r_view.frustum[2].normal[0] = m[3] - m[1];
1280 r_view.frustum[2].normal[1] = m[7] - m[5];
1281 r_view.frustum[2].normal[2] = m[11] - m[9];
1282 r_view.frustum[2].dist = m[15] - m[13];
1284 r_view.frustum[3].normal[0] = m[3] + m[1];
1285 r_view.frustum[3].normal[1] = m[7] + m[5];
1286 r_view.frustum[3].normal[2] = m[11] + m[9];
1287 r_view.frustum[3].dist = m[15] + m[13];
1289 r_view.frustum[4].normal[0] = m[3] - m[2];
1290 r_view.frustum[4].normal[1] = m[7] - m[6];
1291 r_view.frustum[4].normal[2] = m[11] - m[10];
1292 r_view.frustum[4].dist = m[15] - m[14];
1294 r_view.frustum[5].normal[0] = m[3] + m[2];
1295 r_view.frustum[5].normal[1] = m[7] + m[6];
1296 r_view.frustum[5].normal[2] = m[11] + m[10];
1297 r_view.frustum[5].dist = m[15] + m[14];
1302 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1303 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1304 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1305 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1306 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1307 VectorNormalize(r_view.frustum[0].normal);
1308 VectorNormalize(r_view.frustum[1].normal);
1309 VectorNormalize(r_view.frustum[2].normal);
1310 VectorNormalize(r_view.frustum[3].normal);
1311 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1312 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1313 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1314 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1315 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1316 PlaneClassify(&r_view.frustum[0]);
1317 PlaneClassify(&r_view.frustum[1]);
1318 PlaneClassify(&r_view.frustum[2]);
1319 PlaneClassify(&r_view.frustum[3]);
1320 PlaneClassify(&r_view.frustum[4]);
1322 // LordHavoc: note to all quake engine coders, Quake had a special case
1323 // for 90 degrees which assumed a square view (wrong), so I removed it,
1324 // Quake2 has it disabled as well.
1326 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1327 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1328 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1329 //PlaneClassify(&frustum[0]);
1331 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1332 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1333 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1334 //PlaneClassify(&frustum[1]);
1336 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1337 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1338 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1339 //PlaneClassify(&frustum[2]);
1341 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1342 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1343 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1344 //PlaneClassify(&frustum[3]);
1347 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1348 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1349 //PlaneClassify(&frustum[4]);
1352 void R_View_Update(void)
1354 R_View_SetFrustum();
1355 R_View_WorldVisibility();
1356 R_View_UpdateEntityVisible();
1359 void R_ResetViewRendering(void)
1361 if (gl_support_fragment_shader)
1363 qglUseProgramObjectARB(0);CHECKGLERROR
1366 // GL is weird because it's bottom to top, r_view.y is top to bottom
1367 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1368 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1369 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1370 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1371 GL_ScissorTest(true);
1374 R_Mesh_Matrix(&identitymatrix);
1375 R_Mesh_ResetTextureState();
1378 void R_RenderScene(void);
1380 void R_Bloom_MakeTexture(qboolean darken)
1382 int screenwidth, screenheight;
1383 int screentexturewidth, screentextureheight;
1384 int bloomtexturewidth, bloomtextureheight;
1385 int bloomwidth, bloomheight, x, range;
1386 float xoffset, yoffset, r;
1388 float texcoord2f[3][8];
1390 // set bloomwidth and bloomheight to the bloom resolution that will be
1391 // used (often less than the screen resolution for faster rendering)
1392 bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1393 bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1395 // set the (poorly named) screenwidth and screenheight variables to
1396 // a power of 2 at least as large as the screen, these will define the
1397 // size of the texture to allocate
1398 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1399 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1401 r_refdef.stats.bloom++;
1403 // allocate textures as needed
1404 // TODO: reallocate these when size settings change
1405 if (!r_bloom_texture_screen)
1406 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1407 if (!r_bloom_texture_bloom)
1408 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1410 screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1411 screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1412 bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1413 bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1415 // vertex coordinates for a quad that covers the screen exactly
1416 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1417 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1418 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1419 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1421 // set up a texcoord array for the full resolution screen image
1422 // (we have to keep this around to copy back during final render)
1423 texcoord2f[0][0] = 0;
1424 texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1425 texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1426 texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1427 texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1428 texcoord2f[0][5] = 0;
1429 texcoord2f[0][6] = 0;
1430 texcoord2f[0][7] = 0;
1432 // set up a texcoord array for the reduced resolution bloom image
1433 // (which will be additive blended over the screen image)
1434 texcoord2f[1][0] = 0;
1435 texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1436 texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1437 texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1438 texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1439 texcoord2f[1][5] = 0;
1440 texcoord2f[1][6] = 0;
1441 texcoord2f[1][7] = 0;
1443 R_ResetViewRendering();
1444 GL_DepthTest(false);
1445 R_Mesh_VertexPointer(vertex3f);
1446 R_Mesh_ColorPointer(NULL);
1448 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1449 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1451 // copy view into the screen texture
1452 GL_ActiveTexture(0);
1454 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
1455 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1457 // now scale it down to the bloom texture size
1459 qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1460 GL_BlendFunc(GL_ONE, GL_ZERO);
1461 GL_Color(1, 1, 1, 1);
1462 // TODO: optimize with multitexture or GLSL
1463 R_Mesh_Draw(0, 4, 2, polygonelements);
1464 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1468 // raise to a power of itself to darken it (this leaves the really
1469 // bright stuff bright, and everything else becomes very dark)
1470 // render multiple times with a multiply blendfunc to raise to a power
1471 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1472 for (x = 1;x < r_bloom_power.integer;x++)
1474 R_Mesh_Draw(0, 4, 2, polygonelements);
1475 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1479 // we now have a darkened bloom image in the framebuffer
1480 // copy it into the bloom image texture for more processing
1481 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1482 R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1483 GL_ActiveTexture(0);
1485 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1486 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1488 // blend on at multiple vertical offsets to achieve a vertical blur
1489 // TODO: do offset blends using GLSL
1490 range = r_bloom_blur.integer * bloomwidth / 320;
1491 GL_BlendFunc(GL_ONE, GL_ZERO);
1492 for (x = -range;x <= range;x++)
1494 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1495 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1496 // compute a texcoord array with the specified x and y offset
1497 texcoord2f[2][0] = xoffset+0;
1498 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1499 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1500 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1501 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1502 texcoord2f[2][5] = yoffset+0;
1503 texcoord2f[2][6] = xoffset+0;
1504 texcoord2f[2][7] = yoffset+0;
1505 // this r value looks like a 'dot' particle, fading sharply to
1506 // black at the edges
1507 // (probably not realistic but looks good enough)
1508 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1511 GL_Color(r, r, r, 1);
1512 R_Mesh_Draw(0, 4, 2, polygonelements);
1513 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1514 GL_BlendFunc(GL_ONE, GL_ONE);
1517 // copy the vertically blurred bloom view to a texture
1518 GL_ActiveTexture(0);
1520 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1521 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1523 // blend the vertically blurred image at multiple offsets horizontally
1524 // to finish the blur effect
1525 // TODO: do offset blends using GLSL
1526 range = r_bloom_blur.integer * bloomwidth / 320;
1527 GL_BlendFunc(GL_ONE, GL_ZERO);
1528 for (x = -range;x <= range;x++)
1530 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1531 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1532 // compute a texcoord array with the specified x and y offset
1533 texcoord2f[2][0] = xoffset+0;
1534 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1535 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1536 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1537 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1538 texcoord2f[2][5] = yoffset+0;
1539 texcoord2f[2][6] = xoffset+0;
1540 texcoord2f[2][7] = yoffset+0;
1541 // this r value looks like a 'dot' particle, fading sharply to
1542 // black at the edges
1543 // (probably not realistic but looks good enough)
1544 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1547 GL_Color(r, r, r, 1);
1548 R_Mesh_Draw(0, 4, 2, polygonelements);
1549 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1550 GL_BlendFunc(GL_ONE, GL_ONE);
1553 // copy the blurred bloom view to a texture
1554 GL_ActiveTexture(0);
1556 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1557 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1560 void R_HDR_RenderBloomTexture(void)
1562 int oldwidth, oldheight;
1564 oldwidth = r_view.width;
1565 oldheight = r_view.height;
1566 r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1567 r_view.height = r_view.width * oldheight / oldwidth;
1569 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1570 // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1571 // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1572 // TODO: add exposure compensation features
1574 r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1577 R_ResetViewRendering();
1579 R_Bloom_MakeTexture(false);
1582 if (r_timereport_active)
1583 R_TimeReport("clear");
1585 // restore the view settings
1586 r_view.width = oldwidth;
1587 r_view.height = oldheight;
1589 // go back to full view area
1590 R_ResetViewRendering();
1593 static void R_BlendView(void)
1595 int screenwidth, screenheight;
1596 int bloomwidth, bloomheight;
1601 float texcoord2f[3][8];
1603 // set the (poorly named) screenwidth and screenheight variables to
1604 // a power of 2 at least as large as the screen, these will define the
1605 // size of the texture to allocate
1606 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1607 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1609 doblend = r_refdef.viewblend[3] >= 0.01f;
1610 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;
1611 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;
1613 if (!dobloom && !dohdr && !doblend)
1616 // vertex coordinates for a quad that covers the screen exactly
1617 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1618 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1619 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1620 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1622 // set bloomwidth and bloomheight to the bloom resolution that will be
1623 // used (often less than the screen resolution for faster rendering)
1624 bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1625 bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1626 // set up a texcoord array for the full resolution screen image
1627 // (we have to keep this around to copy back during final render)
1628 texcoord2f[0][0] = 0;
1629 texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1630 texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1631 texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1632 texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1633 texcoord2f[0][5] = 0;
1634 texcoord2f[0][6] = 0;
1635 texcoord2f[0][7] = 0;
1636 // set up a texcoord array for the reduced resolution bloom image
1637 // (which will be additive blended over the screen image)
1638 texcoord2f[1][0] = 0;
1639 texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1640 texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1641 texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1642 texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1643 texcoord2f[1][5] = 0;
1644 texcoord2f[1][6] = 0;
1645 texcoord2f[1][7] = 0;
1649 // render high dynamic range bloom effect
1650 // the bloom texture was made earlier this render, so we just need to
1651 // blend it onto the screen...
1652 R_ResetViewRendering();
1653 GL_DepthTest(false);
1654 R_Mesh_VertexPointer(vertex3f);
1655 R_Mesh_ColorPointer(NULL);
1656 GL_Color(1, 1, 1, 1);
1657 GL_BlendFunc(GL_ONE, GL_ONE);
1658 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1659 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1660 R_Mesh_Draw(0, 4, 2, polygonelements);
1661 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1665 // render simple bloom effect
1666 // make the bloom texture
1667 R_Bloom_MakeTexture(true);
1668 // put the original screen image back in place and blend the bloom
1670 R_ResetViewRendering();
1671 GL_DepthTest(false);
1672 R_Mesh_VertexPointer(vertex3f);
1673 R_Mesh_ColorPointer(NULL);
1674 GL_Color(1, 1, 1, 1);
1675 GL_BlendFunc(GL_ONE, GL_ZERO);
1676 // do both in one pass if possible
1677 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1678 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1679 if (r_textureunits.integer >= 2 && gl_combine.integer)
1681 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1682 R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1683 R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1687 R_Mesh_Draw(0, 4, 2, polygonelements);
1688 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1689 // now blend on the bloom texture
1690 GL_BlendFunc(GL_ONE, GL_ONE);
1691 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1692 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1694 R_Mesh_Draw(0, 4, 2, polygonelements);
1695 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1699 // apply a color tint to the whole view
1700 R_ResetViewRendering();
1701 GL_DepthTest(false);
1702 R_Mesh_VertexPointer(vertex3f);
1703 R_Mesh_ColorPointer(NULL);
1704 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1705 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1706 R_Mesh_Draw(0, 4, 2, polygonelements);
1710 void R_RenderScene(void);
1712 matrix4x4_t r_waterscrollmatrix;
1714 void R_UpdateVariables(void)
1720 r_refdef.farclip = 4096;
1721 if (r_refdef.worldmodel)
1722 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1723 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1725 r_refdef.polygonfactor = 0;
1726 r_refdef.polygonoffset = 0;
1727 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1728 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1730 r_refdef.rtworld = r_shadow_realtime_world.integer;
1731 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1732 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1733 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1734 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1735 if (r_showsurfaces.integer)
1737 r_refdef.rtworld = false;
1738 r_refdef.rtworldshadows = false;
1739 r_refdef.rtdlight = false;
1740 r_refdef.rtdlightshadows = false;
1741 r_refdef.lightmapintensity = 0;
1744 if (gamemode == GAME_NEHAHRA)
1746 if (gl_fogenable.integer)
1748 r_refdef.oldgl_fogenable = true;
1749 r_refdef.fog_density = gl_fogdensity.value;
1750 r_refdef.fog_red = gl_fogred.value;
1751 r_refdef.fog_green = gl_foggreen.value;
1752 r_refdef.fog_blue = gl_fogblue.value;
1754 else if (r_refdef.oldgl_fogenable)
1756 r_refdef.oldgl_fogenable = false;
1757 r_refdef.fog_density = 0;
1758 r_refdef.fog_red = 0;
1759 r_refdef.fog_green = 0;
1760 r_refdef.fog_blue = 0;
1763 if (r_refdef.fog_density)
1765 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
1766 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1767 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1769 if (r_refdef.fog_density)
1771 r_refdef.fogenabled = true;
1772 // this is the point where the fog reaches 0.9986 alpha, which we
1773 // consider a good enough cutoff point for the texture
1774 // (0.9986 * 256 == 255.6)
1775 r_refdef.fogrange = 400 / r_refdef.fog_density;
1776 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1777 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1778 // fog color was already set
1781 r_refdef.fogenabled = false;
1783 // update some cached entity properties...
1784 for (i = 0;i < r_refdef.numentities;i++)
1786 entity_render_t *ent = r_refdef.entities[i];
1787 R_UpdateEntityLighting(ent);
1796 void R_RenderView(void)
1798 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1799 return; //Host_Error ("R_RenderView: NULL worldmodel");
1802 GL_ScissorTest(true);
1804 if (r_timereport_active)
1805 R_TimeReport("setup");
1808 if (r_timereport_active)
1809 R_TimeReport("visibility");
1811 R_ResetViewRendering();
1814 if (r_timereport_active)
1815 R_TimeReport("clear");
1817 // this produces a bloom texture to be used in R_BlendView() later
1819 R_HDR_RenderBloomTexture();
1821 r_view.colorscale = r_hdr_scenebrightness.value;
1825 if (r_timereport_active)
1826 R_TimeReport("blendview");
1828 GL_Scissor(0, 0, vid.width, vid.height);
1829 GL_ScissorTest(false);
1833 extern void R_DrawLightningBeams (void);
1834 extern void VM_AddPolygonsToMeshQueue (void);
1835 extern void R_DrawPortals (void);
1836 void R_RenderScene(void)
1840 // don't let sound skip if going slow
1841 if (r_refdef.extraupdate)
1845 if (gl_support_fragment_shader)
1847 qglUseProgramObjectARB(0);CHECKGLERROR
1849 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1850 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1851 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1853 R_ResetViewRendering();
1855 R_MeshQueue_BeginScene();
1857 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1858 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1860 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1862 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1864 R_Shadow_UpdateWorldLightSelection();
1868 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);
1870 if (cl.csqc_vidvars.drawworld)
1872 // don't let sound skip if going slow
1873 if (r_refdef.extraupdate)
1876 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1878 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1879 if (r_timereport_active)
1880 R_TimeReport("worldsky");
1883 if (R_DrawBrushModelsSky() && r_timereport_active)
1884 R_TimeReport("bmodelsky");
1886 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1888 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1889 if (r_timereport_active)
1890 R_TimeReport("world");
1894 // don't let sound skip if going slow
1895 if (r_refdef.extraupdate)
1899 if (r_timereport_active)
1900 R_TimeReport("models");
1902 // don't let sound skip if going slow
1903 if (r_refdef.extraupdate)
1906 R_ShadowVolumeLighting(false);
1907 if (r_timereport_active)
1908 R_TimeReport("rtlights");
1910 // don't let sound skip if going slow
1911 if (r_refdef.extraupdate)
1914 if (cl.csqc_vidvars.drawworld)
1916 R_DrawLightningBeams();
1917 if (r_timereport_active)
1918 R_TimeReport("lightning");
1921 if (r_timereport_active)
1922 R_TimeReport("particles");
1925 if (r_timereport_active)
1926 R_TimeReport("explosions");
1929 if (gl_support_fragment_shader)
1931 qglUseProgramObjectARB(0);CHECKGLERROR
1933 VM_AddPolygonsToMeshQueue();
1935 if (r_drawportals.integer)
1938 if (r_timereport_active)
1939 R_TimeReport("portals");
1942 if (gl_support_fragment_shader)
1944 qglUseProgramObjectARB(0);CHECKGLERROR
1946 R_MeshQueue_RenderTransparent();
1947 if (r_timereport_active)
1948 R_TimeReport("drawtrans");
1950 if (gl_support_fragment_shader)
1952 qglUseProgramObjectARB(0);CHECKGLERROR
1955 if (cl.csqc_vidvars.drawworld)
1958 if (r_timereport_active)
1959 R_TimeReport("coronas");
1962 // don't let sound skip if going slow
1963 if (r_refdef.extraupdate)
1967 if (gl_support_fragment_shader)
1969 qglUseProgramObjectARB(0);CHECKGLERROR
1971 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1972 qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1976 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1979 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1980 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1981 GL_DepthMask(false);
1983 R_Mesh_Matrix(&identitymatrix);
1985 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1986 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1987 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1988 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1989 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1990 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1991 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1992 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1993 R_FillColors(color, 8, cr, cg, cb, ca);
1994 if (r_refdef.fogenabled)
1996 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1998 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2000 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2001 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2002 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2005 R_Mesh_VertexPointer(vertex3f);
2006 R_Mesh_ColorPointer(color);
2007 R_Mesh_ResetTextureState();
2012 int nomodelelements[24] =
2024 float nomodelvertex3f[6*3] =
2034 float nomodelcolor4f[6*4] =
2036 0.0f, 0.0f, 0.5f, 1.0f,
2037 0.0f, 0.0f, 0.5f, 1.0f,
2038 0.0f, 0.5f, 0.0f, 1.0f,
2039 0.0f, 0.5f, 0.0f, 1.0f,
2040 0.5f, 0.0f, 0.0f, 1.0f,
2041 0.5f, 0.0f, 0.0f, 1.0f
2044 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2049 // this is only called once per entity so numsurfaces is always 1, and
2050 // surfacelist is always {0}, so this code does not handle batches
2051 R_Mesh_Matrix(&ent->matrix);
2053 if (ent->flags & EF_ADDITIVE)
2055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2056 GL_DepthMask(false);
2058 else if (ent->alpha < 1)
2060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2061 GL_DepthMask(false);
2065 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2069 R_Mesh_VertexPointer(nomodelvertex3f);
2070 if (r_refdef.fogenabled)
2073 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2074 R_Mesh_ColorPointer(color4f);
2075 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2076 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2078 for (i = 0, c = color4f;i < 6;i++, c += 4)
2080 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2081 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2082 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2086 else if (ent->alpha != 1)
2088 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2089 R_Mesh_ColorPointer(color4f);
2090 for (i = 0, c = color4f;i < 6;i++, c += 4)
2094 R_Mesh_ColorPointer(nomodelcolor4f);
2095 R_Mesh_ResetTextureState();
2096 R_Mesh_Draw(0, 6, 8, nomodelelements);
2099 void R_DrawNoModel(entity_render_t *ent)
2102 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2103 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2104 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2106 // R_DrawNoModelCallback(ent, 0);
2109 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2111 vec3_t right1, right2, diff, normal;
2113 VectorSubtract (org2, org1, normal);
2115 // calculate 'right' vector for start
2116 VectorSubtract (r_view.origin, org1, diff);
2117 CrossProduct (normal, diff, right1);
2118 VectorNormalize (right1);
2120 // calculate 'right' vector for end
2121 VectorSubtract (r_view.origin, org2, diff);
2122 CrossProduct (normal, diff, right2);
2123 VectorNormalize (right2);
2125 vert[ 0] = org1[0] + width * right1[0];
2126 vert[ 1] = org1[1] + width * right1[1];
2127 vert[ 2] = org1[2] + width * right1[2];
2128 vert[ 3] = org1[0] - width * right1[0];
2129 vert[ 4] = org1[1] - width * right1[1];
2130 vert[ 5] = org1[2] - width * right1[2];
2131 vert[ 6] = org2[0] - width * right2[0];
2132 vert[ 7] = org2[1] - width * right2[1];
2133 vert[ 8] = org2[2] - width * right2[2];
2134 vert[ 9] = org2[0] + width * right2[0];
2135 vert[10] = org2[1] + width * right2[1];
2136 vert[11] = org2[2] + width * right2[2];
2139 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2141 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)
2143 float fog = 0.0f, ifog;
2146 if (r_refdef.fogenabled)
2147 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2150 R_Mesh_Matrix(&identitymatrix);
2151 GL_BlendFunc(blendfunc1, blendfunc2);
2152 GL_DepthMask(false);
2153 GL_DepthTest(!depthdisable);
2155 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2156 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2157 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2158 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2159 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2160 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2161 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2162 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2163 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2164 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2165 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2166 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2168 R_Mesh_VertexPointer(vertex3f);
2169 R_Mesh_ColorPointer(NULL);
2170 R_Mesh_ResetTextureState();
2171 R_Mesh_TexBind(0, R_GetTexture(texture));
2172 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2173 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2174 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2175 R_Mesh_Draw(0, 4, 2, polygonelements);
2177 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2179 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2180 GL_BlendFunc(blendfunc1, GL_ONE);
2181 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);
2182 R_Mesh_Draw(0, 4, 2, polygonelements);
2186 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2191 VectorSet(v, x, y, z);
2192 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2193 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2195 if (i == mesh->numvertices)
2197 if (mesh->numvertices < mesh->maxvertices)
2199 VectorCopy(v, vertex3f);
2200 mesh->numvertices++;
2202 return mesh->numvertices;
2208 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2212 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2213 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2214 e = mesh->element3i + mesh->numtriangles * 3;
2215 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2217 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2218 if (mesh->numtriangles < mesh->maxtriangles)
2223 mesh->numtriangles++;
2225 element[1] = element[2];
2229 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2233 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2234 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2235 e = mesh->element3i + mesh->numtriangles * 3;
2236 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2238 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2239 if (mesh->numtriangles < mesh->maxtriangles)
2244 mesh->numtriangles++;
2246 element[1] = element[2];
2250 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2251 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2253 int planenum, planenum2;
2256 mplane_t *plane, *plane2;
2258 double temppoints[2][256*3];
2259 // figure out how large a bounding box we need to properly compute this brush
2261 for (w = 0;w < numplanes;w++)
2262 maxdist = max(maxdist, planes[w].dist);
2263 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2264 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2265 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2269 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2270 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2272 if (planenum2 == planenum)
2274 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);
2277 if (tempnumpoints < 3)
2279 // generate elements forming a triangle fan for this polygon
2280 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2284 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2287 R_Mesh_VertexPointer(brush->points->v);
2288 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2289 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);
2290 GL_LockArrays(0, brush->numpoints);
2291 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2292 GL_LockArrays(0, 0);
2295 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2298 if (!surface->num_collisiontriangles)
2300 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2301 i = (int)(((size_t)surface) / sizeof(msurface_t));
2302 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);
2303 GL_LockArrays(0, surface->num_collisionvertices);
2304 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2305 GL_LockArrays(0, 0);
2308 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)
2310 texturelayer_t *layer;
2311 layer = t->currentlayers + t->currentnumlayers++;
2313 layer->depthmask = depthmask;
2314 layer->blendfunc1 = blendfunc1;
2315 layer->blendfunc2 = blendfunc2;
2316 layer->texture = texture;
2317 layer->texmatrix = *matrix;
2318 layer->color[0] = r * r_view.colorscale;
2319 layer->color[1] = g * r_view.colorscale;
2320 layer->color[2] = b * r_view.colorscale;
2321 layer->color[3] = a;
2324 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2326 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2327 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2330 texture_t *texture = t;
2331 model_t *model = ent->model;
2332 int s = ent->skinnum;
2333 if ((unsigned int)s >= (unsigned int)model->numskins)
2335 if (model->skinscenes)
2337 if (model->skinscenes[s].framecount > 1)
2338 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2340 s = model->skinscenes[s].firstframe;
2343 t = t + s * model->num_surfaces;
2346 // use an alternate animation if the entity's frame is not 0,
2347 // and only if the texture has an alternate animation
2348 if (ent->frame != 0 && t->anim_total[1])
2349 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2351 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2353 texture->currentframe = t;
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->skin.merged) ? t->skin.merged : t->skin.base;
2375 t->glosstexture = r_texture_white;
2376 t->specularpower = 8;
2377 t->specularscale = 0;
2378 if (r_shadow_gloss.integer > 0)
2382 if (r_shadow_glossintensity.value > 0)
2384 t->glosstexture = t->skin.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->skin.merged) ? t->skin.merged : t->skin.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->skin.pants)
2433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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->skin.shirt)
2435 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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->skin.pants)
2452 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.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->skin.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->skin.shirt)
2458 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.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->skin.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->skin.glow != NULL)
2464 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.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->skin.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_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2547 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2548 rsurface_entity = ent;
2549 rsurface_model = ent->model;
2550 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2551 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2552 R_Mesh_Matrix(&ent->matrix);
2553 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2554 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2558 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2559 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2560 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2561 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2562 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2564 else if (wantnormals)
2566 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2567 rsurface_modelsvector3f = NULL;
2568 rsurface_modeltvector3f = NULL;
2569 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2570 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2574 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2575 rsurface_modelsvector3f = NULL;
2576 rsurface_modeltvector3f = NULL;
2577 rsurface_modelnormal3f = NULL;
2578 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2580 rsurface_generatedvertex = true;
2584 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2585 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2586 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2587 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2588 rsurface_generatedvertex = false;
2590 rsurface_vertex3f = rsurface_modelvertex3f;
2591 rsurface_svector3f = rsurface_modelsvector3f;
2592 rsurface_tvector3f = rsurface_modeltvector3f;
2593 rsurface_normal3f = rsurface_modelnormal3f;
2594 rsurface_mode = RSURFMODE_NONE;
2595 rsurface_lightmaptexture = NULL;
2596 rsurface_texture = NULL;
2597 rsurface_glsl_texture = NULL;
2598 rsurface_glsl_uselightmap = false;
2601 void RSurf_CleanUp(void)
2604 if (rsurface_mode == RSURFMODE_GLSL)
2606 qglUseProgramObjectARB(0);CHECKGLERROR
2608 GL_AlphaTest(false);
2609 rsurface_mode = RSURFMODE_NONE;
2610 rsurface_lightmaptexture = NULL;
2611 rsurface_texture = NULL;
2612 rsurface_glsl_texture = NULL;
2613 rsurface_glsl_uselightmap = false;
2616 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2618 // 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
2619 if (rsurface_generatedvertex)
2621 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2622 generatetangents = true;
2623 if (generatetangents)
2624 generatenormals = true;
2625 if (generatenormals && !rsurface_modelnormal3f)
2627 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2628 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);
2630 if (generatetangents && !rsurface_modelsvector3f)
2632 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2633 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2634 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);
2637 // 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)
2638 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2640 int texturesurfaceindex;
2641 float center[3], forward[3], right[3], up[3], v[4][3];
2642 matrix4x4_t matrix1, imatrix1;
2643 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2644 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2645 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2646 // make deformed versions of only the model vertices used by the specified surfaces
2647 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2650 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2651 // a single autosprite surface can contain multiple sprites...
2652 for (j = 0;j < surface->num_vertices - 3;j += 4)
2654 VectorClear(center);
2655 for (i = 0;i < 4;i++)
2656 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2657 VectorScale(center, 0.25f, center);
2658 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2660 forward[0] = rsurface_modelorg[0] - center[0];
2661 forward[1] = rsurface_modelorg[1] - center[1];
2663 VectorNormalize(forward);
2664 right[0] = forward[1];
2665 right[1] = -forward[0];
2667 VectorSet(up, 0, 0, 1);
2669 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2670 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);
2671 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2672 for (i = 0;i < 4;i++)
2673 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2674 for (i = 0;i < 4;i++)
2675 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2677 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);
2678 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);
2680 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2681 rsurface_svector3f = rsurface_array_deformedsvector3f;
2682 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2683 rsurface_normal3f = rsurface_array_deformednormal3f;
2685 R_Mesh_VertexPointer(rsurface_vertex3f);
2688 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2690 int texturesurfaceindex;
2691 const msurface_t *surface = texturesurfacelist[0];
2692 int firstvertex = surface->num_firstvertex;
2693 int endvertex = surface->num_firstvertex + surface->num_vertices;
2694 if (texturenumsurfaces == 1)
2696 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2697 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2699 else if (r_batchmode.integer == 2)
2701 #define MAXBATCHTRIANGLES 4096
2702 int batchtriangles = 0;
2703 int batchelements[MAXBATCHTRIANGLES*3];
2704 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2706 surface = texturesurfacelist[texturesurfaceindex];
2707 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2709 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2712 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2714 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2716 firstvertex = surface->num_firstvertex;
2717 endvertex = surface->num_firstvertex + surface->num_vertices;
2721 firstvertex = min(firstvertex, surface->num_firstvertex);
2722 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2724 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2725 batchtriangles += surface->num_triangles;
2728 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2730 else if (r_batchmode.integer == 1)
2732 int firsttriangle = 0;
2733 int endtriangle = -1;
2734 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2736 surface = texturesurfacelist[texturesurfaceindex];
2737 if (surface->num_firsttriangle != endtriangle)
2739 if (endtriangle > firsttriangle)
2741 GL_LockArrays(firstvertex, endvertex - firstvertex);
2742 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2744 firstvertex = surface->num_firstvertex;
2745 endvertex = surface->num_firstvertex + surface->num_vertices;
2746 firsttriangle = surface->num_firsttriangle;
2750 firstvertex = min(firstvertex, surface->num_firstvertex);
2751 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2753 endtriangle = surface->num_firsttriangle + surface->num_triangles;
2755 if (endtriangle > firsttriangle)
2757 GL_LockArrays(firstvertex, endvertex - firstvertex);
2758 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2763 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2765 surface = texturesurfacelist[texturesurfaceindex];
2766 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2767 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2772 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2774 int texturesurfaceindex;
2775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2778 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2779 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);
2780 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2781 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2785 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2787 int texturesurfaceindex;
2795 vec3_t ambientcolor;
2796 vec3_t diffusecolor;
2798 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2799 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2800 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2801 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2802 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2803 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2804 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2805 if (VectorLength2(diffusecolor) > 0)
2807 // generate color arrays for the surfaces in this list
2808 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2811 int numverts = surface->num_vertices;
2812 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2813 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2814 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2815 // q3-style directional shading
2816 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2818 if ((f = DotProduct(c2, lightdir)) > 0)
2819 VectorMA(ambientcolor, f, diffusecolor, c);
2821 VectorCopy(ambientcolor, c);
2830 rsurface_lightmapcolor4f = rsurface_array_color4f;
2834 r = ambientcolor[0];
2835 g = ambientcolor[1];
2836 b = ambientcolor[2];
2837 rsurface_lightmapcolor4f = NULL;
2840 else if (lightmode >= 1 || !rsurface_lightmaptexture)
2842 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2844 // generate color arrays for the surfaces in this list
2845 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2847 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2848 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2850 if (surface->lightmapinfo->samples)
2852 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2853 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2854 VectorScale(lm, scale, c);
2855 if (surface->lightmapinfo->styles[1] != 255)
2857 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2859 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2860 VectorMA(c, scale, lm, c);
2861 if (surface->lightmapinfo->styles[2] != 255)
2864 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2865 VectorMA(c, scale, lm, c);
2866 if (surface->lightmapinfo->styles[3] != 255)
2869 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2870 VectorMA(c, scale, lm, c);
2880 rsurface_lightmapcolor4f = rsurface_array_color4f;
2883 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2888 rsurface_lightmapcolor4f = NULL;
2892 if (rsurface_lightmapcolor4f)
2894 // generate color arrays for the surfaces in this list
2895 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2897 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2898 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)
2900 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2910 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2912 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2913 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)
2915 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2923 rsurface_lightmapcolor4f = rsurface_array_color4f;
2925 if (applycolor && rsurface_lightmapcolor4f)
2927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2930 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)
2938 rsurface_lightmapcolor4f = rsurface_array_color4f;
2940 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2941 GL_Color(r, g, b, a);
2942 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2945 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2947 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2949 rsurface_mode = RSURFMODE_SHOWSURFACES;
2951 GL_BlendFunc(GL_ONE, GL_ZERO);
2952 R_Mesh_ColorPointer(NULL);
2953 R_Mesh_ResetTextureState();
2955 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2956 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2959 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2961 // transparent sky would be ridiculous
2962 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2964 if (rsurface_mode != RSURFMODE_SKY)
2966 if (rsurface_mode == RSURFMODE_GLSL)
2968 qglUseProgramObjectARB(0);CHECKGLERROR
2970 rsurface_mode = RSURFMODE_SKY;
2974 skyrendernow = false;
2976 // restore entity matrix
2977 R_Mesh_Matrix(&rsurface_entity->matrix);
2980 // LordHavoc: HalfLife maps have freaky skypolys so don't use
2981 // skymasking on them, and Quake3 never did sky masking (unlike
2982 // software Quake and software Quake2), so disable the sky masking
2983 // in Quake3 maps as it causes problems with q3map2 sky tricks,
2984 // and skymasking also looks very bad when noclipping outside the
2985 // level, so don't use it then either.
2986 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2988 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2989 R_Mesh_ColorPointer(NULL);
2990 R_Mesh_ResetTextureState();
2991 if (skyrendermasked)
2993 // depth-only (masking)
2994 GL_ColorMask(0,0,0,0);
2995 // just to make sure that braindead drivers don't draw
2996 // anything despite that colormask...
2997 GL_BlendFunc(GL_ZERO, GL_ONE);
3002 GL_BlendFunc(GL_ONE, GL_ZERO);
3004 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3005 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3006 if (skyrendermasked)
3007 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3011 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3014 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3015 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3016 if (rsurface_mode != RSURFMODE_GLSL)
3018 rsurface_mode = RSURFMODE_GLSL;
3019 rsurface_glsl_texture = NULL;
3020 rsurface_glsl_uselightmap = false;
3021 R_Mesh_ResetTextureState();
3023 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3025 rsurface_glsl_texture = rsurface_texture;
3026 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3027 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3028 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3029 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3030 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3031 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3032 //if (r_glsl_deluxemapping.integer)
3033 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3034 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3035 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3036 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3038 if (!r_glsl_permutation)
3040 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3041 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3042 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3043 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3044 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3046 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3047 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3048 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3049 R_Mesh_ColorPointer(NULL);
3051 else if (rsurface_lightmaptexture)
3053 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3054 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3055 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3056 R_Mesh_ColorPointer(NULL);
3060 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3061 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3062 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3063 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3065 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3068 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3070 // OpenGL 1.3 path - anything not completely ancient
3071 int texturesurfaceindex;
3073 qboolean applycolor;
3077 const texturelayer_t *layer;
3079 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3080 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3081 if (rsurface_mode != RSURFMODE_MULTIPASS)
3082 rsurface_mode = RSURFMODE_MULTIPASS;
3083 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3084 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3087 int layertexrgbscale;
3088 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3090 if (layerindex == 0)
3094 GL_AlphaTest(false);
3095 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3098 GL_DepthMask(layer->depthmask);
3099 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3100 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3102 layertexrgbscale = 4;
3103 VectorScale(layer->color, 0.25f, layercolor);
3105 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3107 layertexrgbscale = 2;
3108 VectorScale(layer->color, 0.5f, layercolor);
3112 layertexrgbscale = 1;
3113 VectorScale(layer->color, 1.0f, layercolor);
3115 layercolor[3] = layer->color[3];
3116 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3117 R_Mesh_ColorPointer(NULL);
3118 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3119 switch (layer->type)
3121 case TEXTURELAYERTYPE_LITTEXTURE:
3122 memset(&m, 0, sizeof(m));
3123 if (lightmode >= 1 || !rsurface_lightmaptexture)
3124 m.tex[0] = R_GetTexture(r_texture_white);
3126 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3127 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3128 m.tex[1] = R_GetTexture(layer->texture);
3129 m.texmatrix[1] = layer->texmatrix;
3130 m.texrgbscale[1] = layertexrgbscale;
3131 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3132 R_Mesh_TextureState(&m);
3133 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3135 case TEXTURELAYERTYPE_TEXTURE:
3136 memset(&m, 0, sizeof(m));
3137 m.tex[0] = R_GetTexture(layer->texture);
3138 m.texmatrix[0] = layer->texmatrix;
3139 m.texrgbscale[0] = layertexrgbscale;
3140 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3141 R_Mesh_TextureState(&m);
3142 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3144 case TEXTURELAYERTYPE_FOG:
3145 memset(&m, 0, sizeof(m));
3146 m.texrgbscale[0] = layertexrgbscale;
3149 m.tex[0] = R_GetTexture(layer->texture);
3150 m.texmatrix[0] = layer->texmatrix;
3151 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3153 R_Mesh_TextureState(&m);
3154 // generate a color array for the fog pass
3155 R_Mesh_ColorPointer(rsurface_array_color4f);
3156 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3161 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)
3163 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3164 c[0] = layercolor[0];
3165 c[1] = layercolor[1];
3166 c[2] = layercolor[2];
3167 c[3] = f * layercolor[3];
3170 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3173 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3175 GL_LockArrays(0, 0);
3178 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3180 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3181 GL_AlphaTest(false);
3185 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3187 // OpenGL 1.1 - crusty old voodoo path
3188 int texturesurfaceindex;
3193 const texturelayer_t *layer;
3195 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3196 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3197 if (rsurface_mode != RSURFMODE_MULTIPASS)
3198 rsurface_mode = RSURFMODE_MULTIPASS;
3199 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3200 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3202 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3204 if (layerindex == 0)
3208 GL_AlphaTest(false);
3209 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3212 GL_DepthMask(layer->depthmask);
3213 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3214 R_Mesh_ColorPointer(NULL);
3215 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3216 switch (layer->type)
3218 case TEXTURELAYERTYPE_LITTEXTURE:
3219 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3221 // two-pass lit texture with 2x rgbscale
3222 // first the lightmap pass
3223 memset(&m, 0, sizeof(m));
3224 if (lightmode >= 1 || !rsurface_lightmaptexture)
3225 m.tex[0] = R_GetTexture(r_texture_white);
3227 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3228 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3229 R_Mesh_TextureState(&m);
3230 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3231 GL_LockArrays(0, 0);
3232 // then apply the texture to it
3233 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3234 memset(&m, 0, sizeof(m));
3235 m.tex[0] = R_GetTexture(layer->texture);
3236 m.texmatrix[0] = layer->texmatrix;
3237 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3238 R_Mesh_TextureState(&m);
3239 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);
3243 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3244 memset(&m, 0, sizeof(m));
3245 m.tex[0] = R_GetTexture(layer->texture);
3246 m.texmatrix[0] = layer->texmatrix;
3247 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3248 R_Mesh_TextureState(&m);
3249 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);
3252 case TEXTURELAYERTYPE_TEXTURE:
3253 // singletexture unlit texture with transparency support
3254 memset(&m, 0, sizeof(m));
3255 m.tex[0] = R_GetTexture(layer->texture);
3256 m.texmatrix[0] = layer->texmatrix;
3257 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3258 R_Mesh_TextureState(&m);
3259 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);
3261 case TEXTURELAYERTYPE_FOG:
3262 // singletexture fogging
3263 R_Mesh_ColorPointer(rsurface_array_color4f);
3266 memset(&m, 0, sizeof(m));
3267 m.tex[0] = R_GetTexture(layer->texture);
3268 m.texmatrix[0] = layer->texmatrix;
3269 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3270 R_Mesh_TextureState(&m);
3273 R_Mesh_ResetTextureState();
3274 // generate a color array for the fog pass
3275 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3279 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3280 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)
3282 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3283 c[0] = layer->color[0];
3284 c[1] = layer->color[1];
3285 c[2] = layer->color[2];
3286 c[3] = f * layer->color[3];
3289 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3292 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3294 GL_LockArrays(0, 0);
3297 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3299 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3300 GL_AlphaTest(false);
3304 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3306 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3308 r_shadow_rtlight = NULL;
3309 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3311 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3312 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
3314 qglDisable(GL_CULL_FACE);CHECKGLERROR
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);
3331 if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
3333 qglEnable(GL_CULL_FACE);CHECKGLERROR
3337 #define BATCHSIZE 256
3338 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3340 int surfacelistindex;
3343 msurface_t *texturesurfacelist[BATCHSIZE];
3344 // if the model is static it doesn't matter what value we give for
3345 // wantnormals and wanttangents, so this logic uses only rules applicable
3346 // to a model, knowing that they are meaningless otherwise
3347 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3348 RSurf_ActiveEntity(ent, false, false);
3350 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3353 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3355 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3357 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3360 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3362 t = surface->texture;
3363 rsurface_lightmaptexture = surface->lightmaptexture;
3364 R_UpdateTextureInfo(ent, t);
3365 rsurface_texture = t->currentframe;
3367 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3368 continue; // transparent sky is too difficult
3370 texturesurfacelist[batchcount++] = surface;
3373 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3377 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3379 int texturesurfaceindex;
3380 vec3_t tempcenter, center;
3381 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3383 // drawing sky transparently would be too difficult
3384 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3386 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3388 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3389 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3390 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3391 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3392 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3393 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);
3398 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3401 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3402 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3404 int i, j, f, flagsmask;
3405 int counttriangles = 0;
3407 model_t *model = ent->model;
3408 const int maxsurfacelist = 1024;
3409 int numsurfacelist = 0;
3410 msurface_t *surfacelist[1024];
3414 // if the model is static it doesn't matter what value we give for
3415 // wantnormals and wanttangents, so this logic uses only rules applicable
3416 // to a model, knowing that they are meaningless otherwise
3417 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3418 RSurf_ActiveEntity(ent, false, false);
3420 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3422 // update light styles
3423 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3425 msurface_t *surface, **surfacechain;
3426 for (i = 0;i < model->brushq1.light_styles;i++)
3428 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3430 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3431 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3432 for (;(surface = *surfacechain);surfacechain++)
3433 surface->cached_dlight = true;
3438 R_UpdateAllTextureInfo(ent);
3439 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3442 rsurface_lightmaptexture = NULL;
3443 rsurface_texture = NULL;
3445 if (ent == r_refdef.worldentity)
3447 msurface_t *surface;
3448 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3450 if (!r_viewcache.world_surfacevisible[j])
3452 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3456 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3459 t = surface->texture;
3460 rsurface_lightmaptexture = surface->lightmaptexture;
3461 rsurface_texture = t->currentframe;
3462 f = rsurface_texture->currentmaterialflags & flagsmask;
3464 if (f && surface->num_triangles)
3466 // if lightmap parameters changed, rebuild lightmap texture
3467 if (surface->cached_dlight)
3468 R_BuildLightMap(ent, surface);
3469 // add face to draw list
3470 surfacelist[numsurfacelist++] = surface;
3471 counttriangles += surface->num_triangles;
3472 if (numsurfacelist >= maxsurfacelist)
3474 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3482 msurface_t *surface;
3483 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3485 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3489 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3492 t = surface->texture;
3493 rsurface_lightmaptexture = surface->lightmaptexture;
3494 rsurface_texture = t->currentframe;
3495 f = rsurface_texture->currentmaterialflags & flagsmask;
3497 if (f && surface->num_triangles)
3499 // if lightmap parameters changed, rebuild lightmap texture
3500 if (surface->cached_dlight)
3501 R_BuildLightMap(ent, surface);
3502 // add face to draw list
3503 surfacelist[numsurfacelist++] = surface;
3504 counttriangles += surface->num_triangles;
3505 if (numsurfacelist >= maxsurfacelist)
3507 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3514 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3515 r_refdef.stats.entities_triangles += counttriangles;
3518 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3521 const msurface_t *surface;
3524 R_Mesh_Matrix(&ent->matrix);
3525 R_Mesh_ColorPointer(NULL);
3526 R_Mesh_ResetTextureState();
3527 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3528 GL_DepthMask(false);
3529 GL_DepthTest(!r_showdisabledepthtest.integer);
3530 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3531 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3532 if (brush->colbrushf && brush->colbrushf->numtriangles)
3533 R_DrawCollisionBrush(brush->colbrushf);
3534 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3535 if (surface->num_collisiontriangles)
3536 R_DrawCollisionSurface(ent, surface);
3537 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3540 if (r_showtris.integer || r_shownormals.integer)
3543 msurface_t *surface;
3544 const int *elements;
3549 if (r_showdisabledepthtest.integer)
3551 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3553 GL_BlendFunc(GL_ONE, GL_ZERO);
3554 R_Mesh_ColorPointer(NULL);
3555 R_Mesh_ResetTextureState();
3556 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3558 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3560 rsurface_texture = surface->texture->currentframe;
3561 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3563 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3564 if (r_showtris.integer)
3566 if (!rsurface_texture->currentlayers->depthmask)
3567 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3568 else if (ent == r_refdef.worldentity)
3569 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3571 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3572 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3575 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3577 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3578 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3579 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3584 if (r_shownormals.integer)
3586 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3588 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3590 VectorCopy(rsurface_vertex3f + l * 3, v);
3591 qglVertex3f(v[0], v[1], v[2]);
3592 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3593 qglVertex3f(v[0], v[1], v[2]);
3597 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3599 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3601 VectorCopy(rsurface_vertex3f + l * 3, v);
3602 qglVertex3f(v[0], v[1], v[2]);
3603 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3604 qglVertex3f(v[0], v[1], v[2]);
3608 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3610 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3612 VectorCopy(rsurface_vertex3f + l * 3, v);
3613 qglVertex3f(v[0], v[1], v[2]);
3614 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3615 qglVertex3f(v[0], v[1], v[2]);
3622 rsurface_texture = NULL;
3623 if (r_showdisabledepthtest.integer)
3625 qglDepthFunc(GL_LEQUAL);CHECKGLERROR