2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
109 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"};
111 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"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = 0;
250 r_refdef.fog_red = 0;
251 r_refdef.fog_green = 0;
252 r_refdef.fog_blue = 0;
253 r_refdef.fog_alpha = 1;
254 r_refdef.fog_start = 0;
255 r_refdef.fog_end = 0;
258 float FogForDistance(vec_t dist)
260 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 float FogPoint_World(const vec3_t p)
266 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
269 float FogPoint_Model(const vec3_t p)
271 return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 static void R_BuildBlankTextures(void)
276 unsigned char data[4];
277 data[2] = 128; // normal X
278 data[1] = 128; // normal Y
279 data[0] = 255; // normal Z
280 data[3] = 128; // height
281 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 static void R_BuildNoTexture(void)
302 unsigned char pix[16][16][4];
303 // this makes a light grey/dark grey checkerboard texture
304 for (y = 0;y < 16;y++)
306 for (x = 0;x < 16;x++)
308 if ((y < 8) ^ (x < 8))
324 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 static void R_BuildWhiteCube(void)
329 unsigned char data[6*1*1*4];
330 memset(data, 255, sizeof(data));
331 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 static void R_BuildNormalizationCube(void)
338 vec_t s, t, intensity;
340 unsigned char data[6][NORMSIZE][NORMSIZE][4];
341 for (side = 0;side < 6;side++)
343 for (y = 0;y < NORMSIZE;y++)
345 for (x = 0;x < NORMSIZE;x++)
347 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383 intensity = 127.0f / sqrt(DotProduct(v, v));
384 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387 data[side][y][x][3] = 255;
391 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 static void R_BuildFogTexture(void)
398 unsigned char data1[FOGWIDTH][4];
399 //unsigned char data2[FOGWIDTH][4];
402 r_refdef.fogmasktable_start = r_refdef.fog_start;
403 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404 r_refdef.fogmasktable_range = r_refdef.fogrange;
405 r_refdef.fogmasktable_density = r_refdef.fog_density;
407 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410 d = (x * r - r_refdef.fogmasktable_start);
411 if(developer.integer >= 100)
412 Con_Printf("%f ", d);
414 if (r_fog_exp2.integer)
415 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418 if(developer.integer >= 100)
419 Con_Printf(" : %f ", alpha);
420 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421 if(developer.integer >= 100)
422 Con_Printf(" = %f\n", alpha);
423 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426 for (x = 0;x < FOGWIDTH;x++)
428 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
433 //data2[x][0] = 255 - b;
434 //data2[x][1] = 255 - b;
435 //data2[x][2] = 255 - b;
438 if (r_texture_fogattenuation)
440 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
445 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
454 "// common definitions between vertex shader and fragment shader:\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
483 "varying vec3 EyeVector;\n"
485 "varying vec3 EyeVectorModelSpace;\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
498 "//# ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
519 " gl_FrontColor = gl_Color;\n"
520 " // copy the surface texcoord\n"
521 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 " // transform vertex position into light attenuation/cubemap space\n"
530 " // (-1 to +1 across the light box)\n"
531 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
533 " // transform unnormalized light direction into tangent space\n"
534 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 " // normalize it per pixel)\n"
536 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 " // transform unnormalized eye direction into tangent space\n"
550 " vec3 EyeVectorModelSpace;\n"
552 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 " VectorS = gl_MultiTexCoord1.xyz;\n"
559 " VectorT = gl_MultiTexCoord2.xyz;\n"
560 " VectorR = gl_MultiTexCoord3.xyz;\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
571 " gl_Position = ftransform();\n"
573 "#ifdef MODE_WATER\n"
574 " ModelViewProjectionPosition = gl_Position;\n"
576 "#ifdef MODE_REFRACTION\n"
577 " ModelViewProjectionPosition = gl_Position;\n"
579 "#ifdef USEREFLECTION\n"
580 " ModelViewProjectionPosition = gl_Position;\n"
584 "#endif // VERTEX_SHADER\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
619 "uniform myhalf4 TintColor;\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//# ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
640 "//# ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 " // 14 sample relief mapping: linear search and then binary search\n"
669 " // this basically steps forward a small amount repeatedly until it finds\n"
670 " // itself inside solid, then jitters forward and back using decreasing\n"
671 " // amounts to find the impact\n"
672 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 " vec3 RT = vec3(TexCoord, 1);\n"
676 " OffsetVector *= 0.1;\n"
677 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
687 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
688 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
689 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
690 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
693 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 " // this basically moves forward the full distance, and then backs up based\n"
695 " // on height of samples\n"
696 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 " TexCoord += OffsetVector;\n"
700 " OffsetVector *= 0.333;\n"
701 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 " return TexCoord;\n"
707 "#endif // USEOFFSETMAPPING\n"
709 "#ifdef MODE_WATER\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 " // apply offsetmapping\n"
716 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
720 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
730 "// refraction pass\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 " // apply offsetmapping\n"
735 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
739 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
745 "#else // MODE_REFRACTION\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 " // apply offsetmapping\n"
750 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
754 " // combine the diffuse textures (base, pants, shirt)\n"
755 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
767 "#ifdef USEDIFFUSE\n"
768 " // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "# ifdef USESPECULAR\n"
772 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
775 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "# ifdef USESPECULAR\n"
777 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
787 " // calculate surface normal, light normal, and specular normal\n"
788 " // compute color intensity for the two textures (colormap and glossmap)\n"
789 " // scale by light color and attenuation as efficiently as possible\n"
790 " // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 " // get the light normal\n"
793 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
795 "# ifdef USESPECULAR\n"
796 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
798 " // calculate directional shading\n"
799 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
801 "# ifdef USEDIFFUSE\n"
802 " // calculate directional shading\n"
803 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
805 " // calculate directionless shading\n"
806 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
810 "# ifdef USECUBEFILTER\n"
811 " // apply light cubemap filter\n"
812 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
815 "#endif // MODE_LIGHTSOURCE\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 " // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 " // get the light normal\n"
824 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
826 "# ifdef USESPECULAR\n"
827 " // calculate directional shading\n"
828 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
832 "# ifdef USEDIFFUSE\n"
834 " // calculate directional shading\n"
835 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
837 " color.rgb *= AmbientColor;\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
848 " // get the light normal\n"
849 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 " // calculate directional shading\n"
852 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
858 " // apply lightmap color\n"
859 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
868 " // get the light normal\n"
869 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 " // calculate directional shading\n"
871 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
877 " // apply lightmap color\n"
878 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 " // apply lightmap color\n"
886 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 " // apply lightmap color\n"
894 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
909 " color *= TintColor;\n"
912 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
915 "#ifdef USECONTRASTBOOST\n"
916 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
919 " color.rgb *= SceneBrightness;\n"
921 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
923 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
926 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
927 "#ifdef USEREFLECTION\n"
928 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
934 " gl_FragColor = vec4(color);\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
939 "#endif // FRAGMENT_SHADER\n"
942 typedef struct shaderpermutationinfo_s
947 shaderpermutationinfo_t;
949 typedef struct shadermodeinfo_s
951 const char *vertexfilename;
952 const char *geometryfilename;
953 const char *fragmentfilename;
959 typedef enum shaderpermutation_e
961 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972 SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973 SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
980 {"#define USEDIFFUSE\n", " diffuse"},
981 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982 {"#define USECOLORMAPPING\n", " colormapping"},
983 {"#define USECONTRASTBOOST\n", " contrastboost"},
984 {"#define USEFOG\n", " fog"},
985 {"#define USECUBEFILTER\n", " cubefilter"},
986 {"#define USEGLOW\n", " glow"},
987 {"#define USESPECULAR\n", " specular"},
988 {"#define USEREFLECTION\n", " reflection"},
989 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
996 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1012 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1023 typedef struct r_glsl_permutation_s
1025 // indicates if we have tried compiling this permutation already
1027 // 0 if compilation failed
1029 // locations of detected uniforms in program object, or -1 if not found
1030 int loc_Texture_Normal;
1031 int loc_Texture_Color;
1032 int loc_Texture_Gloss;
1033 int loc_Texture_Glow;
1034 int loc_Texture_SecondaryNormal;
1035 int loc_Texture_SecondaryColor;
1036 int loc_Texture_SecondaryGloss;
1037 int loc_Texture_SecondaryGlow;
1038 int loc_Texture_Pants;
1039 int loc_Texture_Shirt;
1040 int loc_Texture_FogMask;
1041 int loc_Texture_Lightmap;
1042 int loc_Texture_Deluxemap;
1043 int loc_Texture_Attenuation;
1044 int loc_Texture_Cube;
1045 int loc_Texture_Refraction;
1046 int loc_Texture_Reflection;
1048 int loc_LightPosition;
1049 int loc_EyePosition;
1050 int loc_Color_Pants;
1051 int loc_Color_Shirt;
1052 int loc_FogRangeRecip;
1053 int loc_AmbientScale;
1054 int loc_DiffuseScale;
1055 int loc_SpecularScale;
1056 int loc_SpecularPower;
1058 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059 int loc_OffsetMapping_Scale;
1061 int loc_AmbientColor;
1062 int loc_DiffuseColor;
1063 int loc_SpecularColor;
1065 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066 int loc_DistortScaleRefractReflect;
1067 int loc_ScreenScaleRefractReflect;
1068 int loc_ScreenCenterRefractReflect;
1069 int loc_RefractColor;
1070 int loc_ReflectColor;
1071 int loc_ReflectFactor;
1072 int loc_ReflectOffset;
1074 r_glsl_permutation_t;
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1084 if (!filename || !filename[0])
1086 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1089 if (printfromdisknotice)
1090 Con_DPrint("from disk... ");
1091 return shaderstring;
1093 else if (!strcmp(filename, "glsl/default.glsl"))
1095 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1098 return shaderstring;
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1104 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106 int vertstrings_count = 0;
1107 int geomstrings_count = 0;
1108 int fragstrings_count = 0;
1109 char *vertexstring, *geometrystring, *fragmentstring;
1110 const char *vertstrings_list[32+3];
1111 const char *geomstrings_list[32+3];
1112 const char *fragstrings_list[32+3];
1113 char permutationname[256];
1120 permutationname[0] = 0;
1121 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1125 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1127 // the first pretext is which type of shader to compile as
1128 // (later these will all be bound together as a program object)
1129 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1133 // the second pretext is the mode (for example a light source)
1134 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1139 // now add all the permutation pretexts
1140 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1142 if (permutation & (1<<i))
1144 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1151 // keep line numbers correct
1152 vertstrings_list[vertstrings_count++] = "\n";
1153 geomstrings_list[geomstrings_count++] = "\n";
1154 fragstrings_list[fragstrings_count++] = "\n";
1158 // now append the shader text itself
1159 vertstrings_list[vertstrings_count++] = vertexstring;
1160 geomstrings_list[geomstrings_count++] = geometrystring;
1161 fragstrings_list[fragstrings_count++] = fragmentstring;
1163 // if any sources were NULL, clear the respective list
1165 vertstrings_count = 0;
1166 if (!geometrystring)
1167 geomstrings_count = 0;
1168 if (!fragmentstring)
1169 fragstrings_count = 0;
1171 // compile the shader program
1172 if (vertstrings_count + geomstrings_count + fragstrings_count)
1173 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1177 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178 // look up all the uniform variable names we care about, so we don't
1179 // have to look them up every time we set them
1180 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1182 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1198 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1199 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1200 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1204 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1206 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1207 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1208 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1211 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1212 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1214 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1215 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1220 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1221 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223 // initialize the samplers to refer to the texture units we use
1224 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1225 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1226 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1227 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1228 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1232 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1233 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1234 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1235 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1236 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1237 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1238 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1239 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1240 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1242 qglUseProgramObjectARB(0);CHECKGLERROR
1243 if (developer.integer)
1244 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1247 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1251 Mem_Free(vertexstring);
1253 Mem_Free(geometrystring);
1255 Mem_Free(fragmentstring);
1258 void R_GLSL_Restart_f(void)
1261 shaderpermutation_t permutation;
1262 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264 if (r_glsl_permutations[mode][permutation].program)
1265 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1269 void R_GLSL_DumpShader_f(void)
1273 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1276 Con_Printf("failed to write to glsl/default.glsl\n");
1280 FS_Print(file, "// The engine may define the following macros:\n");
1281 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282 for (i = 0;i < SHADERMODE_COUNT;i++)
1283 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286 FS_Print(file, "\n");
1287 FS_Print(file, builtinshaderstring);
1290 Con_Printf("glsl/default.glsl written\n");
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1298 // select a permutation of the lighting shader appropriate to this
1299 // combination of texture, entity, light source, and fogging, only use the
1300 // minimum features necessary to avoid wasting rendering time in the
1301 // fragment shader on features that are not being used
1302 unsigned int permutation = 0;
1303 shadermode_t mode = 0;
1304 r_glsl_permutation = NULL;
1305 // TODO: implement geometry-shader based shadow volumes someday
1306 if (r_glsl_offsetmapping.integer)
1308 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309 if (r_glsl_offsetmapping_reliefmapping.integer)
1310 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1312 if (rsurfacepass == RSURFPASS_BACKGROUND)
1314 // distorted background
1315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316 mode = SHADERMODE_WATER;
1318 mode = SHADERMODE_REFRACTION;
1320 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1323 mode = SHADERMODE_LIGHTSOURCE;
1324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327 permutation |= SHADERPERMUTATION_CUBEFILTER;
1328 if (diffusescale > 0)
1329 permutation |= SHADERPERMUTATION_DIFFUSE;
1330 if (specularscale > 0)
1331 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332 if (r_refdef.fogenabled)
1333 permutation |= SHADERPERMUTATION_FOG;
1334 if (rsurface.texture->colormapping)
1335 permutation |= SHADERPERMUTATION_COLORMAPPING;
1336 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1341 // unshaded geometry (fullbright or ambient model lighting)
1342 mode = SHADERMODE_FLATCOLOR;
1343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345 if (rsurface.texture->currentskinframe->glow)
1346 permutation |= SHADERPERMUTATION_GLOW;
1347 if (r_refdef.fogenabled)
1348 permutation |= SHADERPERMUTATION_FOG;
1349 if (rsurface.texture->colormapping)
1350 permutation |= SHADERPERMUTATION_COLORMAPPING;
1351 if (r_glsl_offsetmapping.integer)
1353 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354 if (r_glsl_offsetmapping_reliefmapping.integer)
1355 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1357 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360 permutation |= SHADERPERMUTATION_REFLECTION;
1362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1364 // directional model lighting
1365 mode = SHADERMODE_LIGHTDIRECTION;
1366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368 if (rsurface.texture->currentskinframe->glow)
1369 permutation |= SHADERPERMUTATION_GLOW;
1370 permutation |= SHADERPERMUTATION_DIFFUSE;
1371 if (specularscale > 0)
1372 permutation |= SHADERPERMUTATION_SPECULAR;
1373 if (r_refdef.fogenabled)
1374 permutation |= SHADERPERMUTATION_FOG;
1375 if (rsurface.texture->colormapping)
1376 permutation |= SHADERPERMUTATION_COLORMAPPING;
1377 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380 permutation |= SHADERPERMUTATION_REFLECTION;
1382 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1384 // ambient model lighting
1385 mode = SHADERMODE_LIGHTDIRECTION;
1386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388 if (rsurface.texture->currentskinframe->glow)
1389 permutation |= SHADERPERMUTATION_GLOW;
1390 if (r_refdef.fogenabled)
1391 permutation |= SHADERPERMUTATION_FOG;
1392 if (rsurface.texture->colormapping)
1393 permutation |= SHADERPERMUTATION_COLORMAPPING;
1394 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397 permutation |= SHADERPERMUTATION_REFLECTION;
1402 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1404 // deluxemapping (light direction texture)
1405 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1408 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409 permutation |= SHADERPERMUTATION_DIFFUSE;
1410 if (specularscale > 0)
1411 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1413 else if (r_glsl_deluxemapping.integer >= 2)
1415 // fake deluxemapping (uniform light direction in tangentspace)
1416 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417 permutation |= SHADERPERMUTATION_DIFFUSE;
1418 if (specularscale > 0)
1419 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1421 else if (rsurface.uselightmaptexture)
1423 // ordinary lightmapping (q1bsp, q3bsp)
1424 mode = SHADERMODE_LIGHTMAP;
1428 // ordinary vertex coloring (q3bsp)
1429 mode = SHADERMODE_VERTEXCOLOR;
1431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433 if (rsurface.texture->currentskinframe->glow)
1434 permutation |= SHADERPERMUTATION_GLOW;
1435 if (r_refdef.fogenabled)
1436 permutation |= SHADERPERMUTATION_FOG;
1437 if (rsurface.texture->colormapping)
1438 permutation |= SHADERPERMUTATION_COLORMAPPING;
1439 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442 permutation |= SHADERPERMUTATION_REFLECTION;
1444 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445 if (!r_glsl_permutation->program)
1447 if (!r_glsl_permutation->compiled)
1448 R_GLSL_CompilePermutation(mode, permutation);
1449 if (!r_glsl_permutation->program)
1451 // remove features until we find a valid permutation
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455 // reduce i more quickly whenever it would not remove any bits
1456 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457 if (!(permutation & j))
1460 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461 if (!r_glsl_permutation->compiled)
1462 R_GLSL_CompilePermutation(mode, permutation);
1463 if (r_glsl_permutation->program)
1466 if (i >= SHADERPERMUTATION_COUNT)
1468 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1469 Cvar_SetValueQuick(&r_glsl, 0);
1470 return 0; // no bit left to clear
1475 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476 if (mode == SHADERMODE_LIGHTSOURCE)
1478 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479 if (permutation & SHADERPERMUTATION_DIFFUSE)
1481 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1488 // ambient only is simpler
1489 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1490 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1494 // additive passes are only darkened by fog, not tinted
1495 if (r_glsl_permutation->loc_FogColor >= 0)
1496 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1500 if (mode == SHADERMODE_LIGHTDIRECTION)
1502 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1503 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1504 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1505 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1509 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1513 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1514 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515 // additive passes are only darkened by fog, not tinted
1516 if (r_glsl_permutation->loc_FogColor >= 0)
1518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1521 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1523 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1524 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1525 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1526 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1533 // The formula used is actually:
1534 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535 // color.rgb *= SceneBrightness;
1537 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538 // and do [[calculations]] here in the engine
1539 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1543 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545 if (r_glsl_permutation->loc_Color_Pants >= 0)
1547 if (rsurface.texture->currentskinframe->pants)
1548 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1550 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1552 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1554 if (rsurface.texture->currentskinframe->shirt)
1555 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1557 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1559 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1566 #define SKINFRAME_HASH 1024
1570 int loadsequence; // incremented each level change
1571 memexpandablearray_t array;
1572 skinframe_t *hash[SKINFRAME_HASH];
1576 void R_SkinFrame_PrepareForPurge(void)
1578 r_skinframe.loadsequence++;
1579 // wrap it without hitting zero
1580 if (r_skinframe.loadsequence >= 200)
1581 r_skinframe.loadsequence = 1;
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1588 // mark the skinframe as used for the purging code
1589 skinframe->loadsequence = r_skinframe.loadsequence;
1592 void R_SkinFrame_Purge(void)
1596 for (i = 0;i < SKINFRAME_HASH;i++)
1598 for (s = r_skinframe.hash[i];s;s = s->next)
1600 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1602 if (s->merged == s->base)
1604 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605 R_PurgeTexture(s->stain );s->stain = NULL;
1606 R_PurgeTexture(s->merged);s->merged = NULL;
1607 R_PurgeTexture(s->base );s->base = NULL;
1608 R_PurgeTexture(s->pants );s->pants = NULL;
1609 R_PurgeTexture(s->shirt );s->shirt = NULL;
1610 R_PurgeTexture(s->nmap );s->nmap = NULL;
1611 R_PurgeTexture(s->gloss );s->gloss = NULL;
1612 R_PurgeTexture(s->glow );s->glow = NULL;
1613 R_PurgeTexture(s->fog );s->fog = NULL;
1614 s->loadsequence = 0;
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1622 char basename[MAX_QPATH];
1624 Image_StripImageExtension(name, basename, sizeof(basename));
1626 if( last == NULL ) {
1628 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629 item = r_skinframe.hash[hashindex];
1634 // linearly search through the hash bucket
1635 for( ; item ; item = item->next ) {
1636 if( !strcmp( item->basename, basename ) ) {
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1647 char basename[MAX_QPATH];
1649 Image_StripImageExtension(name, basename, sizeof(basename));
1651 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1657 rtexture_t *dyntexture;
1658 // check whether its a dynamic texture
1659 dyntexture = CL_GetDynTexture( basename );
1660 if (!add && !dyntexture)
1662 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663 memset(item, 0, sizeof(*item));
1664 strlcpy(item->basename, basename, sizeof(item->basename));
1665 item->base = dyntexture; // either NULL or dyntexture handle
1666 item->textureflags = textureflags;
1667 item->comparewidth = comparewidth;
1668 item->compareheight = compareheight;
1669 item->comparecrc = comparecrc;
1670 item->next = r_skinframe.hash[hashindex];
1671 r_skinframe.hash[hashindex] = item;
1673 else if( item->base == NULL )
1675 rtexture_t *dyntexture;
1676 // check whether its a dynamic texture
1677 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1678 dyntexture = CL_GetDynTexture( basename );
1679 item->base = dyntexture; // either NULL or dyntexture handle
1682 R_SkinFrame_MarkUsed(item);
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1688 // FIXME: it should be possible to disable loading various layers using
1689 // cvars, to prevent wasted loading time and memory usage if the user does
1691 qboolean loadnormalmap = true;
1692 qboolean loadgloss = true;
1693 qboolean loadpantsandshirt = true;
1694 qboolean loadglow = true;
1696 unsigned char *pixels;
1697 unsigned char *bumppixels;
1698 unsigned char *basepixels = NULL;
1699 int basepixels_width;
1700 int basepixels_height;
1701 skinframe_t *skinframe;
1703 if (cls.state == ca_dedicated)
1706 // return an existing skinframe if already loaded
1707 // if loading of the first image fails, don't make a new skinframe as it
1708 // would cause all future lookups of this to be missing
1709 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710 if (skinframe && skinframe->base)
1713 basepixels = loadimagepixelsbgra(name, complain, true);
1714 if (basepixels == NULL)
1717 // we've got some pixels to store, so really allocate this new texture now
1719 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720 skinframe->stain = NULL;
1721 skinframe->merged = NULL;
1722 skinframe->base = r_texture_notexture;
1723 skinframe->pants = NULL;
1724 skinframe->shirt = NULL;
1725 skinframe->nmap = r_texture_blanknormalmap;
1726 skinframe->gloss = NULL;
1727 skinframe->glow = NULL;
1728 skinframe->fog = NULL;
1730 basepixels_width = image_width;
1731 basepixels_height = image_height;
1732 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1734 if (textureflags & TEXF_ALPHA)
1736 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737 if (basepixels[j] < 255)
1739 if (j < basepixels_width * basepixels_height * 4)
1741 // has transparent pixels
1742 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743 for (j = 0;j < image_width * image_height * 4;j += 4)
1748 pixels[j+3] = basepixels[j+3];
1750 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1755 // _norm is the name used by tenebrae and has been adopted as standard
1758 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1760 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1764 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1766 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1770 Mem_Free(bumppixels);
1772 else if (r_shadow_bumpscale_basetexture.value > 0)
1774 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1780 // _luma is supported for tenebrae compatibility
1781 // (I think it's a very stupid name, but oh well)
1782 // _glow is the preferred name
1783 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1784 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1785 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1786 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1789 Mem_Free(basepixels);
1794 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1799 for (i = 0;i < width*height;i++)
1800 if (((unsigned char *)&palette[in[i]])[3] > 0)
1802 if (i == width*height)
1805 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1812 unsigned char *temp1, *temp2;
1813 skinframe_t *skinframe;
1815 if (cls.state == ca_dedicated)
1818 // if already loaded just return it, otherwise make a new skinframe
1819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820 if (skinframe && skinframe->base)
1823 skinframe->stain = NULL;
1824 skinframe->merged = NULL;
1825 skinframe->base = r_texture_notexture;
1826 skinframe->pants = NULL;
1827 skinframe->shirt = NULL;
1828 skinframe->nmap = r_texture_blanknormalmap;
1829 skinframe->gloss = NULL;
1830 skinframe->glow = NULL;
1831 skinframe->fog = NULL;
1833 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1837 if (r_shadow_bumpscale_basetexture.value > 0)
1839 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840 temp2 = temp1 + width * height * 4;
1841 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1845 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846 if (textureflags & TEXF_ALPHA)
1848 for (i = 3;i < width * height * 4;i += 4)
1849 if (skindata[i] < 255)
1851 if (i < width * height * 4)
1853 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854 memcpy(fogpixels, skindata, width * height * 4);
1855 for (i = 0;i < width * height * 4;i += 4)
1856 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858 Mem_Free(fogpixels);
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1868 unsigned char *temp1, *temp2;
1869 skinframe_t *skinframe;
1871 if (cls.state == ca_dedicated)
1874 // if already loaded just return it, otherwise make a new skinframe
1875 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876 if (skinframe && skinframe->base)
1879 skinframe->stain = NULL;
1880 skinframe->merged = NULL;
1881 skinframe->base = r_texture_notexture;
1882 skinframe->pants = NULL;
1883 skinframe->shirt = NULL;
1884 skinframe->nmap = r_texture_blanknormalmap;
1885 skinframe->gloss = NULL;
1886 skinframe->glow = NULL;
1887 skinframe->fog = NULL;
1889 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1893 if (r_shadow_bumpscale_basetexture.value > 0)
1895 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896 temp2 = temp1 + width * height * 4;
1897 // use either a custom palette or the quake palette
1898 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1903 // use either a custom palette, or the quake palette
1904 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905 if (loadglowtexture)
1906 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907 if (loadpantsandshirt)
1909 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1912 if (skinframe->pants || skinframe->shirt)
1913 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1914 if (textureflags & TEXF_ALPHA)
1916 for (i = 0;i < width * height;i++)
1917 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1919 if (i < width * height)
1920 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1928 skinframe_t *skinframe;
1930 if (cls.state == ca_dedicated)
1933 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934 skinframe->stain = NULL;
1935 skinframe->merged = NULL;
1936 skinframe->base = r_texture_notexture;
1937 skinframe->pants = NULL;
1938 skinframe->shirt = NULL;
1939 skinframe->nmap = r_texture_blanknormalmap;
1940 skinframe->gloss = NULL;
1941 skinframe->glow = NULL;
1942 skinframe->fog = NULL;
1947 void gl_main_start(void)
1949 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1952 // set up r_skinframe loading system for textures
1953 memset(&r_skinframe, 0, sizeof(r_skinframe));
1954 r_skinframe.loadsequence = 1;
1955 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1957 r_main_texturepool = R_AllocTexturePool();
1958 R_BuildBlankTextures();
1960 if (gl_texturecubemap)
1963 R_BuildNormalizationCube();
1965 r_texture_fogattenuation = NULL;
1966 //r_texture_fogintensity = NULL;
1967 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968 memset(&r_waterstate, 0, sizeof(r_waterstate));
1969 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970 memset(&r_svbsp, 0, sizeof (r_svbsp));
1972 r_refdef.fogmasktable_density = 0;
1975 void gl_main_shutdown(void)
1977 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1980 // clear out the r_skinframe state
1981 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982 memset(&r_skinframe, 0, sizeof(r_skinframe));
1985 Mem_Free(r_svbsp.nodes);
1986 memset(&r_svbsp, 0, sizeof (r_svbsp));
1987 R_FreeTexturePool(&r_main_texturepool);
1988 r_texture_blanknormalmap = NULL;
1989 r_texture_white = NULL;
1990 r_texture_grey128 = NULL;
1991 r_texture_black = NULL;
1992 r_texture_whitecube = NULL;
1993 r_texture_normalizationcube = NULL;
1994 r_texture_fogattenuation = NULL;
1995 //r_texture_fogintensity = NULL;
1996 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997 memset(&r_waterstate, 0, sizeof(r_waterstate));
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2004 // FIXME: move this code to client
2006 char *entities, entname[MAX_QPATH];
2009 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010 l = (int)strlen(entname) - 4;
2011 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2013 memcpy(entname + l, ".ent", 5);
2014 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2016 CL_ParseEntityLump(entities);
2021 if (cl.worldmodel->brush.entities)
2022 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2026 void GL_Main_Init(void)
2028 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2030 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033 if (gamemode == GAME_NEHAHRA)
2035 Cvar_RegisterVariable (&gl_fogenable);
2036 Cvar_RegisterVariable (&gl_fogdensity);
2037 Cvar_RegisterVariable (&gl_fogred);
2038 Cvar_RegisterVariable (&gl_foggreen);
2039 Cvar_RegisterVariable (&gl_fogblue);
2040 Cvar_RegisterVariable (&gl_fogstart);
2041 Cvar_RegisterVariable (&gl_fogend);
2042 Cvar_RegisterVariable (&gl_skyclip);
2044 Cvar_RegisterVariable(&r_depthfirst);
2045 Cvar_RegisterVariable(&r_nearclip);
2046 Cvar_RegisterVariable(&r_showbboxes);
2047 Cvar_RegisterVariable(&r_showsurfaces);
2048 Cvar_RegisterVariable(&r_showtris);
2049 Cvar_RegisterVariable(&r_shownormals);
2050 Cvar_RegisterVariable(&r_showlighting);
2051 Cvar_RegisterVariable(&r_showshadowvolumes);
2052 Cvar_RegisterVariable(&r_showcollisionbrushes);
2053 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055 Cvar_RegisterVariable(&r_showdisabledepthtest);
2056 Cvar_RegisterVariable(&r_drawportals);
2057 Cvar_RegisterVariable(&r_drawentities);
2058 Cvar_RegisterVariable(&r_cullentities_trace);
2059 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062 Cvar_RegisterVariable(&r_drawviewmodel);
2063 Cvar_RegisterVariable(&r_speeds);
2064 Cvar_RegisterVariable(&r_fullbrights);
2065 Cvar_RegisterVariable(&r_wateralpha);
2066 Cvar_RegisterVariable(&r_dynamic);
2067 Cvar_RegisterVariable(&r_fullbright);
2068 Cvar_RegisterVariable(&r_shadows);
2069 Cvar_RegisterVariable(&r_shadows_throwdistance);
2070 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073 Cvar_RegisterVariable(&r_fog_exp2);
2074 Cvar_RegisterVariable(&r_textureunits);
2075 Cvar_RegisterVariable(&r_glsl);
2076 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080 Cvar_RegisterVariable(&r_water);
2081 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082 Cvar_RegisterVariable(&r_water_clippingplanebias);
2083 Cvar_RegisterVariable(&r_water_refractdistort);
2084 Cvar_RegisterVariable(&r_water_reflectdistort);
2085 Cvar_RegisterVariable(&r_lerpsprites);
2086 Cvar_RegisterVariable(&r_lerpmodels);
2087 Cvar_RegisterVariable(&r_lerplightstyles);
2088 Cvar_RegisterVariable(&r_waterscroll);
2089 Cvar_RegisterVariable(&r_bloom);
2090 Cvar_RegisterVariable(&r_bloom_colorscale);
2091 Cvar_RegisterVariable(&r_bloom_brighten);
2092 Cvar_RegisterVariable(&r_bloom_blur);
2093 Cvar_RegisterVariable(&r_bloom_resolution);
2094 Cvar_RegisterVariable(&r_bloom_colorexponent);
2095 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096 Cvar_RegisterVariable(&r_hdr);
2097 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098 Cvar_RegisterVariable(&r_glsl_contrastboost);
2099 Cvar_RegisterVariable(&r_hdr_glowintensity);
2100 Cvar_RegisterVariable(&r_hdr_range);
2101 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102 Cvar_RegisterVariable(&developer_texturelogging);
2103 Cvar_RegisterVariable(&gl_lightmaps);
2104 Cvar_RegisterVariable(&r_test);
2105 Cvar_RegisterVariable(&r_batchmode);
2106 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107 Cvar_SetValue("r_fullbrights", 0);
2108 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2110 Cvar_RegisterVariable(&r_track_sprites);
2111 Cvar_RegisterVariable(&r_track_sprites_flags);
2112 Cvar_RegisterVariable(&r_track_sprites_scalew);
2113 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2129 void Render_Init(void)
2141 R_LightningBeams_Init();
2150 extern char *ENGINE_EXTENSIONS;
2153 VID_CheckExtensions();
2155 // LordHavoc: report supported extensions
2156 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2158 // clear to black (loading plaque will be seen over this)
2160 qglClearColor(0,0,0,1);CHECKGLERROR
2161 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2168 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2170 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2173 p = r_refdef.view.frustum + i;
2178 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2182 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2186 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2190 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2194 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2198 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2202 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2206 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2218 for (i = 0;i < numplanes;i++)
2225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2241 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2245 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2249 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2253 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2261 //==================================================================================
2263 static void R_View_UpdateEntityVisible (void)
2266 entity_render_t *ent;
2268 if (!r_drawentities.integer)
2271 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2274 // worldmodel can check visibility
2275 for (i = 0;i < r_refdef.scene.numentities;i++)
2277 ent = r_refdef.scene.entities[i];
2278 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2281 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2283 for (i = 0;i < r_refdef.scene.numentities;i++)
2285 ent = r_refdef.scene.entities[i];
2286 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2288 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2289 ent->last_trace_visibility = realtime;
2290 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291 r_refdef.viewcache.entityvisible[i] = 0;
2298 // no worldmodel or it can't check visibility
2299 for (i = 0;i < r_refdef.scene.numentities;i++)
2301 ent = r_refdef.scene.entities[i];
2302 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2311 entity_render_t *ent;
2313 if (!r_drawentities.integer)
2317 for (i = 0;i < r_refdef.scene.numentities;i++)
2319 if (!r_refdef.viewcache.entityvisible[i])
2321 ent = r_refdef.scene.entities[i];
2322 if (!ent->model || !ent->model->DrawSky)
2324 ent->model->DrawSky(ent);
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2334 entity_render_t *ent;
2336 if (!r_drawentities.integer)
2339 for (i = 0;i < r_refdef.scene.numentities;i++)
2341 if (!r_refdef.viewcache.entityvisible[i])
2343 ent = r_refdef.scene.entities[i];
2344 r_refdef.stats.entities++;
2345 if (ent->model && ent->model->Draw != NULL)
2346 ent->model->Draw(ent);
2352 static void R_DrawModelsDepth(void)
2355 entity_render_t *ent;
2357 if (!r_drawentities.integer)
2360 for (i = 0;i < r_refdef.scene.numentities;i++)
2362 if (!r_refdef.viewcache.entityvisible[i])
2364 ent = r_refdef.scene.entities[i];
2365 if (ent->model && ent->model->DrawDepth != NULL)
2366 ent->model->DrawDepth(ent);
2370 static void R_DrawModelsDebug(void)
2373 entity_render_t *ent;
2375 if (!r_drawentities.integer)
2378 for (i = 0;i < r_refdef.scene.numentities;i++)
2380 if (!r_refdef.viewcache.entityvisible[i])
2382 ent = r_refdef.scene.entities[i];
2383 if (ent->model && ent->model->DrawDebug != NULL)
2384 ent->model->DrawDebug(ent);
2388 static void R_DrawModelsAddWaterPlanes(void)
2391 entity_render_t *ent;
2393 if (!r_drawentities.integer)
2396 for (i = 0;i < r_refdef.scene.numentities;i++)
2398 if (!r_refdef.viewcache.entityvisible[i])
2400 ent = r_refdef.scene.entities[i];
2401 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402 ent->model->DrawAddWaterPlanes(ent);
2406 static void R_View_SetFrustum(void)
2409 double slopex, slopey;
2410 vec3_t forward, left, up, origin;
2412 // we can't trust r_refdef.view.forward and friends in reflected scenes
2413 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2416 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2431 zNear = r_refdef.nearclip;
2432 nudge = 1.0 - 1.0 / (1<<23);
2433 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2446 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449 r_refdef.view.frustum[0].dist = m[15] - m[12];
2451 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454 r_refdef.view.frustum[1].dist = m[15] + m[12];
2456 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459 r_refdef.view.frustum[2].dist = m[15] - m[13];
2461 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464 r_refdef.view.frustum[3].dist = m[15] + m[13];
2466 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469 r_refdef.view.frustum[4].dist = m[15] - m[14];
2471 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474 r_refdef.view.frustum[5].dist = m[15] + m[14];
2477 if (r_refdef.view.useperspective)
2479 slopex = 1.0 / r_refdef.view.frustum_x;
2480 slopey = 1.0 / r_refdef.view.frustum_y;
2481 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2483 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2484 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2485 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2487 // Leaving those out was a mistake, those were in the old code, and they
2488 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489 // I couldn't reproduce it after adding those normalizations. --blub
2490 VectorNormalize(r_refdef.view.frustum[0].normal);
2491 VectorNormalize(r_refdef.view.frustum[1].normal);
2492 VectorNormalize(r_refdef.view.frustum[2].normal);
2493 VectorNormalize(r_refdef.view.frustum[3].normal);
2495 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2501 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2509 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2520 r_refdef.view.numfrustumplanes = 5;
2522 if (r_refdef.view.useclipplane)
2524 r_refdef.view.numfrustumplanes = 6;
2525 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2528 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529 PlaneClassify(r_refdef.view.frustum + i);
2531 // LordHavoc: note to all quake engine coders, Quake had a special case
2532 // for 90 degrees which assumed a square view (wrong), so I removed it,
2533 // Quake2 has it disabled as well.
2535 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538 //PlaneClassify(&frustum[0]);
2540 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543 //PlaneClassify(&frustum[1]);
2545 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548 //PlaneClassify(&frustum[2]);
2550 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553 //PlaneClassify(&frustum[3]);
2556 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558 //PlaneClassify(&frustum[4]);
2561 void R_View_Update(void)
2563 R_View_SetFrustum();
2564 R_View_WorldVisibility(r_refdef.view.useclipplane);
2565 R_View_UpdateEntityVisible();
2568 void R_SetupView(qboolean allowwaterclippingplane)
2570 if (!r_refdef.view.useperspective)
2571 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2572 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2575 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2577 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2579 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2581 // LordHavoc: couldn't figure out how to make this approach the
2582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585 dist = r_refdef.view.clipplane.dist;
2586 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2590 void R_ResetViewRendering2D(void)
2592 if (gl_support_fragment_shader)
2594 qglUseProgramObjectARB(0);CHECKGLERROR
2599 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603 GL_Color(1, 1, 1, 1);
2604 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605 GL_BlendFunc(GL_ONE, GL_ZERO);
2606 GL_AlphaTest(false);
2607 GL_ScissorTest(false);
2608 GL_DepthMask(false);
2609 GL_DepthRange(0, 1);
2610 GL_DepthTest(false);
2611 R_Mesh_Matrix(&identitymatrix);
2612 R_Mesh_ResetTextureState();
2613 GL_PolygonOffset(0, 0);
2614 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617 qglStencilMask(~0);CHECKGLERROR
2618 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2623 void R_ResetViewRendering3D(void)
2625 if (gl_support_fragment_shader)
2627 qglUseProgramObjectARB(0);CHECKGLERROR
2632 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2635 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636 GL_Color(1, 1, 1, 1);
2637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638 GL_BlendFunc(GL_ONE, GL_ZERO);
2639 GL_AlphaTest(false);
2640 GL_ScissorTest(true);
2642 GL_DepthRange(0, 1);
2644 R_Mesh_Matrix(&identitymatrix);
2645 R_Mesh_ResetTextureState();
2646 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650 qglStencilMask(~0);CHECKGLERROR
2651 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653 GL_CullFace(r_refdef.view.cullface_back);
2657 R_Bloom_SetupShader(
2659 "// written by Forest 'LordHavoc' Hale\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2686 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 " // transform vertex to camera space, using ftransform to match non-VS\n"
2690 " gl_Position = ftransform();\n"
2693 "#endif // VERTEX_SHADER\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2704 " myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 " for (x = -BLUR_X;x <= BLUR_X;x++)
2706 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2711 " gl_FragColor = vec4(color);\n"
2714 "#endif // FRAGMENT_SHADER\n"
2717 void R_RenderScene(qboolean addwaterplanes);
2719 static void R_Water_StartFrame(void)
2722 int waterwidth, waterheight, texturewidth, textureheight;
2723 r_waterstate_waterplane_t *p;
2725 // set waterwidth and waterheight to the water resolution that will be
2726 // used (often less than the screen resolution for faster rendering)
2727 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2730 // calculate desired texture sizes
2731 // can't use water if the card does not support the texture size
2732 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733 texturewidth = textureheight = waterwidth = waterheight = 0;
2734 else if (gl_support_arb_texture_non_power_of_two)
2736 texturewidth = waterwidth;
2737 textureheight = waterheight;
2741 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2742 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2745 // allocate textures as needed
2746 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2748 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2751 if (p->texture_refraction)
2752 R_FreeTexture(p->texture_refraction);
2753 p->texture_refraction = NULL;
2754 if (p->texture_reflection)
2755 R_FreeTexture(p->texture_reflection);
2756 p->texture_reflection = NULL;
2758 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759 r_waterstate.waterwidth = waterwidth;
2760 r_waterstate.waterheight = waterheight;
2761 r_waterstate.texturewidth = texturewidth;
2762 r_waterstate.textureheight = textureheight;
2765 if (r_waterstate.waterwidth)
2767 r_waterstate.enabled = true;
2769 // set up variables that will be used in shader setup
2770 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2776 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777 r_waterstate.numwaterplanes = 0;
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2782 int triangleindex, planeindex;
2787 r_waterstate_waterplane_t *p;
2788 // just use the first triangle with a valid normal for any decisions
2789 VectorClear(normal);
2790 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2792 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796 if (VectorLength2(normal) >= 0.001)
2800 // find a matching plane if there is one
2801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2804 if (planeindex >= r_waterstate.maxwaterplanes)
2805 return; // nothing we can do, out of planes
2807 // if this triangle does not fit any known plane rendered this frame, add one
2808 if (planeindex >= r_waterstate.numwaterplanes)
2810 // store the new plane
2811 r_waterstate.numwaterplanes++;
2812 VectorCopy(normal, p->plane.normal);
2813 VectorNormalize(p->plane.normal);
2814 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815 PlaneClassify(&p->plane);
2816 // flip the plane if it does not face the viewer
2817 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2819 VectorNegate(p->plane.normal, p->plane.normal);
2820 p->plane.dist *= -1;
2821 PlaneClassify(&p->plane);
2823 // clear materialflags and pvs
2824 p->materialflags = 0;
2825 p->pvsvalid = false;
2827 // merge this surface's materialflags into the waterplane
2828 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829 // merge this surface's PVS into the waterplane
2830 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2834 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2839 static void R_Water_ProcessPlanes(void)
2841 r_refdef_view_t originalview;
2843 r_waterstate_waterplane_t *p;
2845 originalview = r_refdef.view;
2847 // make sure enough textures are allocated
2848 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2850 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2852 if (!p->texture_refraction)
2853 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854 if (!p->texture_refraction)
2858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2860 if (!p->texture_reflection)
2861 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2862 if (!p->texture_reflection)
2868 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2870 r_refdef.view.showdebug = false;
2871 r_refdef.view.width = r_waterstate.waterwidth;
2872 r_refdef.view.height = r_waterstate.waterheight;
2873 r_refdef.view.useclipplane = true;
2874 r_waterstate.renderingscene = true;
2876 // render the normal view scene and copy into texture
2877 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2880 r_refdef.view.clipplane = p->plane;
2881 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883 PlaneClassify(&r_refdef.view.clipplane);
2885 R_RenderScene(false);
2887 // copy view into the screen texture
2888 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889 GL_ActiveTexture(0);
2891 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2894 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2896 // render reflected scene and copy into texture
2897 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900 r_refdef.view.clipplane = p->plane;
2901 // reverse the cullface settings for this render
2902 r_refdef.view.cullface_front = GL_FRONT;
2903 r_refdef.view.cullface_back = GL_BACK;
2904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2906 r_refdef.view.usecustompvs = true;
2908 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2910 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2913 R_ResetViewRendering3D();
2914 R_ClearScreen(r_refdef.fogenabled);
2915 if (r_timereport_active)
2916 R_TimeReport("viewclear");
2918 R_RenderScene(false);
2920 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921 GL_ActiveTexture(0);
2923 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2925 R_ResetViewRendering3D();
2926 R_ClearScreen(r_refdef.fogenabled);
2927 if (r_timereport_active)
2928 R_TimeReport("viewclear");
2931 r_refdef.view = originalview;
2932 r_refdef.view.clear = true;
2933 r_waterstate.renderingscene = false;
2937 r_refdef.view = originalview;
2938 r_waterstate.renderingscene = false;
2939 Cvar_SetValueQuick(&r_water, 0);
2940 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2944 void R_Bloom_StartFrame(void)
2946 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2948 // set bloomwidth and bloomheight to the bloom resolution that will be
2949 // used (often less than the screen resolution for faster rendering)
2950 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2954 // calculate desired texture sizes
2955 if (gl_support_arb_texture_non_power_of_two)
2957 screentexturewidth = r_refdef.view.width;
2958 screentextureheight = r_refdef.view.height;
2959 bloomtexturewidth = r_bloomstate.bloomwidth;
2960 bloomtextureheight = r_bloomstate.bloomheight;
2964 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2965 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2966 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2967 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2972 screentexturewidth = screentextureheight = 0;
2974 else if (r_bloom.integer)
2979 screentexturewidth = screentextureheight = 0;
2980 bloomtexturewidth = bloomtextureheight = 0;
2983 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2985 // can't use bloom if the parameters are too weird
2986 // can't use bloom if the card does not support the texture size
2987 if (r_bloomstate.texture_screen)
2988 R_FreeTexture(r_bloomstate.texture_screen);
2989 if (r_bloomstate.texture_bloom)
2990 R_FreeTexture(r_bloomstate.texture_bloom);
2991 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2995 r_bloomstate.enabled = true;
2996 r_bloomstate.hdr = r_hdr.integer != 0;
2998 // allocate textures as needed
2999 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3001 if (r_bloomstate.texture_screen)
3002 R_FreeTexture(r_bloomstate.texture_screen);
3003 r_bloomstate.texture_screen = NULL;
3004 r_bloomstate.screentexturewidth = screentexturewidth;
3005 r_bloomstate.screentextureheight = screentextureheight;
3006 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3009 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3011 if (r_bloomstate.texture_bloom)
3012 R_FreeTexture(r_bloomstate.texture_bloom);
3013 r_bloomstate.texture_bloom = NULL;
3014 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3020 // set up a texcoord array for the full resolution screen image
3021 // (we have to keep this around to copy back during final render)
3022 r_bloomstate.screentexcoord2f[0] = 0;
3023 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027 r_bloomstate.screentexcoord2f[5] = 0;
3028 r_bloomstate.screentexcoord2f[6] = 0;
3029 r_bloomstate.screentexcoord2f[7] = 0;
3031 // set up a texcoord array for the reduced resolution bloom image
3032 // (which will be additive blended over the screen image)
3033 r_bloomstate.bloomtexcoord2f[0] = 0;
3034 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038 r_bloomstate.bloomtexcoord2f[5] = 0;
3039 r_bloomstate.bloomtexcoord2f[6] = 0;
3040 r_bloomstate.bloomtexcoord2f[7] = 0;
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3045 r_refdef.stats.bloom++;
3047 R_ResetViewRendering2D();
3048 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049 R_Mesh_ColorPointer(NULL, 0, 0);
3050 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3053 // copy view into the screen texture
3054 GL_ActiveTexture(0);
3056 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3059 // now scale it down to the bloom texture size
3061 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062 GL_BlendFunc(GL_ONE, GL_ZERO);
3063 GL_Color(colorscale, colorscale, colorscale, 1);
3064 // TODO: optimize with multitexture or GLSL
3065 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3068 // we now have a bloom image in the framebuffer
3069 // copy it into the bloom image texture for later processing
3070 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071 GL_ActiveTexture(0);
3073 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3074 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3077 void R_Bloom_CopyHDRTexture(void)
3079 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080 GL_ActiveTexture(0);
3082 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3083 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3086 void R_Bloom_MakeTexture(void)
3089 float xoffset, yoffset, r, brighten;
3091 r_refdef.stats.bloom++;
3093 R_ResetViewRendering2D();
3094 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095 R_Mesh_ColorPointer(NULL, 0, 0);
3097 // we have a bloom image in the framebuffer
3099 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3101 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3104 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106 GL_Color(r, r, r, 1);
3107 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3112 // copy the vertically blurred bloom view to a texture
3113 GL_ActiveTexture(0);
3115 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3116 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3119 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120 brighten = r_bloom_brighten.value;
3122 brighten *= r_hdr_range.value;
3123 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3126 for (dir = 0;dir < 2;dir++)
3128 // blend on at multiple vertical offsets to achieve a vertical blur
3129 // TODO: do offset blends using GLSL
3130 GL_BlendFunc(GL_ONE, GL_ZERO);
3131 for (x = -range;x <= range;x++)
3133 if (!dir){xoffset = 0;yoffset = x;}
3134 else {xoffset = x;yoffset = 0;}
3135 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136 yoffset /= (float)r_bloomstate.bloomtextureheight;
3137 // compute a texcoord array with the specified x and y offset
3138 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146 // this r value looks like a 'dot' particle, fading sharply to
3147 // black at the edges
3148 // (probably not realistic but looks good enough)
3149 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150 //r = (dir ? 1.0f : brighten)/(range*2+1);
3151 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152 GL_Color(r, r, r, 1);
3153 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155 GL_BlendFunc(GL_ONE, GL_ONE);
3158 // copy the vertically blurred bloom view to a texture
3159 GL_ActiveTexture(0);
3161 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3162 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3165 // apply subtract last
3166 // (just like it would be in a GLSL shader)
3167 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3169 GL_BlendFunc(GL_ONE, GL_ZERO);
3170 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172 GL_Color(1, 1, 1, 1);
3173 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3176 GL_BlendFunc(GL_ONE, GL_ONE);
3177 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3185 // copy the darkened bloom view to a texture
3186 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187 GL_ActiveTexture(0);
3189 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3190 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 void R_HDR_RenderBloomTexture(void)
3196 int oldwidth, oldheight;
3197 float oldcolorscale;
3199 oldcolorscale = r_refdef.view.colorscale;
3200 oldwidth = r_refdef.view.width;
3201 oldheight = r_refdef.view.height;
3202 r_refdef.view.width = r_bloomstate.bloomwidth;
3203 r_refdef.view.height = r_bloomstate.bloomheight;
3205 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3206 // TODO: add exposure compensation features
3207 // TODO: add fp16 framebuffer support
3209 r_refdef.view.showdebug = false;
3210 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3212 R_ClearScreen(r_refdef.fogenabled);
3213 if (r_timereport_active)
3214 R_TimeReport("HDRclear");
3216 r_waterstate.numwaterplanes = 0;
3217 R_RenderScene(r_waterstate.enabled);
3218 r_refdef.view.showdebug = true;
3220 R_ResetViewRendering2D();
3222 R_Bloom_CopyHDRTexture();
3223 R_Bloom_MakeTexture();
3225 // restore the view settings
3226 r_refdef.view.width = oldwidth;
3227 r_refdef.view.height = oldheight;
3228 r_refdef.view.colorscale = oldcolorscale;
3230 R_ResetViewRendering3D();
3232 R_ClearScreen(r_refdef.fogenabled);
3233 if (r_timereport_active)
3234 R_TimeReport("viewclear");
3237 static void R_BlendView(void)
3239 if (r_bloomstate.enabled && r_bloomstate.hdr)
3241 // render high dynamic range bloom effect
3242 // the bloom texture was made earlier this render, so we just need to
3243 // blend it onto the screen...
3244 R_ResetViewRendering2D();
3245 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3246 R_Mesh_ColorPointer(NULL, 0, 0);
3247 GL_Color(1, 1, 1, 1);
3248 GL_BlendFunc(GL_ONE, GL_ONE);
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3251 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3254 else if (r_bloomstate.enabled)
3256 // render simple bloom effect
3257 // copy the screen and shrink it and darken it for the bloom process
3258 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3259 // make the bloom texture
3260 R_Bloom_MakeTexture();
3261 // put the original screen image back in place and blend the bloom
3263 R_ResetViewRendering2D();
3264 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3265 R_Mesh_ColorPointer(NULL, 0, 0);
3266 GL_Color(1, 1, 1, 1);
3267 GL_BlendFunc(GL_ONE, GL_ZERO);
3268 // do both in one pass if possible
3269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3271 if (r_textureunits.integer >= 2 && gl_combine.integer)
3273 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3274 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3275 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3279 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3281 // now blend on the bloom texture
3282 GL_BlendFunc(GL_ONE, GL_ONE);
3283 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3284 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3286 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3289 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3291 // apply a color tint to the whole view
3292 R_ResetViewRendering2D();
3293 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3294 R_Mesh_ColorPointer(NULL, 0, 0);
3295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3296 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3297 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3301 void R_RenderScene(qboolean addwaterplanes);
3303 matrix4x4_t r_waterscrollmatrix;
3305 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3307 if (r_refdef.fog_density)
3309 r_refdef.fogcolor[0] = r_refdef.fog_red;
3310 r_refdef.fogcolor[1] = r_refdef.fog_green;
3311 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3315 VectorCopy(r_refdef.fogcolor, fogvec);
3316 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3318 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3319 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3320 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3321 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3323 // color.rgb *= ContrastBoost * SceneBrightness;
3324 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3325 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3326 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3327 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3332 void R_UpdateVariables(void)
3336 r_refdef.farclip = 4096;
3337 if (r_refdef.scene.worldmodel)
3338 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3339 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3341 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3342 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3343 r_refdef.polygonfactor = 0;
3344 r_refdef.polygonoffset = 0;
3345 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3348 r_refdef.rtworld = r_shadow_realtime_world.integer;
3349 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3350 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3351 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3352 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3353 if (r_showsurfaces.integer)
3355 r_refdef.rtworld = false;
3356 r_refdef.rtworldshadows = false;
3357 r_refdef.rtdlight = false;
3358 r_refdef.rtdlightshadows = false;
3359 r_refdef.lightmapintensity = 0;
3362 if (gamemode == GAME_NEHAHRA)
3364 if (gl_fogenable.integer)
3366 r_refdef.oldgl_fogenable = true;
3367 r_refdef.fog_density = gl_fogdensity.value;
3368 r_refdef.fog_red = gl_fogred.value;
3369 r_refdef.fog_green = gl_foggreen.value;
3370 r_refdef.fog_blue = gl_fogblue.value;
3371 r_refdef.fog_alpha = 1;
3372 r_refdef.fog_start = 0;
3373 r_refdef.fog_end = gl_skyclip.value;
3375 else if (r_refdef.oldgl_fogenable)
3377 r_refdef.oldgl_fogenable = false;
3378 r_refdef.fog_density = 0;
3379 r_refdef.fog_red = 0;
3380 r_refdef.fog_green = 0;
3381 r_refdef.fog_blue = 0;
3382 r_refdef.fog_alpha = 0;
3383 r_refdef.fog_start = 0;
3384 r_refdef.fog_end = 0;
3388 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3389 r_refdef.fog_start = max(0, r_refdef.fog_start);
3390 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3392 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3394 if (r_refdef.fog_density)
3396 r_refdef.fogenabled = true;
3397 // this is the point where the fog reaches 0.9986 alpha, which we
3398 // consider a good enough cutoff point for the texture
3399 // (0.9986 * 256 == 255.6)
3400 if (r_fog_exp2.integer)
3401 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3403 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3404 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3405 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3406 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3407 // fog color was already set
3408 // update the fog texture
3409 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3410 R_BuildFogTexture();
3413 r_refdef.fogenabled = false;
3421 void R_RenderView(void)
3423 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3424 return; //Host_Error ("R_RenderView: NULL worldmodel");
3426 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3428 // break apart the view matrix into vectors for various purposes
3429 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3430 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3431 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3432 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3433 // make an inverted copy of the view matrix for tracking sprites
3434 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3436 R_Shadow_UpdateWorldLightSelection();
3438 R_Bloom_StartFrame();
3439 R_Water_StartFrame();
3442 if (r_timereport_active)
3443 R_TimeReport("viewsetup");
3445 R_ResetViewRendering3D();
3447 if (r_refdef.view.clear || r_refdef.fogenabled)
3449 R_ClearScreen(r_refdef.fogenabled);
3450 if (r_timereport_active)
3451 R_TimeReport("viewclear");
3453 r_refdef.view.clear = true;
3455 r_refdef.view.showdebug = true;
3457 // this produces a bloom texture to be used in R_BlendView() later
3459 R_HDR_RenderBloomTexture();
3461 r_waterstate.numwaterplanes = 0;
3462 R_RenderScene(r_waterstate.enabled);
3465 if (r_timereport_active)
3466 R_TimeReport("blendview");
3468 GL_Scissor(0, 0, vid.width, vid.height);
3469 GL_ScissorTest(false);
3473 extern void R_DrawLightningBeams (void);
3474 extern void VM_CL_AddPolygonsToMeshQueue (void);
3475 extern void R_DrawPortals (void);
3476 extern cvar_t cl_locs_show;
3477 static void R_DrawLocs(void);
3478 static void R_DrawEntityBBoxes(void);
3479 void R_RenderScene(qboolean addwaterplanes)
3481 r_refdef.stats.renders++;
3487 R_ResetViewRendering3D();
3490 if (r_timereport_active)
3491 R_TimeReport("watervis");
3493 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3495 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3496 if (r_timereport_active)
3497 R_TimeReport("waterworld");
3500 // don't let sound skip if going slow
3501 if (r_refdef.scene.extraupdate)
3504 R_DrawModelsAddWaterPlanes();
3505 if (r_timereport_active)
3506 R_TimeReport("watermodels");
3508 R_Water_ProcessPlanes();
3509 if (r_timereport_active)
3510 R_TimeReport("waterscenes");
3513 R_ResetViewRendering3D();
3515 // don't let sound skip if going slow
3516 if (r_refdef.scene.extraupdate)
3519 R_MeshQueue_BeginScene();
3524 if (r_timereport_active)
3525 R_TimeReport("visibility");
3527 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3529 if (cl.csqc_vidvars.drawworld)
3531 // don't let sound skip if going slow
3532 if (r_refdef.scene.extraupdate)
3535 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3537 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3538 if (r_timereport_active)
3539 R_TimeReport("worldsky");
3542 if (R_DrawBrushModelsSky() && r_timereport_active)
3543 R_TimeReport("bmodelsky");
3546 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3548 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3549 if (r_timereport_active)
3550 R_TimeReport("worlddepth");
3552 if (r_depthfirst.integer >= 2)
3554 R_DrawModelsDepth();
3555 if (r_timereport_active)
3556 R_TimeReport("modeldepth");
3559 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3561 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3562 if (r_timereport_active)
3563 R_TimeReport("world");
3566 // don't let sound skip if going slow
3567 if (r_refdef.scene.extraupdate)
3571 if (r_timereport_active)
3572 R_TimeReport("models");
3574 // don't let sound skip if going slow
3575 if (r_refdef.scene.extraupdate)
3578 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3580 R_DrawModelShadows();
3582 R_ResetViewRendering3D();
3584 // don't let sound skip if going slow
3585 if (r_refdef.scene.extraupdate)
3589 R_ShadowVolumeLighting(false);
3590 if (r_timereport_active)
3591 R_TimeReport("rtlights");
3593 // don't let sound skip if going slow
3594 if (r_refdef.scene.extraupdate)
3597 if (cl.csqc_vidvars.drawworld)
3599 R_DrawLightningBeams();
3600 if (r_timereport_active)
3601 R_TimeReport("lightning");
3604 if (r_timereport_active)
3605 R_TimeReport("decals");
3608 if (r_timereport_active)
3609 R_TimeReport("particles");
3612 if (r_timereport_active)
3613 R_TimeReport("explosions");
3616 if (gl_support_fragment_shader)
3618 qglUseProgramObjectARB(0);CHECKGLERROR
3620 VM_CL_AddPolygonsToMeshQueue();
3622 if (r_refdef.view.showdebug)
3624 if (cl_locs_show.integer)
3627 if (r_timereport_active)
3628 R_TimeReport("showlocs");
3631 if (r_drawportals.integer)
3634 if (r_timereport_active)
3635 R_TimeReport("portals");
3638 if (r_showbboxes.value > 0)
3640 R_DrawEntityBBoxes();
3641 if (r_timereport_active)
3642 R_TimeReport("bboxes");
3646 if (gl_support_fragment_shader)
3648 qglUseProgramObjectARB(0);CHECKGLERROR
3650 R_MeshQueue_RenderTransparent();
3651 if (r_timereport_active)
3652 R_TimeReport("drawtrans");
3654 if (gl_support_fragment_shader)
3656 qglUseProgramObjectARB(0);CHECKGLERROR
3659 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3661 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3662 if (r_timereport_active)
3663 R_TimeReport("worlddebug");
3664 R_DrawModelsDebug();
3665 if (r_timereport_active)
3666 R_TimeReport("modeldebug");
3669 if (gl_support_fragment_shader)
3671 qglUseProgramObjectARB(0);CHECKGLERROR
3674 if (cl.csqc_vidvars.drawworld)
3677 if (r_timereport_active)
3678 R_TimeReport("coronas");
3681 // don't let sound skip if going slow
3682 if (r_refdef.scene.extraupdate)
3685 R_ResetViewRendering2D();
3688 static const int bboxelements[36] =
3698 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3701 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3702 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3703 GL_DepthMask(false);
3704 GL_DepthRange(0, 1);
3705 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3706 R_Mesh_Matrix(&identitymatrix);
3707 R_Mesh_ResetTextureState();
3709 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3710 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3711 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3712 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3713 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3714 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3715 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3716 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3717 R_FillColors(color4f, 8, cr, cg, cb, ca);
3718 if (r_refdef.fogenabled)
3720 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3722 f1 = FogPoint_World(v);
3724 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3725 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3726 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3729 R_Mesh_VertexPointer(vertex3f, 0, 0);
3730 R_Mesh_ColorPointer(color4f, 0, 0);
3731 R_Mesh_ResetTextureState();
3732 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3735 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3739 prvm_edict_t *edict;
3740 // this function draws bounding boxes of server entities
3744 for (i = 0;i < numsurfaces;i++)
3746 edict = PRVM_EDICT_NUM(surfacelist[i]);
3747 switch ((int)edict->fields.server->solid)
3749 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3750 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3751 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3752 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3753 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3754 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3756 color[3] *= r_showbboxes.value;
3757 color[3] = bound(0, color[3], 1);
3758 GL_DepthTest(!r_showdisabledepthtest.integer);
3759 GL_CullFace(r_refdef.view.cullface_front);
3760 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3765 static void R_DrawEntityBBoxes(void)
3768 prvm_edict_t *edict;
3770 // this function draws bounding boxes of server entities
3774 for (i = 0;i < prog->num_edicts;i++)
3776 edict = PRVM_EDICT_NUM(i);
3777 if (edict->priv.server->free)
3779 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3780 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3785 int nomodelelements[24] =
3797 float nomodelvertex3f[6*3] =
3807 float nomodelcolor4f[6*4] =
3809 0.0f, 0.0f, 0.5f, 1.0f,
3810 0.0f, 0.0f, 0.5f, 1.0f,
3811 0.0f, 0.5f, 0.0f, 1.0f,
3812 0.0f, 0.5f, 0.0f, 1.0f,
3813 0.5f, 0.0f, 0.0f, 1.0f,
3814 0.5f, 0.0f, 0.0f, 1.0f
3817 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3822 // this is only called once per entity so numsurfaces is always 1, and
3823 // surfacelist is always {0}, so this code does not handle batches
3824 R_Mesh_Matrix(&ent->matrix);
3826 if (ent->flags & EF_ADDITIVE)
3828 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3829 GL_DepthMask(false);
3831 else if (ent->alpha < 1)
3833 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3834 GL_DepthMask(false);
3838 GL_BlendFunc(GL_ONE, GL_ZERO);
3841 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3842 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3843 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3844 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3845 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3846 if (r_refdef.fogenabled)
3849 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3850 R_Mesh_ColorPointer(color4f, 0, 0);
3851 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3852 f1 = FogPoint_World(org);
3854 for (i = 0, c = color4f;i < 6;i++, c += 4)
3856 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3857 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3858 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3862 else if (ent->alpha != 1)
3864 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3865 R_Mesh_ColorPointer(color4f, 0, 0);
3866 for (i = 0, c = color4f;i < 6;i++, c += 4)
3870 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3871 R_Mesh_ResetTextureState();
3872 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3875 void R_DrawNoModel(entity_render_t *ent)
3878 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3879 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3880 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3882 // R_DrawNoModelCallback(ent, 0);
3885 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3887 vec3_t right1, right2, diff, normal;
3889 VectorSubtract (org2, org1, normal);
3891 // calculate 'right' vector for start
3892 VectorSubtract (r_refdef.view.origin, org1, diff);
3893 CrossProduct (normal, diff, right1);
3894 VectorNormalize (right1);
3896 // calculate 'right' vector for end
3897 VectorSubtract (r_refdef.view.origin, org2, diff);
3898 CrossProduct (normal, diff, right2);
3899 VectorNormalize (right2);
3901 vert[ 0] = org1[0] + width * right1[0];
3902 vert[ 1] = org1[1] + width * right1[1];
3903 vert[ 2] = org1[2] + width * right1[2];
3904 vert[ 3] = org1[0] - width * right1[0];
3905 vert[ 4] = org1[1] - width * right1[1];
3906 vert[ 5] = org1[2] - width * right1[2];
3907 vert[ 6] = org2[0] - width * right2[0];
3908 vert[ 7] = org2[1] - width * right2[1];
3909 vert[ 8] = org2[2] - width * right2[2];
3910 vert[ 9] = org2[0] + width * right2[0];
3911 vert[10] = org2[1] + width * right2[1];
3912 vert[11] = org2[2] + width * right2[2];
3915 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3917 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3922 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3923 fog = FogPoint_World(origin);
3925 R_Mesh_Matrix(&identitymatrix);
3926 GL_BlendFunc(blendfunc1, blendfunc2);
3932 GL_CullFace(r_refdef.view.cullface_front);
3935 GL_CullFace(r_refdef.view.cullface_back);
3936 GL_CullFace(GL_NONE);
3938 GL_DepthMask(false);
3939 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3940 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3941 GL_DepthTest(!depthdisable);
3943 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3944 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3945 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3946 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3947 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3948 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3949 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3950 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3951 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3952 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3953 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3954 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3956 R_Mesh_VertexPointer(vertex3f, 0, 0);
3957 R_Mesh_ColorPointer(NULL, 0, 0);
3958 R_Mesh_ResetTextureState();
3959 R_Mesh_TexBind(0, R_GetTexture(texture));
3960 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3961 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3962 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3963 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3965 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3967 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3968 GL_BlendFunc(blendfunc1, GL_ONE);
3970 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3971 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3975 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3980 VectorSet(v, x, y, z);
3981 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3982 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3984 if (i == mesh->numvertices)
3986 if (mesh->numvertices < mesh->maxvertices)
3988 VectorCopy(v, vertex3f);
3989 mesh->numvertices++;
3991 return mesh->numvertices;
3997 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4001 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4002 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4003 e = mesh->element3i + mesh->numtriangles * 3;
4004 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4006 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4007 if (mesh->numtriangles < mesh->maxtriangles)
4012 mesh->numtriangles++;
4014 element[1] = element[2];
4018 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4022 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4023 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4024 e = mesh->element3i + mesh->numtriangles * 3;
4025 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4027 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4028 if (mesh->numtriangles < mesh->maxtriangles)
4033 mesh->numtriangles++;
4035 element[1] = element[2];
4039 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4040 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4042 int planenum, planenum2;
4045 mplane_t *plane, *plane2;
4047 double temppoints[2][256*3];
4048 // figure out how large a bounding box we need to properly compute this brush
4050 for (w = 0;w < numplanes;w++)
4051 maxdist = max(maxdist, planes[w].dist);
4052 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4053 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4054 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4058 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4059 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4061 if (planenum2 == planenum)
4063 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);
4066 if (tempnumpoints < 3)
4068 // generate elements forming a triangle fan for this polygon
4069 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4073 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)
4075 texturelayer_t *layer;
4076 layer = t->currentlayers + t->currentnumlayers++;
4078 layer->depthmask = depthmask;
4079 layer->blendfunc1 = blendfunc1;
4080 layer->blendfunc2 = blendfunc2;
4081 layer->texture = texture;
4082 layer->texmatrix = *matrix;
4083 layer->color[0] = r * r_refdef.view.colorscale;
4084 layer->color[1] = g * r_refdef.view.colorscale;
4085 layer->color[2] = b * r_refdef.view.colorscale;
4086 layer->color[3] = a;
4089 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4092 index = parms[2] + r_refdef.scene.time * parms[3];
4093 index -= floor(index);
4097 case Q3WAVEFUNC_NONE:
4098 case Q3WAVEFUNC_NOISE:
4099 case Q3WAVEFUNC_COUNT:
4102 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4103 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4104 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4105 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4106 case Q3WAVEFUNC_TRIANGLE:
4108 f = index - floor(index);
4119 return (float)(parms[0] + parms[1] * f);
4122 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4125 model_t *model = ent->model;
4128 q3shaderinfo_layer_tcmod_t *tcmod;
4130 // switch to an alternate material if this is a q1bsp animated material
4132 texture_t *texture = t;
4133 int s = ent->skinnum;
4134 if ((unsigned int)s >= (unsigned int)model->numskins)
4136 if (model->skinscenes)
4138 if (model->skinscenes[s].framecount > 1)
4139 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4141 s = model->skinscenes[s].firstframe;
4144 t = t + s * model->num_surfaces;
4147 // use an alternate animation if the entity's frame is not 0,
4148 // and only if the texture has an alternate animation
4149 if (ent->frame2 != 0 && t->anim_total[1])
4150 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4152 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4154 texture->currentframe = t;
4157 // update currentskinframe to be a qw skin or animation frame
4158 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4160 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4162 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4163 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4164 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4166 t->currentskinframe = r_qwskincache_skinframe[i];
4167 if (t->currentskinframe == NULL)
4168 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4170 else if (t->numskinframes >= 2)
4171 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4172 if (t->backgroundnumskinframes >= 2)
4173 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4175 t->currentmaterialflags = t->basematerialflags;
4176 t->currentalpha = ent->alpha;
4177 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4179 t->currentalpha *= r_wateralpha.value;
4181 * FIXME what is this supposed to do?
4182 // if rendering refraction/reflection, disable transparency
4183 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4184 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4187 if(!r_waterstate.enabled)
4188 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4189 if (!(ent->flags & RENDER_LIGHT))
4190 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4191 else if (rsurface.modeltexcoordlightmap2f == NULL)
4193 // pick a model lighting mode
4194 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4195 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4197 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4199 if (ent->effects & EF_ADDITIVE)
4200 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4201 else if (t->currentalpha < 1)
4202 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4203 if (ent->effects & EF_DOUBLESIDED)
4204 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4205 if (ent->effects & EF_NODEPTHTEST)
4206 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4207 if (ent->flags & RENDER_VIEWMODEL)
4208 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4209 if (t->backgroundnumskinframes)
4210 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4211 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4213 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4214 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4217 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4219 // there is no tcmod
4220 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4221 t->currenttexmatrix = r_waterscrollmatrix;
4223 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4226 switch(tcmod->tcmod)
4230 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4231 matrix = r_waterscrollmatrix;
4233 matrix = identitymatrix;
4235 case Q3TCMOD_ENTITYTRANSLATE:
4236 // this is used in Q3 to allow the gamecode to control texcoord
4237 // scrolling on the entity, which is not supported in darkplaces yet.
4238 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4240 case Q3TCMOD_ROTATE:
4241 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4242 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4243 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4246 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4248 case Q3TCMOD_SCROLL:
4249 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4251 case Q3TCMOD_STRETCH:
4252 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4253 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4255 case Q3TCMOD_TRANSFORM:
4256 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4257 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4258 VectorSet(tcmat + 6, 0 , 0 , 1);
4259 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4260 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4262 case Q3TCMOD_TURBULENT:
4263 // this is handled in the RSurf_PrepareVertices function
4264 matrix = identitymatrix;
4267 // either replace or concatenate the transformation
4269 t->currenttexmatrix = matrix;
4272 matrix4x4_t temp = t->currenttexmatrix;
4273 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4277 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4278 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4279 t->glosstexture = r_texture_black;
4280 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4281 t->backgroundglosstexture = r_texture_black;
4282 t->specularpower = r_shadow_glossexponent.value;
4283 // TODO: store reference values for these in the texture?
4284 t->specularscale = 0;
4285 if (r_shadow_gloss.integer > 0)
4287 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4289 if (r_shadow_glossintensity.value > 0)
4291 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4292 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4293 t->specularscale = r_shadow_glossintensity.value;
4296 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4298 t->glosstexture = r_texture_white;
4299 t->backgroundglosstexture = r_texture_white;
4300 t->specularscale = r_shadow_gloss2intensity.value;
4304 // lightmaps mode looks bad with dlights using actual texturing, so turn
4305 // off the colormap and glossmap, but leave the normalmap on as it still
4306 // accurately represents the shading involved
4307 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4309 t->basetexture = r_texture_white;
4310 t->specularscale = 0;
4313 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4314 VectorClear(t->dlightcolor);
4315 t->currentnumlayers = 0;
4316 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4318 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4320 int blendfunc1, blendfunc2, depthmask;
4321 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4323 blendfunc1 = GL_SRC_ALPHA;
4324 blendfunc2 = GL_ONE;
4326 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4328 blendfunc1 = GL_SRC_ALPHA;
4329 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4331 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4333 blendfunc1 = t->customblendfunc[0];
4334 blendfunc2 = t->customblendfunc[1];
4338 blendfunc1 = GL_ONE;
4339 blendfunc2 = GL_ZERO;
4341 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4342 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4344 rtexture_t *currentbasetexture;
4346 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4347 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4348 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4349 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4351 // fullbright is not affected by r_refdef.lightmapintensity
4352 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4353 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4354 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4355 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4356 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4360 vec3_t ambientcolor;
4362 // set the color tint used for lights affecting this surface
4363 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4365 // q3bsp has no lightmap updates, so the lightstylevalue that
4366 // would normally be baked into the lightmap must be
4367 // applied to the color
4368 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4369 if (ent->model->type == mod_brushq3)
4370 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4371 colorscale *= r_refdef.lightmapintensity;
4372 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4373 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4374 // basic lit geometry
4375 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4376 // add pants/shirt if needed
4377 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4378 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4379 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4380 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4381 // now add ambient passes if needed
4382 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4384 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4385 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4386 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4387 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4388 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4391 if (t->currentskinframe->glow != NULL)
4392 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4393 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4395 // if this is opaque use alpha blend which will darken the earlier
4398 // if this is an alpha blended material, all the earlier passes
4399 // were darkened by fog already, so we only need to add the fog
4400 // color ontop through the fog mask texture
4402 // if this is an additive blended material, all the earlier passes
4403 // were darkened by fog already, and we should not add fog color
4404 // (because the background was not darkened, there is no fog color
4405 // that was lost behind it).
4406 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4413 void R_UpdateAllTextureInfo(entity_render_t *ent)
4417 for (i = 0;i < ent->model->num_texturesperskin;i++)
4418 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4421 rsurfacestate_t rsurface;
4423 void R_Mesh_ResizeArrays(int newvertices)
4426 if (rsurface.array_size >= newvertices)
4428 if (rsurface.array_modelvertex3f)
4429 Mem_Free(rsurface.array_modelvertex3f);
4430 rsurface.array_size = (newvertices + 1023) & ~1023;
4431 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4432 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4433 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4434 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4435 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4436 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4437 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4438 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4439 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4440 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4441 rsurface.array_color4f = base + rsurface.array_size * 27;
4442 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4445 void RSurf_CleanUp(void)
4448 if (rsurface.mode == RSURFMODE_GLSL)
4450 qglUseProgramObjectARB(0);CHECKGLERROR
4452 GL_AlphaTest(false);
4453 rsurface.mode = RSURFMODE_NONE;
4454 rsurface.uselightmaptexture = false;
4455 rsurface.texture = NULL;
4458 void RSurf_ActiveWorldEntity(void)
4460 model_t *model = r_refdef.scene.worldmodel;
4462 if (rsurface.array_size < model->surfmesh.num_vertices)
4463 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4464 rsurface.matrix = identitymatrix;
4465 rsurface.inversematrix = identitymatrix;
4466 R_Mesh_Matrix(&identitymatrix);
4467 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4468 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4469 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4470 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4471 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4472 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4473 rsurface.frameblend[0].frame = 0;
4474 rsurface.frameblend[0].lerp = 1;
4475 rsurface.frameblend[1].frame = 0;
4476 rsurface.frameblend[1].lerp = 0;
4477 rsurface.frameblend[2].frame = 0;
4478 rsurface.frameblend[2].lerp = 0;
4479 rsurface.frameblend[3].frame = 0;
4480 rsurface.frameblend[3].lerp = 0;
4481 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4482 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4483 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4484 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4485 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4486 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4487 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4488 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4489 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4490 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4491 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4492 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4493 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4494 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4495 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4496 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4497 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4498 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4499 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4500 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4501 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4502 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4503 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4504 rsurface.modelelement3i = model->surfmesh.data_element3i;
4505 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4506 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4507 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4508 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4509 rsurface.modelsurfaces = model->data_surfaces;
4510 rsurface.generatedvertex = false;
4511 rsurface.vertex3f = rsurface.modelvertex3f;
4512 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4513 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4514 rsurface.svector3f = rsurface.modelsvector3f;
4515 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4516 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4517 rsurface.tvector3f = rsurface.modeltvector3f;
4518 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4519 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4520 rsurface.normal3f = rsurface.modelnormal3f;
4521 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4522 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4523 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4526 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4528 model_t *model = ent->model;
4530 if (rsurface.array_size < model->surfmesh.num_vertices)
4531 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4532 rsurface.matrix = ent->matrix;
4533 rsurface.inversematrix = ent->inversematrix;
4534 R_Mesh_Matrix(&rsurface.matrix);
4535 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4536 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4537 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4538 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4539 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4540 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4541 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4542 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4543 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4544 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4545 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4546 rsurface.frameblend[0] = ent->frameblend[0];
4547 rsurface.frameblend[1] = ent->frameblend[1];
4548 rsurface.frameblend[2] = ent->frameblend[2];
4549 rsurface.frameblend[3] = ent->frameblend[3];
4550 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4551 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4552 if (ent->model->brush.submodel)
4554 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4555 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4557 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4561 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4562 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4563 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4564 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4565 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4567 else if (wantnormals)
4569 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4570 rsurface.modelsvector3f = NULL;
4571 rsurface.modeltvector3f = NULL;
4572 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4573 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4577 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4578 rsurface.modelsvector3f = NULL;
4579 rsurface.modeltvector3f = NULL;
4580 rsurface.modelnormal3f = NULL;
4581 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4583 rsurface.modelvertex3f_bufferobject = 0;
4584 rsurface.modelvertex3f_bufferoffset = 0;
4585 rsurface.modelsvector3f_bufferobject = 0;
4586 rsurface.modelsvector3f_bufferoffset = 0;
4587 rsurface.modeltvector3f_bufferobject = 0;
4588 rsurface.modeltvector3f_bufferoffset = 0;
4589 rsurface.modelnormal3f_bufferobject = 0;
4590 rsurface.modelnormal3f_bufferoffset = 0;
4591 rsurface.generatedvertex = true;
4595 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4596 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4597 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4598 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4599 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4600 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4601 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4602 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4603 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4604 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4605 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4606 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4607 rsurface.generatedvertex = false;
4609 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4610 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4611 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4612 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4613 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4614 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4615 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4616 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4617 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4618 rsurface.modelelement3i = model->surfmesh.data_element3i;
4619 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4620 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4621 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4622 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4623 rsurface.modelsurfaces = model->data_surfaces;
4624 rsurface.vertex3f = rsurface.modelvertex3f;
4625 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4626 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4627 rsurface.svector3f = rsurface.modelsvector3f;
4628 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4629 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4630 rsurface.tvector3f = rsurface.modeltvector3f;
4631 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4632 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4633 rsurface.normal3f = rsurface.modelnormal3f;
4634 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4635 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4636 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4639 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4640 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4643 int texturesurfaceindex;
4648 const float *v1, *in_tc;
4650 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4652 q3shaderinfo_deform_t *deform;
4653 // 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
4654 if (rsurface.generatedvertex)
4656 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4657 generatenormals = true;
4658 for (i = 0;i < Q3MAXDEFORMS;i++)
4660 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4662 generatetangents = true;
4663 generatenormals = true;
4665 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4666 generatenormals = true;
4668 if (generatenormals && !rsurface.modelnormal3f)
4670 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4671 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4672 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4673 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4675 if (generatetangents && !rsurface.modelsvector3f)
4677 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4678 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4679 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4680 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4681 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4682 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4683 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4686 rsurface.vertex3f = rsurface.modelvertex3f;
4687 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4688 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4689 rsurface.svector3f = rsurface.modelsvector3f;
4690 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4691 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4692 rsurface.tvector3f = rsurface.modeltvector3f;
4693 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4694 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4695 rsurface.normal3f = rsurface.modelnormal3f;
4696 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4697 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4698 // if vertices are deformed (sprite flares and things in maps, possibly
4699 // water waves, bulges and other deformations), generate them into
4700 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4701 // (may be static model data or generated data for an animated model, or
4702 // the previous deform pass)
4703 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4705 switch (deform->deform)
4708 case Q3DEFORM_PROJECTIONSHADOW:
4709 case Q3DEFORM_TEXT0:
4710 case Q3DEFORM_TEXT1:
4711 case Q3DEFORM_TEXT2:
4712 case Q3DEFORM_TEXT3:
4713 case Q3DEFORM_TEXT4:
4714 case Q3DEFORM_TEXT5:
4715 case Q3DEFORM_TEXT6:
4716 case Q3DEFORM_TEXT7:
4719 case Q3DEFORM_AUTOSPRITE:
4720 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4721 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4722 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4723 VectorNormalize(newforward);
4724 VectorNormalize(newright);
4725 VectorNormalize(newup);
4726 // make deformed versions of only the model vertices used by the specified surfaces
4727 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4729 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4730 // a single autosprite surface can contain multiple sprites...
4731 for (j = 0;j < surface->num_vertices - 3;j += 4)
4733 VectorClear(center);
4734 for (i = 0;i < 4;i++)
4735 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4736 VectorScale(center, 0.25f, center);
4737 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4738 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4739 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4740 for (i = 0;i < 4;i++)
4742 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4743 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4746 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4747 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4749 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4750 rsurface.vertex3f_bufferobject = 0;
4751 rsurface.vertex3f_bufferoffset = 0;
4752 rsurface.svector3f = rsurface.array_deformedsvector3f;
4753 rsurface.svector3f_bufferobject = 0;
4754 rsurface.svector3f_bufferoffset = 0;
4755 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4756 rsurface.tvector3f_bufferobject = 0;
4757 rsurface.tvector3f_bufferoffset = 0;
4758 rsurface.normal3f = rsurface.array_deformednormal3f;
4759 rsurface.normal3f_bufferobject = 0;
4760 rsurface.normal3f_bufferoffset = 0;
4762 case Q3DEFORM_AUTOSPRITE2:
4763 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4764 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4765 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4766 VectorNormalize(newforward);
4767 VectorNormalize(newright);
4768 VectorNormalize(newup);
4769 // make deformed versions of only the model vertices used by the specified surfaces
4770 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4772 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4773 const float *v1, *v2;
4783 memset(shortest, 0, sizeof(shortest));
4784 // a single autosprite surface can contain multiple sprites...
4785 for (j = 0;j < surface->num_vertices - 3;j += 4)
4787 VectorClear(center);
4788 for (i = 0;i < 4;i++)
4789 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4790 VectorScale(center, 0.25f, center);
4791 // find the two shortest edges, then use them to define the
4792 // axis vectors for rotating around the central axis
4793 for (i = 0;i < 6;i++)
4795 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4796 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4798 Debug_PolygonBegin(NULL, 0, false, 0);
4799 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4800 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4801 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4804 l = VectorDistance2(v1, v2);
4805 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4807 l += (1.0f / 1024.0f);
4808 if (shortest[0].length2 > l || i == 0)
4810 shortest[1] = shortest[0];
4811 shortest[0].length2 = l;
4812 shortest[0].v1 = v1;
4813 shortest[0].v2 = v2;
4815 else if (shortest[1].length2 > l || i == 1)
4817 shortest[1].length2 = l;
4818 shortest[1].v1 = v1;
4819 shortest[1].v2 = v2;
4822 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4823 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4825 Debug_PolygonBegin(NULL, 0, false, 0);
4826 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4827 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4828 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4831 // this calculates the right vector from the shortest edge
4832 // and the up vector from the edge midpoints
4833 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4834 VectorNormalize(right);
4835 VectorSubtract(end, start, up);
4836 VectorNormalize(up);
4837 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4838 //VectorSubtract(rsurface.modelorg, center, forward);
4839 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4840 VectorNegate(forward, forward);
4841 VectorReflect(forward, 0, up, forward);
4842 VectorNormalize(forward);
4843 CrossProduct(up, forward, newright);
4844 VectorNormalize(newright);
4846 Debug_PolygonBegin(NULL, 0, false, 0);
4847 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4848 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4849 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4853 Debug_PolygonBegin(NULL, 0, false, 0);
4854 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4855 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4856 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4859 // rotate the quad around the up axis vector, this is made
4860 // especially easy by the fact we know the quad is flat,
4861 // so we only have to subtract the center position and
4862 // measure distance along the right vector, and then
4863 // multiply that by the newright vector and add back the
4865 // we also need to subtract the old position to undo the
4866 // displacement from the center, which we do with a
4867 // DotProduct, the subtraction/addition of center is also
4868 // optimized into DotProducts here
4869 l = DotProduct(right, center);
4870 for (i = 0;i < 4;i++)
4872 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4873 f = DotProduct(right, v1) - l;
4874 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4877 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4878 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4880 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4881 rsurface.vertex3f_bufferobject = 0;
4882 rsurface.vertex3f_bufferoffset = 0;
4883 rsurface.svector3f = rsurface.array_deformedsvector3f;
4884 rsurface.svector3f_bufferobject = 0;
4885 rsurface.svector3f_bufferoffset = 0;
4886 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4887 rsurface.tvector3f_bufferobject = 0;
4888 rsurface.tvector3f_bufferoffset = 0;
4889 rsurface.normal3f = rsurface.array_deformednormal3f;
4890 rsurface.normal3f_bufferobject = 0;
4891 rsurface.normal3f_bufferoffset = 0;
4893 case Q3DEFORM_NORMAL:
4894 // deform the normals to make reflections wavey
4895 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4897 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4898 for (j = 0;j < surface->num_vertices;j++)
4901 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4902 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4903 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4904 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4905 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4906 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4907 VectorNormalize(normal);
4909 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4911 rsurface.svector3f = rsurface.array_deformedsvector3f;
4912 rsurface.svector3f_bufferobject = 0;
4913 rsurface.svector3f_bufferoffset = 0;
4914 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4915 rsurface.tvector3f_bufferobject = 0;
4916 rsurface.tvector3f_bufferoffset = 0;
4917 rsurface.normal3f = rsurface.array_deformednormal3f;
4918 rsurface.normal3f_bufferobject = 0;
4919 rsurface.normal3f_bufferoffset = 0;
4922 // deform vertex array to make wavey water and flags and such
4923 waveparms[0] = deform->waveparms[0];
4924 waveparms[1] = deform->waveparms[1];
4925 waveparms[2] = deform->waveparms[2];
4926 waveparms[3] = deform->waveparms[3];
4927 // this is how a divisor of vertex influence on deformation
4928 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4929 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4930 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4932 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4933 for (j = 0;j < surface->num_vertices;j++)
4935 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4936 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4937 // if the wavefunc depends on time, evaluate it per-vertex
4940 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4941 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4943 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4946 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4947 rsurface.vertex3f_bufferobject = 0;
4948 rsurface.vertex3f_bufferoffset = 0;
4950 case Q3DEFORM_BULGE:
4951 // deform vertex array to make the surface have moving bulges
4952 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4954 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4955 for (j = 0;j < surface->num_vertices;j++)
4957 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4958 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4961 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4962 rsurface.vertex3f_bufferobject = 0;
4963 rsurface.vertex3f_bufferoffset = 0;
4966 // deform vertex array
4967 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4968 VectorScale(deform->parms, scale, waveparms);
4969 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4971 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4972 for (j = 0;j < surface->num_vertices;j++)
4973 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4975 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4976 rsurface.vertex3f_bufferobject = 0;
4977 rsurface.vertex3f_bufferoffset = 0;
4981 // generate texcoords based on the chosen texcoord source
4982 switch(rsurface.texture->tcgen.tcgen)
4985 case Q3TCGEN_TEXTURE:
4986 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4987 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4988 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4990 case Q3TCGEN_LIGHTMAP:
4991 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4992 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4993 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4995 case Q3TCGEN_VECTOR:
4996 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4998 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4999 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5001 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5002 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5005 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5006 rsurface.texcoordtexture2f_bufferobject = 0;
5007 rsurface.texcoordtexture2f_bufferoffset = 0;
5009 case Q3TCGEN_ENVIRONMENT:
5010 // make environment reflections using a spheremap
5011 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5013 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5014 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5015 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5016 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5017 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5019 float l, d, eyedir[3];
5020 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5021 l = 0.5f / VectorLength(eyedir);
5022 d = DotProduct(normal, eyedir)*2;
5023 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5024 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5027 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5028 rsurface.texcoordtexture2f_bufferobject = 0;
5029 rsurface.texcoordtexture2f_bufferoffset = 0;
5032 // the only tcmod that needs software vertex processing is turbulent, so
5033 // check for it here and apply the changes if needed
5034 // and we only support that as the first one
5035 // (handling a mixture of turbulent and other tcmods would be problematic
5036 // without punting it entirely to a software path)
5037 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5039 amplitude = rsurface.texture->tcmods[0].parms[1];
5040 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5041 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5043 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5044 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5046 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5047 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5050 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5051 rsurface.texcoordtexture2f_bufferobject = 0;
5052 rsurface.texcoordtexture2f_bufferoffset = 0;
5054 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5055 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5056 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5057 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5060 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5063 const msurface_t *surface = texturesurfacelist[0];
5064 const msurface_t *surface2;
5069 // TODO: lock all array ranges before render, rather than on each surface
5070 if (texturenumsurfaces == 1)
5072 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5073 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5075 else if (r_batchmode.integer == 2)
5077 #define MAXBATCHTRIANGLES 4096
5078 int batchtriangles = 0;
5079 int batchelements[MAXBATCHTRIANGLES*3];
5080 for (i = 0;i < texturenumsurfaces;i = j)
5082 surface = texturesurfacelist[i];
5084 if (surface->num_triangles > MAXBATCHTRIANGLES)
5086 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5089 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5090 batchtriangles = surface->num_triangles;
5091 firstvertex = surface->num_firstvertex;
5092 endvertex = surface->num_firstvertex + surface->num_vertices;
5093 for (;j < texturenumsurfaces;j++)
5095 surface2 = texturesurfacelist[j];
5096 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5098 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5099 batchtriangles += surface2->num_triangles;
5100 firstvertex = min(firstvertex, surface2->num_firstvertex);
5101 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5103 surface2 = texturesurfacelist[j-1];
5104 numvertices = endvertex - firstvertex;
5105 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5108 else if (r_batchmode.integer == 1)
5110 for (i = 0;i < texturenumsurfaces;i = j)
5112 surface = texturesurfacelist[i];
5113 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5114 if (texturesurfacelist[j] != surface2)
5116 surface2 = texturesurfacelist[j-1];
5117 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5118 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5119 GL_LockArrays(surface->num_firstvertex, numvertices);
5120 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5125 for (i = 0;i < texturenumsurfaces;i++)
5127 surface = texturesurfacelist[i];
5128 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5129 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5134 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5136 int i, planeindex, vertexindex;
5140 r_waterstate_waterplane_t *p, *bestp;
5141 msurface_t *surface;
5142 if (r_waterstate.renderingscene)
5144 for (i = 0;i < texturenumsurfaces;i++)
5146 surface = texturesurfacelist[i];
5147 if (lightmaptexunit >= 0)
5148 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5149 if (deluxemaptexunit >= 0)
5150 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5151 // pick the closest matching water plane
5154 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5157 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5159 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5160 d += fabs(PlaneDiff(vert, &p->plane));
5162 if (bestd > d || !bestp)
5170 if (refractiontexunit >= 0)
5171 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5172 if (reflectiontexunit >= 0)
5173 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5177 if (refractiontexunit >= 0)
5178 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5179 if (reflectiontexunit >= 0)
5180 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5182 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5183 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5187 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5191 const msurface_t *surface = texturesurfacelist[0];
5192 const msurface_t *surface2;
5197 // TODO: lock all array ranges before render, rather than on each surface
5198 if (texturenumsurfaces == 1)
5200 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5201 if (deluxemaptexunit >= 0)
5202 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5203 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5204 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5206 else if (r_batchmode.integer == 2)
5208 #define MAXBATCHTRIANGLES 4096
5209 int batchtriangles = 0;
5210 int batchelements[MAXBATCHTRIANGLES*3];
5211 for (i = 0;i < texturenumsurfaces;i = j)
5213 surface = texturesurfacelist[i];
5214 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5215 if (deluxemaptexunit >= 0)
5216 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5218 if (surface->num_triangles > MAXBATCHTRIANGLES)
5220 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5223 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5224 batchtriangles = surface->num_triangles;
5225 firstvertex = surface->num_firstvertex;
5226 endvertex = surface->num_firstvertex + surface->num_vertices;
5227 for (;j < texturenumsurfaces;j++)
5229 surface2 = texturesurfacelist[j];
5230 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5232 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5233 batchtriangles += surface2->num_triangles;
5234 firstvertex = min(firstvertex, surface2->num_firstvertex);
5235 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5237 surface2 = texturesurfacelist[j-1];
5238 numvertices = endvertex - firstvertex;
5239 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5242 else if (r_batchmode.integer == 1)
5245 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5246 for (i = 0;i < texturenumsurfaces;i = j)
5248 surface = texturesurfacelist[i];
5249 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5250 if (texturesurfacelist[j] != surface2)
5252 Con_Printf(" %i", j - i);
5255 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5257 for (i = 0;i < texturenumsurfaces;i = j)
5259 surface = texturesurfacelist[i];
5260 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5261 if (deluxemaptexunit >= 0)
5262 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5263 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5264 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5267 Con_Printf(" %i", j - i);
5269 surface2 = texturesurfacelist[j-1];
5270 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5271 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5272 GL_LockArrays(surface->num_firstvertex, numvertices);
5273 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5281 for (i = 0;i < texturenumsurfaces;i++)
5283 surface = texturesurfacelist[i];
5284 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5285 if (deluxemaptexunit >= 0)
5286 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5287 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5288 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5293 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5296 int texturesurfaceindex;
5297 if (r_showsurfaces.integer == 2)
5299 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5301 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5302 for (j = 0;j < surface->num_triangles;j++)
5304 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5305 GL_Color(f, f, f, 1);
5306 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5312 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5314 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5315 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5316 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5317 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5318 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5323 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5325 int texturesurfaceindex;
5329 if (rsurface.lightmapcolor4f)
5331 // generate color arrays for the surfaces in this list
5332 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5334 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5335 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)
5337 f = FogPoint_Model(v);
5347 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5349 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5350 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)
5352 f = FogPoint_Model(v);
5360 rsurface.lightmapcolor4f = rsurface.array_color4f;
5361 rsurface.lightmapcolor4f_bufferobject = 0;
5362 rsurface.lightmapcolor4f_bufferoffset = 0;
5365 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5367 int texturesurfaceindex;
5370 if (!rsurface.lightmapcolor4f)
5372 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5374 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5375 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)
5383 rsurface.lightmapcolor4f = rsurface.array_color4f;
5384 rsurface.lightmapcolor4f_bufferobject = 0;
5385 rsurface.lightmapcolor4f_bufferoffset = 0;
5388 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5391 rsurface.lightmapcolor4f = NULL;
5392 rsurface.lightmapcolor4f_bufferobject = 0;
5393 rsurface.lightmapcolor4f_bufferoffset = 0;
5394 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5395 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5396 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5397 GL_Color(r, g, b, a);
5398 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5401 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5403 // TODO: optimize applyfog && applycolor case
5404 // just apply fog if necessary, and tint the fog color array if necessary
5405 rsurface.lightmapcolor4f = NULL;
5406 rsurface.lightmapcolor4f_bufferobject = 0;
5407 rsurface.lightmapcolor4f_bufferoffset = 0;
5408 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5409 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5410 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5411 GL_Color(r, g, b, a);
5412 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5415 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5417 int texturesurfaceindex;
5421 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5423 // generate color arrays for the surfaces in this list
5424 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5426 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5427 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5429 if (surface->lightmapinfo->samples)
5431 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5432 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5433 VectorScale(lm, scale, c);
5434 if (surface->lightmapinfo->styles[1] != 255)
5436 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5438 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5439 VectorMA(c, scale, lm, c);
5440 if (surface->lightmapinfo->styles[2] != 255)
5443 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5444 VectorMA(c, scale, lm, c);
5445 if (surface->lightmapinfo->styles[3] != 255)
5448 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5449 VectorMA(c, scale, lm, c);
5459 rsurface.lightmapcolor4f = rsurface.array_color4f;
5460 rsurface.lightmapcolor4f_bufferobject = 0;
5461 rsurface.lightmapcolor4f_bufferoffset = 0;
5465 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5466 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5467 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5469 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5470 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5471 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5472 GL_Color(r, g, b, a);
5473 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5476 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5478 int texturesurfaceindex;
5482 vec3_t ambientcolor;
5483 vec3_t diffusecolor;
5487 VectorCopy(rsurface.modellight_lightdir, lightdir);
5488 f = 0.5f * r_refdef.lightmapintensity;
5489 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5490 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5491 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5492 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5493 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5494 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5495 if (VectorLength2(diffusecolor) > 0)
5497 // generate color arrays for the surfaces in this list
5498 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5500 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5501 int numverts = surface->num_vertices;
5502 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5503 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5504 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5505 // q3-style directional shading
5506 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5508 if ((f = DotProduct(c2, lightdir)) > 0)
5509 VectorMA(ambientcolor, f, diffusecolor, c);
5511 VectorCopy(ambientcolor, c);
5520 rsurface.lightmapcolor4f = rsurface.array_color4f;
5521 rsurface.lightmapcolor4f_bufferobject = 0;
5522 rsurface.lightmapcolor4f_bufferoffset = 0;
5526 r = ambientcolor[0];
5527 g = ambientcolor[1];
5528 b = ambientcolor[2];
5529 rsurface.lightmapcolor4f = NULL;
5530 rsurface.lightmapcolor4f_bufferobject = 0;
5531 rsurface.lightmapcolor4f_bufferoffset = 0;
5533 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5534 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5535 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5536 GL_Color(r, g, b, a);
5537 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5540 void RSurf_SetupDepthAndCulling(void)
5542 // submodels are biased to avoid z-fighting with world surfaces that they
5543 // may be exactly overlapping (avoids z-fighting artifacts on certain
5544 // doors and things in Quake maps)
5545 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5546 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5547 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5548 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5551 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5553 RSurf_SetupDepthAndCulling();
5554 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5556 rsurface.mode = RSURFMODE_SHOWSURFACES;
5558 GL_BlendFunc(GL_ONE, GL_ZERO);
5559 R_Mesh_ColorPointer(NULL, 0, 0);
5560 R_Mesh_ResetTextureState();
5562 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5563 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5566 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5568 // transparent sky would be ridiculous
5569 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5571 if (rsurface.mode != RSURFMODE_SKY)
5573 if (rsurface.mode == RSURFMODE_GLSL)
5575 qglUseProgramObjectARB(0);CHECKGLERROR
5577 rsurface.mode = RSURFMODE_SKY;
5581 skyrendernow = false;
5582 // we have to force off the water clipping plane while rendering sky
5586 // restore entity matrix
5587 R_Mesh_Matrix(&rsurface.matrix);
5589 RSurf_SetupDepthAndCulling();
5591 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5592 // skymasking on them, and Quake3 never did sky masking (unlike
5593 // software Quake and software Quake2), so disable the sky masking
5594 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5595 // and skymasking also looks very bad when noclipping outside the
5596 // level, so don't use it then either.
5597 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5599 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5600 R_Mesh_ColorPointer(NULL, 0, 0);
5601 R_Mesh_ResetTextureState();
5602 if (skyrendermasked)
5604 // depth-only (masking)
5605 GL_ColorMask(0,0,0,0);
5606 // just to make sure that braindead drivers don't draw
5607 // anything despite that colormask...
5608 GL_BlendFunc(GL_ZERO, GL_ONE);
5613 GL_BlendFunc(GL_ONE, GL_ZERO);
5615 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5616 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5617 if (skyrendermasked)
5618 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5622 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5624 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5627 if (rsurface.mode != RSURFMODE_GLSL)
5629 rsurface.mode = RSURFMODE_GLSL;
5630 R_Mesh_ResetTextureState();
5631 GL_Color(1, 1, 1, 1);
5634 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5635 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5636 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5637 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5638 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5639 if (rsurface.texture->backgroundcurrentskinframe)
5641 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5642 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5643 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5644 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5646 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5647 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5648 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5649 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5650 R_Mesh_ColorPointer(NULL, 0, 0);
5652 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5654 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5656 // render background
5657 GL_BlendFunc(GL_ONE, GL_ZERO);
5659 GL_AlphaTest(false);
5661 GL_Color(1, 1, 1, 1);
5662 R_Mesh_ColorPointer(NULL, 0, 0);
5664 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5665 if (r_glsl_permutation)
5667 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5668 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5669 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5670 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5671 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5672 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5673 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5676 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5677 GL_DepthMask(false);
5678 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5679 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5680 R_Mesh_ColorPointer(NULL, 0, 0);
5682 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5683 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5684 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5687 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5688 if (!r_glsl_permutation)
5691 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5692 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5693 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5694 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5695 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5696 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5698 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5700 GL_BlendFunc(GL_ONE, GL_ZERO);
5702 GL_AlphaTest(false);
5705 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5707 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5708 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5710 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5714 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5715 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5717 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5721 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5723 // OpenGL 1.3 path - anything not completely ancient
5724 int texturesurfaceindex;
5725 qboolean applycolor;
5729 const texturelayer_t *layer;
5730 if (rsurface.mode != RSURFMODE_MULTIPASS)
5731 rsurface.mode = RSURFMODE_MULTIPASS;
5732 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5734 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5737 int layertexrgbscale;
5738 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5740 if (layerindex == 0)
5744 GL_AlphaTest(false);
5745 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5748 GL_DepthMask(layer->depthmask);
5749 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5750 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5752 layertexrgbscale = 4;
5753 VectorScale(layer->color, 0.25f, layercolor);
5755 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5757 layertexrgbscale = 2;
5758 VectorScale(layer->color, 0.5f, layercolor);
5762 layertexrgbscale = 1;
5763 VectorScale(layer->color, 1.0f, layercolor);
5765 layercolor[3] = layer->color[3];
5766 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5767 R_Mesh_ColorPointer(NULL, 0, 0);
5768 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5769 switch (layer->type)
5771 case TEXTURELAYERTYPE_LITTEXTURE:
5772 memset(&m, 0, sizeof(m));
5773 m.tex[0] = R_GetTexture(r_texture_white);
5774 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5775 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5776 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5777 m.tex[1] = R_GetTexture(layer->texture);
5778 m.texmatrix[1] = layer->texmatrix;
5779 m.texrgbscale[1] = layertexrgbscale;
5780 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5781 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5782 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5783 R_Mesh_TextureState(&m);
5784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5785 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5786 else if (rsurface.uselightmaptexture)
5787 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5789 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5791 case TEXTURELAYERTYPE_TEXTURE:
5792 memset(&m, 0, sizeof(m));
5793 m.tex[0] = R_GetTexture(layer->texture);
5794 m.texmatrix[0] = layer->texmatrix;
5795 m.texrgbscale[0] = layertexrgbscale;
5796 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5797 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5798 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5799 R_Mesh_TextureState(&m);
5800 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5802 case TEXTURELAYERTYPE_FOG:
5803 memset(&m, 0, sizeof(m));
5804 m.texrgbscale[0] = layertexrgbscale;
5807 m.tex[0] = R_GetTexture(layer->texture);
5808 m.texmatrix[0] = layer->texmatrix;
5809 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5810 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5811 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5813 R_Mesh_TextureState(&m);
5814 // generate a color array for the fog pass
5815 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5816 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5820 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5821 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)
5823 f = 1 - FogPoint_Model(v);
5824 c[0] = layercolor[0];
5825 c[1] = layercolor[1];
5826 c[2] = layercolor[2];
5827 c[3] = f * layercolor[3];
5830 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5833 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5835 GL_LockArrays(0, 0);
5838 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5840 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5841 GL_AlphaTest(false);
5845 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5847 // OpenGL 1.1 - crusty old voodoo path
5848 int texturesurfaceindex;
5852 const texturelayer_t *layer;
5853 if (rsurface.mode != RSURFMODE_MULTIPASS)
5854 rsurface.mode = RSURFMODE_MULTIPASS;
5855 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5857 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5859 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5861 if (layerindex == 0)
5865 GL_AlphaTest(false);
5866 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5869 GL_DepthMask(layer->depthmask);
5870 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5871 R_Mesh_ColorPointer(NULL, 0, 0);
5872 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5873 switch (layer->type)
5875 case TEXTURELAYERTYPE_LITTEXTURE:
5876 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5878 // two-pass lit texture with 2x rgbscale
5879 // first the lightmap pass
5880 memset(&m, 0, sizeof(m));
5881 m.tex[0] = R_GetTexture(r_texture_white);
5882 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5883 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5884 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5885 R_Mesh_TextureState(&m);
5886 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5887 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5888 else if (rsurface.uselightmaptexture)
5889 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5891 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5892 GL_LockArrays(0, 0);
5893 // then apply the texture to it
5894 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5895 memset(&m, 0, sizeof(m));
5896 m.tex[0] = R_GetTexture(layer->texture);
5897 m.texmatrix[0] = layer->texmatrix;
5898 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5899 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5900 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5901 R_Mesh_TextureState(&m);
5902 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5906 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5907 memset(&m, 0, sizeof(m));
5908 m.tex[0] = R_GetTexture(layer->texture);
5909 m.texmatrix[0] = layer->texmatrix;
5910 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5911 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5912 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5913 R_Mesh_TextureState(&m);
5914 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5915 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5917 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5920 case TEXTURELAYERTYPE_TEXTURE:
5921 // singletexture unlit texture with transparency support
5922 memset(&m, 0, sizeof(m));
5923 m.tex[0] = R_GetTexture(layer->texture);
5924 m.texmatrix[0] = layer->texmatrix;
5925 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5926 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5927 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5928 R_Mesh_TextureState(&m);
5929 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5931 case TEXTURELAYERTYPE_FOG:
5932 // singletexture fogging
5933 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5936 memset(&m, 0, sizeof(m));
5937 m.tex[0] = R_GetTexture(layer->texture);
5938 m.texmatrix[0] = layer->texmatrix;
5939 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5940 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5941 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5942 R_Mesh_TextureState(&m);
5945 R_Mesh_ResetTextureState();
5946 // generate a color array for the fog pass
5947 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5951 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5952 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)
5954 f = 1 - FogPoint_Model(v);
5955 c[0] = layer->color[0];
5956 c[1] = layer->color[1];
5957 c[2] = layer->color[2];
5958 c[3] = f * layer->color[3];
5961 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5964 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5966 GL_LockArrays(0, 0);
5969 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5971 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5972 GL_AlphaTest(false);
5976 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5978 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5980 rsurface.rtlight = NULL;
5984 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5986 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5988 if (rsurface.mode != RSURFMODE_MULTIPASS)
5989 rsurface.mode = RSURFMODE_MULTIPASS;
5990 if (r_depthfirst.integer == 3)
5992 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5993 if (!r_refdef.view.showdebug)
5994 GL_Color(0, 0, 0, 1);
5996 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
6000 GL_ColorMask(0,0,0,0);
6003 RSurf_SetupDepthAndCulling();
6005 GL_BlendFunc(GL_ONE, GL_ZERO);
6007 GL_AlphaTest(false);
6008 R_Mesh_ColorPointer(NULL, 0, 0);
6009 R_Mesh_ResetTextureState();
6010 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6011 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6012 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6014 else if (r_depthfirst.integer == 3)
6016 else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6018 GL_Color(0, 0, 0, 1);
6019 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6021 else if (r_showsurfaces.integer)
6023 if (rsurface.mode != RSURFMODE_MULTIPASS)
6024 rsurface.mode = RSURFMODE_MULTIPASS;
6025 RSurf_SetupDepthAndCulling();
6027 GL_BlendFunc(GL_ONE, GL_ZERO);
6028 GL_DepthMask(writedepth);
6030 GL_AlphaTest(false);
6031 R_Mesh_ColorPointer(NULL, 0, 0);
6032 R_Mesh_ResetTextureState();
6033 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6034 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6036 else if (gl_lightmaps.integer)
6039 if (rsurface.mode != RSURFMODE_MULTIPASS)
6040 rsurface.mode = RSURFMODE_MULTIPASS;
6041 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6043 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6044 GL_BlendFunc(GL_ONE, GL_ZERO);
6045 GL_DepthMask(writedepth);
6047 GL_AlphaTest(false);
6048 R_Mesh_ColorPointer(NULL, 0, 0);
6049 memset(&m, 0, sizeof(m));
6050 m.tex[0] = R_GetTexture(r_texture_white);
6051 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6052 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6053 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6054 R_Mesh_TextureState(&m);
6055 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6056 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6057 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6058 else if (rsurface.uselightmaptexture)
6059 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6061 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6063 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6064 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6065 else if (rsurface.texture->currentnumlayers)
6067 // write depth for anything we skipped on the depth-only pass earlier
6068 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6070 RSurf_SetupDepthAndCulling();
6071 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6072 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6073 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6074 if (r_glsl.integer && gl_support_fragment_shader)
6075 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6076 else if (gl_combine.integer && r_textureunits.integer >= 2)
6077 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6079 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6082 GL_LockArrays(0, 0);
6085 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6088 int texturenumsurfaces, endsurface;
6090 msurface_t *surface;
6091 msurface_t *texturesurfacelist[1024];
6093 // if the model is static it doesn't matter what value we give for
6094 // wantnormals and wanttangents, so this logic uses only rules applicable
6095 // to a model, knowing that they are meaningless otherwise
6096 if (ent == r_refdef.scene.worldentity)
6097 RSurf_ActiveWorldEntity();
6098 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6099 RSurf_ActiveModelEntity(ent, false, false);
6101 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6103 for (i = 0;i < numsurfaces;i = j)
6106 surface = rsurface.modelsurfaces + surfacelist[i];
6107 texture = surface->texture;
6108 R_UpdateTextureInfo(ent, texture);
6109 rsurface.texture = texture->currentframe;
6110 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6111 // scan ahead until we find a different texture
6112 endsurface = min(i + 1024, numsurfaces);
6113 texturenumsurfaces = 0;
6114 texturesurfacelist[texturenumsurfaces++] = surface;
6115 for (;j < endsurface;j++)
6117 surface = rsurface.modelsurfaces + surfacelist[j];
6118 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6120 texturesurfacelist[texturenumsurfaces++] = surface;
6122 // render the range of surfaces
6123 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6129 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6132 vec3_t tempcenter, center;
6134 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6137 for (i = 0;i < numsurfaces;i++)
6138 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6139 R_Water_AddWaterPlane(surfacelist[i]);
6142 // break the surface list down into batches by texture and use of lightmapping
6143 for (i = 0;i < numsurfaces;i = j)
6146 // texture is the base texture pointer, rsurface.texture is the
6147 // current frame/skin the texture is directing us to use (for example
6148 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6149 // use skin 1 instead)
6150 texture = surfacelist[i]->texture;
6151 rsurface.texture = texture->currentframe;
6152 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6153 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6155 // if this texture is not the kind we want, skip ahead to the next one
6156 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6160 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6162 // transparent surfaces get pushed off into the transparent queue
6163 const msurface_t *surface = surfacelist[i];
6166 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6167 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6168 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6169 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6170 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6174 // simply scan ahead until we find a different texture or lightmap state
6175 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6177 // render the range of surfaces
6178 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6183 float locboxvertex3f[6*4*3] =
6185 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6186 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6187 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6188 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6189 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6190 1,0,0, 0,0,0, 0,1,0, 1,1,0
6193 int locboxelement3i[6*2*3] =
6203 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6206 cl_locnode_t *loc = (cl_locnode_t *)ent;
6208 float vertex3f[6*4*3];
6210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6211 GL_DepthMask(false);
6212 GL_DepthRange(0, 1);
6213 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6215 GL_CullFace(GL_NONE);
6216 R_Mesh_Matrix(&identitymatrix);
6218 R_Mesh_VertexPointer(vertex3f, 0, 0);
6219 R_Mesh_ColorPointer(NULL, 0, 0);
6220 R_Mesh_ResetTextureState();
6223 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6224 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6225 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6226 surfacelist[0] < 0 ? 0.5f : 0.125f);
6228 if (VectorCompare(loc->mins, loc->maxs))
6230 VectorSet(size, 2, 2, 2);
6231 VectorMA(loc->mins, -0.5f, size, mins);
6235 VectorCopy(loc->mins, mins);
6236 VectorSubtract(loc->maxs, loc->mins, size);
6239 for (i = 0;i < 6*4*3;)
6240 for (j = 0;j < 3;j++, i++)
6241 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6243 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6246 void R_DrawLocs(void)
6249 cl_locnode_t *loc, *nearestloc;
6251 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6252 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6254 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6255 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6259 void R_DrawDebugModel(entity_render_t *ent)
6261 int i, j, k, l, flagsmask;
6262 const int *elements;
6264 msurface_t *surface;
6265 model_t *model = ent->model;
6268 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6270 R_Mesh_ColorPointer(NULL, 0, 0);
6271 R_Mesh_ResetTextureState();
6272 GL_DepthRange(0, 1);
6273 GL_DepthTest(!r_showdisabledepthtest.integer);
6274 GL_DepthMask(false);
6275 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6277 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6279 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6280 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6282 if (brush->colbrushf && brush->colbrushf->numtriangles)
6284 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6285 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6286 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6289 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6291 if (surface->num_collisiontriangles)
6293 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6294 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6295 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6300 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6302 if (r_showtris.integer || r_shownormals.integer)
6304 if (r_showdisabledepthtest.integer)
6306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6307 GL_DepthMask(false);
6311 GL_BlendFunc(GL_ONE, GL_ZERO);
6314 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6316 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6318 rsurface.texture = surface->texture->currentframe;
6319 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6321 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6322 if (r_showtris.value > 0)
6324 if (!rsurface.texture->currentlayers->depthmask)
6325 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6326 else if (ent == r_refdef.scene.worldentity)
6327 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6329 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6330 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6333 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6335 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6336 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6337 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6338 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6343 if (r_shownormals.value > 0)
6346 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6348 VectorCopy(rsurface.vertex3f + l * 3, v);
6349 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6350 qglVertex3f(v[0], v[1], v[2]);
6351 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6352 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6353 qglVertex3f(v[0], v[1], v[2]);
6358 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6360 VectorCopy(rsurface.vertex3f + l * 3, v);
6361 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6362 qglVertex3f(v[0], v[1], v[2]);
6363 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6364 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6365 qglVertex3f(v[0], v[1], v[2]);
6370 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6372 VectorCopy(rsurface.vertex3f + l * 3, v);
6373 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6374 qglVertex3f(v[0], v[1], v[2]);
6375 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6376 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6377 qglVertex3f(v[0], v[1], v[2]);
6384 rsurface.texture = NULL;
6388 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6389 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6391 int i, j, endj, f, flagsmask;
6392 msurface_t *surface;
6394 model_t *model = r_refdef.scene.worldmodel;
6395 const int maxsurfacelist = 1024;
6396 int numsurfacelist = 0;
6397 msurface_t *surfacelist[1024];
6401 RSurf_ActiveWorldEntity();
6403 // update light styles on this submodel
6404 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6406 model_brush_lightstyleinfo_t *style;
6407 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6409 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6411 msurface_t *surfaces = model->data_surfaces;
6412 int *list = style->surfacelist;
6413 style->value = r_refdef.scene.lightstylevalue[style->style];
6414 for (j = 0;j < style->numsurfaces;j++)
6415 surfaces[list[j]].cached_dlight = true;
6420 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6421 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6425 R_DrawDebugModel(r_refdef.scene.worldentity);
6431 rsurface.uselightmaptexture = false;
6432 rsurface.texture = NULL;
6434 j = model->firstmodelsurface;
6435 endj = j + model->nummodelsurfaces;
6438 // quickly skip over non-visible surfaces
6439 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6441 // quickly iterate over visible surfaces
6442 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6444 // process this surface
6445 surface = model->data_surfaces + j;
6446 // if this surface fits the criteria, add it to the list
6447 if (surface->num_triangles)
6449 // if lightmap parameters changed, rebuild lightmap texture
6450 if (surface->cached_dlight)
6451 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6452 // add face to draw list
6453 surfacelist[numsurfacelist++] = surface;
6454 r_refdef.stats.world_triangles += surface->num_triangles;
6455 if (numsurfacelist >= maxsurfacelist)
6457 r_refdef.stats.world_surfaces += numsurfacelist;
6458 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6464 r_refdef.stats.world_surfaces += numsurfacelist;
6466 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6470 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6472 int i, j, f, flagsmask;
6473 msurface_t *surface, *endsurface;
6475 model_t *model = ent->model;
6476 const int maxsurfacelist = 1024;
6477 int numsurfacelist = 0;
6478 msurface_t *surfacelist[1024];
6482 // if the model is static it doesn't matter what value we give for
6483 // wantnormals and wanttangents, so this logic uses only rules applicable
6484 // to a model, knowing that they are meaningless otherwise
6485 if (ent == r_refdef.scene.worldentity)
6486 RSurf_ActiveWorldEntity();
6487 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6488 RSurf_ActiveModelEntity(ent, false, false);
6490 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6492 // update light styles
6493 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6495 model_brush_lightstyleinfo_t *style;
6496 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6498 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6500 msurface_t *surfaces = model->data_surfaces;
6501 int *list = style->surfacelist;
6502 style->value = r_refdef.scene.lightstylevalue[style->style];
6503 for (j = 0;j < style->numsurfaces;j++)
6504 surfaces[list[j]].cached_dlight = true;
6509 R_UpdateAllTextureInfo(ent);
6510 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6514 R_DrawDebugModel(ent);
6520 rsurface.uselightmaptexture = false;
6521 rsurface.texture = NULL;
6523 surface = model->data_surfaces + model->firstmodelsurface;
6524 endsurface = surface + model->nummodelsurfaces;
6525 for (;surface < endsurface;surface++)
6527 // if this surface fits the criteria, add it to the list
6528 if (surface->num_triangles)
6530 // if lightmap parameters changed, rebuild lightmap texture
6531 if (surface->cached_dlight)
6532 R_BuildLightMap(ent, surface);
6533 // add face to draw list
6534 surfacelist[numsurfacelist++] = surface;
6535 r_refdef.stats.entities_triangles += surface->num_triangles;
6536 if (numsurfacelist >= maxsurfacelist)
6538 r_refdef.stats.entities_surfaces += numsurfacelist;
6539 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6544 r_refdef.stats.entities_surfaces += numsurfacelist;
6546 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);