2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
41 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
44 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
45 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
55 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
56 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
58 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
59 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
60 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
61 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
62 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
63 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
64 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
66 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)"};
68 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
69 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
70 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
71 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
72 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
74 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
75 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
76 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
78 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
79 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
80 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
81 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
82 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
83 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
84 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
86 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
87 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
88 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
89 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)"};
91 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"};
93 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"};
95 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
97 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
98 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
100 typedef struct r_glsl_bloomshader_s
103 int loc_Texture_Bloom;
105 r_glsl_bloomshader_t;
107 static struct r_bloomstate_s
112 int bloomwidth, bloomheight;
114 int screentexturewidth, screentextureheight;
115 rtexture_t *texture_screen;
117 int bloomtexturewidth, bloomtextureheight;
118 rtexture_t *texture_bloom;
120 r_glsl_bloomshader_t *shader;
122 // arrays for rendering the screen passes
123 float screentexcoord2f[8];
124 float bloomtexcoord2f[8];
125 float offsettexcoord2f[8];
129 // shadow volume bsp struct with automatically growing nodes buffer
132 rtexture_t *r_texture_blanknormalmap;
133 rtexture_t *r_texture_white;
134 rtexture_t *r_texture_black;
135 rtexture_t *r_texture_notexture;
136 rtexture_t *r_texture_whitecube;
137 rtexture_t *r_texture_normalizationcube;
138 rtexture_t *r_texture_fogattenuation;
139 //rtexture_t *r_texture_fogintensity;
141 // information about each possible shader permutation
142 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
143 // currently selected permutation
144 r_glsl_permutation_t *r_glsl_permutation;
146 // temporary variable used by a macro
149 // vertex coordinates for a quad that covers the screen exactly
150 const static float r_screenvertex3f[12] =
158 extern void R_DrawModelShadows(void);
160 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
163 for (i = 0;i < verts;i++)
174 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
177 for (i = 0;i < verts;i++)
187 // FIXME: move this to client?
190 if (gamemode == GAME_NEHAHRA)
192 Cvar_Set("gl_fogenable", "0");
193 Cvar_Set("gl_fogdensity", "0.2");
194 Cvar_Set("gl_fogred", "0.3");
195 Cvar_Set("gl_foggreen", "0.3");
196 Cvar_Set("gl_fogblue", "0.3");
198 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
201 // FIXME: move this to client?
202 void FOG_registercvars(void)
207 if (gamemode == GAME_NEHAHRA)
209 Cvar_RegisterVariable (&gl_fogenable);
210 Cvar_RegisterVariable (&gl_fogdensity);
211 Cvar_RegisterVariable (&gl_fogred);
212 Cvar_RegisterVariable (&gl_foggreen);
213 Cvar_RegisterVariable (&gl_fogblue);
214 Cvar_RegisterVariable (&gl_fogstart);
215 Cvar_RegisterVariable (&gl_fogend);
218 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
219 for (x = 0;x < FOGTABLEWIDTH;x++)
221 alpha = exp(r / ((double)x*(double)x));
222 if (x == FOGTABLEWIDTH - 1)
224 r_refdef.fogtable[x] = bound(0, alpha, 1);
228 static void R_BuildBlankTextures(void)
230 unsigned char data[4];
231 data[0] = 128; // normal X
232 data[1] = 128; // normal Y
233 data[2] = 255; // normal Z
234 data[3] = 128; // height
235 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
248 static void R_BuildNoTexture(void)
251 unsigned char pix[16][16][4];
252 // this makes a light grey/dark grey checkerboard texture
253 for (y = 0;y < 16;y++)
255 for (x = 0;x < 16;x++)
257 if ((y < 8) ^ (x < 8))
273 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
276 static void R_BuildWhiteCube(void)
278 unsigned char data[6*1*1*4];
279 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
280 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
281 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
282 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
283 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
284 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
285 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
288 static void R_BuildNormalizationCube(void)
292 vec_t s, t, intensity;
294 unsigned char data[6][NORMSIZE][NORMSIZE][4];
295 for (side = 0;side < 6;side++)
297 for (y = 0;y < NORMSIZE;y++)
299 for (x = 0;x < NORMSIZE;x++)
301 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
302 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
337 intensity = 127.0f / sqrt(DotProduct(v, v));
338 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
339 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
340 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
341 data[side][y][x][3] = 255;
345 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
348 static void R_BuildFogTexture(void)
353 unsigned char data1[FOGWIDTH][4];
354 //unsigned char data2[FOGWIDTH][4];
355 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
356 for (x = 0;x < FOGWIDTH;x++)
358 alpha = exp(r / ((double)x*(double)x));
359 if (x == FOGWIDTH - 1)
361 b = (int)(256.0 * alpha);
362 b = bound(0, b, 255);
363 data1[x][0] = 255 - b;
364 data1[x][1] = 255 - b;
365 data1[x][2] = 255 - b;
372 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
373 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
376 static const char *builtinshaderstring =
377 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
378 "// written by Forest 'LordHavoc' Hale\n"
380 "// common definitions between vertex shader and fragment shader:\n"
382 "#ifdef __GLSL_CG_DATA_TYPES\n"
383 "#define myhalf half\n"
384 "#define myhvec2 hvec2\n"
385 "#define myhvec3 hvec3\n"
386 "#define myhvec4 hvec4\n"
388 "#define myhalf float\n"
389 "#define myhvec2 vec2\n"
390 "#define myhvec3 vec3\n"
391 "#define myhvec4 vec4\n"
394 "varying vec2 TexCoord;\n"
395 "varying vec2 TexCoordLightmap;\n"
397 "varying vec3 CubeVector;\n"
398 "varying vec3 LightVector;\n"
399 "varying vec3 EyeVector;\n"
401 "varying vec3 EyeVectorModelSpace;\n"
404 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
405 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
406 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
411 "// vertex shader specific:\n"
412 "#ifdef VERTEX_SHADER\n"
414 "uniform vec3 LightPosition;\n"
415 "uniform vec3 EyePosition;\n"
416 "uniform vec3 LightDir;\n"
418 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
422 " gl_FrontColor = gl_Color;\n"
423 " // copy the surface texcoord\n"
424 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
425 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
426 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
429 "#ifdef MODE_LIGHTSOURCE\n"
430 " // transform vertex position into light attenuation/cubemap space\n"
431 " // (-1 to +1 across the light box)\n"
432 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
434 " // transform unnormalized light direction into tangent space\n"
435 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
436 " // normalize it per pixel)\n"
437 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
438 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
439 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
440 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
443 "#ifdef MODE_LIGHTDIRECTION\n"
444 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
445 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
446 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
449 " // transform unnormalized eye direction into tangent space\n"
451 " vec3 EyeVectorModelSpace;\n"
453 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
454 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
455 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
456 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
458 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
459 " VectorS = gl_MultiTexCoord1.xyz;\n"
460 " VectorT = gl_MultiTexCoord2.xyz;\n"
461 " VectorR = gl_MultiTexCoord3.xyz;\n"
464 " // transform vertex to camera space, using ftransform to match non-VS\n"
466 " gl_Position = ftransform();\n"
469 "#endif // VERTEX_SHADER\n"
474 "// fragment shader specific:\n"
475 "#ifdef FRAGMENT_SHADER\n"
477 "uniform sampler2D Texture_Normal;\n"
478 "uniform sampler2D Texture_Color;\n"
479 "uniform sampler2D Texture_Gloss;\n"
480 "uniform samplerCube Texture_Cube;\n"
481 "uniform sampler2D Texture_FogMask;\n"
482 "uniform sampler2D Texture_Pants;\n"
483 "uniform sampler2D Texture_Shirt;\n"
484 "uniform sampler2D Texture_Lightmap;\n"
485 "uniform sampler2D Texture_Deluxemap;\n"
486 "uniform sampler2D Texture_Glow;\n"
488 "uniform myhvec3 LightColor;\n"
489 "uniform myhvec3 AmbientColor;\n"
490 "uniform myhvec3 DiffuseColor;\n"
491 "uniform myhvec3 SpecularColor;\n"
492 "uniform myhvec3 Color_Pants;\n"
493 "uniform myhvec3 Color_Shirt;\n"
494 "uniform myhvec3 FogColor;\n"
496 "uniform myhalf GlowScale;\n"
497 "uniform myhalf SceneBrightness;\n"
499 "uniform float OffsetMapping_Scale;\n"
500 "uniform float OffsetMapping_Bias;\n"
501 "uniform float FogRangeRecip;\n"
503 "uniform myhalf AmbientScale;\n"
504 "uniform myhalf DiffuseScale;\n"
505 "uniform myhalf SpecularScale;\n"
506 "uniform myhalf SpecularPower;\n"
510 " // apply offsetmapping\n"
511 "#ifdef USEOFFSETMAPPING\n"
512 " vec2 TexCoordOffset = TexCoord;\n"
513 "#define TexCoord TexCoordOffset\n"
515 " vec3 eyedir = vec3(normalize(EyeVector));\n"
516 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
517 " depthbias = 1.0 - depthbias * depthbias;\n"
519 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
520 " // 14 sample relief mapping: linear search and then binary search\n"
521 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
522 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
523 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
524 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
525 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
526 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
527 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
528 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
529 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
530 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
531 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
532 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
533 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
534 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
535 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
536 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
537 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
538 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
539 " TexCoord = RT.xy;\n"
541 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
542 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
543 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
544 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
545 " //TexCoord += OffsetVector * 3.0;\n"
546 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
547 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
550 " // 10 sample offset mapping\n"
551 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
552 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
553 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
554 " //TexCoord += OffsetVector * 3.0;\n"
555 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
556 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
557 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
558 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
559 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
560 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
561 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
562 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
563 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
564 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
566 " // parallax mapping as described in the paper\n"
567 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
568 " // The paper provides code in the ARB fragment program assembly language\n"
569 " // I translated it to GLSL but may have done something wrong - SavageX\n"
570 " // LordHavoc: removed bias and simplified to one line\n"
571 " // LordHavoc: this is just a single sample offsetmapping...\n"
572 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
574 " // parallax mapping as described in the paper\n"
575 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
576 " // The paper provides code in the ARB fragment program assembly language\n"
577 " // I translated it to GLSL but may have done something wrong - SavageX\n"
578 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
579 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
580 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
584 " // combine the diffuse textures (base, pants, shirt)\n"
585 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
586 "#ifdef USECOLORMAPPING\n"
587 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
593 "#ifdef MODE_LIGHTSOURCE\n"
596 " // get the surface normal and light normal\n"
597 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
598 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
600 " // calculate directional shading\n"
601 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
602 "#ifdef USESPECULAR\n"
603 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
604 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
607 "#ifdef USECUBEFILTER\n"
608 " // apply light cubemap filter\n"
609 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
610 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
613 " // apply light color\n"
614 " color.rgb *= LightColor;\n"
616 " // apply attenuation\n"
618 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
619 " // center and sharp falloff at the edge, this is about the most efficient\n"
620 " // we can get away with as far as providing illumination.\n"
622 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
623 " // provide significant illumination, large = slow = pain.\n"
624 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
629 "#elif defined(MODE_LIGHTDIRECTION)\n"
630 " // directional model lighting\n"
632 " // get the surface normal and light normal\n"
633 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
634 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
636 " // calculate directional shading\n"
637 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
638 "#ifdef USESPECULAR\n"
639 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
640 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
646 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
647 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
649 " // get the surface normal and light normal\n"
650 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
652 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
653 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
654 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
656 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
658 " // calculate directional shading\n"
659 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
660 "#ifdef USESPECULAR\n"
661 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
662 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
665 " // apply lightmap color\n"
666 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
669 "#else // MODE none (lightmap)\n"
670 " // apply lightmap color\n"
671 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
674 " color *= myhvec4(gl_Color);\n"
677 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
682 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
683 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
686 " color.rgb *= SceneBrightness;\n"
688 " gl_FragColor = vec4(color);\n"
691 "#endif // FRAGMENT_SHADER\n"
694 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
695 const char *permutationinfo[][2] =
697 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
699 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
700 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"#define USEGLOW\n", " glow"},
702 {"#define USEFOG\n", " fog"},
703 {"#define USECOLORMAPPING\n", " colormapping"},
704 {"#define USESPECULAR\n", " specular"},
705 {"#define USECUBEFILTER\n", " cubefilter"},
706 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
707 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
711 void R_GLSL_CompilePermutation(const char *filename, int permutation)
714 qboolean shaderfound;
715 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
716 int vertstrings_count;
717 int geomstrings_count;
718 int fragstrings_count;
720 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
721 const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
722 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
723 char permutationname[256];
728 vertstrings_list[0] = "#define VERTEX_SHADER\n";
729 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
730 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
731 vertstrings_count = 1;
732 geomstrings_count = 1;
733 fragstrings_count = 1;
734 permutationname[0] = 0;
735 for (i = 0;permutationinfo[i][0];i++)
737 if (permutation & (1<<i))
739 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
740 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
741 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
742 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
746 // keep line numbers correct
747 vertstrings_list[vertstrings_count++] = "\n";
748 geomstrings_list[geomstrings_count++] = "\n";
749 fragstrings_list[fragstrings_count++] = "\n";
752 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
756 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
757 vertstrings_list[vertstrings_count++] = shaderstring;
758 geomstrings_list[geomstrings_count++] = shaderstring;
759 fragstrings_list[fragstrings_count++] = shaderstring;
762 else if (!strcmp(filename, "glsl/default.glsl"))
764 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
765 vertstrings_list[vertstrings_count++] = builtinshaderstring;
766 geomstrings_list[geomstrings_count++] = builtinshaderstring;
767 fragstrings_list[fragstrings_count++] = builtinshaderstring;
770 // clear any lists that are not needed by this shader
771 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
772 vertstrings_count = 0;
773 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
774 geomstrings_count = 0;
775 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
776 fragstrings_count = 0;
777 // compile the shader program
778 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
779 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
783 qglUseProgramObjectARB(p->program);CHECKGLERROR
784 // look up all the uniform variable names we care about, so we don't
785 // have to look them up every time we set them
786 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
787 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
788 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
789 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
790 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
791 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
792 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
793 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
794 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
795 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
796 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
797 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
798 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
799 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
800 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
801 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
802 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
803 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
804 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
805 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
806 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
807 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
808 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
809 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
810 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
811 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
812 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
813 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
814 // initialize the samplers to refer to the texture units we use
815 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
816 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
817 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
818 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
819 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
820 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
821 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
822 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
823 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
824 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
826 qglUseProgramObjectARB(0);CHECKGLERROR
829 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
831 Mem_Free(shaderstring);
834 void R_GLSL_Restart_f(void)
837 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
838 if (r_glsl_permutations[i].program)
839 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
840 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
843 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
845 // select a permutation of the lighting shader appropriate to this
846 // combination of texture, entity, light source, and fogging, only use the
847 // minimum features necessary to avoid wasting rendering time in the
848 // fragment shader on features that are not being used
849 const char *shaderfilename = NULL;
851 float specularscale = rsurface_texture->specularscale;
852 r_glsl_permutation = NULL;
853 // TODO: implement geometry-shader based shadow volumes someday
854 if (r_shadow_rtlight)
857 shaderfilename = "glsl/default.glsl";
858 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
859 specularscale *= r_shadow_rtlight->specularscale;
860 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
861 permutation |= SHADERPERMUTATION_CUBEFILTER;
862 if (specularscale > 0)
863 permutation |= SHADERPERMUTATION_SPECULAR;
864 if (r_refdef.fogenabled)
865 permutation |= SHADERPERMUTATION_FOG;
866 if (rsurface_texture->colormapping)
867 permutation |= SHADERPERMUTATION_COLORMAPPING;
868 if (r_glsl_offsetmapping.integer)
870 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
871 if (r_glsl_offsetmapping_reliefmapping.integer)
872 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
875 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
877 // bright unshaded geometry
878 shaderfilename = "glsl/default.glsl";
879 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
880 if (rsurface_texture->currentskinframe->glow)
881 permutation |= SHADERPERMUTATION_GLOW;
882 if (r_refdef.fogenabled)
883 permutation |= SHADERPERMUTATION_FOG;
884 if (rsurface_texture->colormapping)
885 permutation |= SHADERPERMUTATION_COLORMAPPING;
886 if (r_glsl_offsetmapping.integer)
888 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
889 if (r_glsl_offsetmapping_reliefmapping.integer)
890 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
893 else if (modellighting)
895 // directional model lighting
896 shaderfilename = "glsl/default.glsl";
897 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
898 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
899 if (rsurface_texture->currentskinframe->glow)
900 permutation |= SHADERPERMUTATION_GLOW;
901 if (specularscale > 0)
902 permutation |= SHADERPERMUTATION_SPECULAR;
903 if (r_refdef.fogenabled)
904 permutation |= SHADERPERMUTATION_FOG;
905 if (rsurface_texture->colormapping)
906 permutation |= SHADERPERMUTATION_COLORMAPPING;
907 if (r_glsl_offsetmapping.integer)
909 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
910 if (r_glsl_offsetmapping_reliefmapping.integer)
911 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
917 shaderfilename = "glsl/default.glsl";
918 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
919 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
921 // deluxemapping (light direction texture)
922 if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
923 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
925 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
926 if (specularscale > 0)
927 permutation |= SHADERPERMUTATION_SPECULAR;
929 else if (r_glsl_deluxemapping.integer >= 2)
931 // fake deluxemapping (uniform light direction in tangentspace)
932 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
933 if (specularscale > 0)
934 permutation |= SHADERPERMUTATION_SPECULAR;
938 // ordinary lightmapping
941 if (rsurface_texture->currentskinframe->glow)
942 permutation |= SHADERPERMUTATION_GLOW;
943 if (r_refdef.fogenabled)
944 permutation |= SHADERPERMUTATION_FOG;
945 if (rsurface_texture->colormapping)
946 permutation |= SHADERPERMUTATION_COLORMAPPING;
947 if (r_glsl_offsetmapping.integer)
949 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
950 if (r_glsl_offsetmapping_reliefmapping.integer)
951 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
954 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
956 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
957 R_GLSL_CompilePermutation(shaderfilename, permutation);
958 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
960 // remove features until we find a valid permutation
962 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
964 // reduce i more quickly whenever it would not remove any bits
968 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
969 R_GLSL_CompilePermutation(shaderfilename, permutation);
970 if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
973 return 0; // utterly failed
977 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
979 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
980 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
981 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
983 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
984 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
985 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
990 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
992 if (r_glsl_permutation->loc_AmbientColor >= 0)
993 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
994 if (r_glsl_permutation->loc_DiffuseColor >= 0)
995 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
996 if (r_glsl_permutation->loc_SpecularColor >= 0)
997 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
998 if (r_glsl_permutation->loc_LightDir >= 0)
999 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
1003 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1004 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1005 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1007 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
1008 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
1009 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
1010 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
1011 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1012 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
1013 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
1014 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1015 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1016 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
1017 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1018 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1019 if (r_glsl_permutation->loc_FogColor >= 0)
1021 // additive passes are only darkened by fog, not tinted
1022 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1023 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1025 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1027 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1028 if (r_glsl_permutation->loc_Color_Pants >= 0)
1030 if (rsurface_texture->currentskinframe->pants)
1031 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1033 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1035 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1037 if (rsurface_texture->currentskinframe->shirt)
1038 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1040 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1042 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1043 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1044 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1049 void R_SwitchSurfaceShader(int permutation)
1051 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
1053 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
1055 qglUseProgramObjectARB(r_glsl_permutation->program);
1060 void gl_main_start(void)
1062 r_main_texturepool = R_AllocTexturePool();
1063 R_BuildBlankTextures();
1065 if (gl_texturecubemap)
1068 R_BuildNormalizationCube();
1070 R_BuildFogTexture();
1071 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1072 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1073 memset(&r_svbsp, 0, sizeof (r_svbsp));
1076 void gl_main_shutdown(void)
1079 Mem_Free(r_svbsp.nodes);
1080 memset(&r_svbsp, 0, sizeof (r_svbsp));
1081 R_FreeTexturePool(&r_main_texturepool);
1082 r_texture_blanknormalmap = NULL;
1083 r_texture_white = NULL;
1084 r_texture_black = NULL;
1085 r_texture_whitecube = NULL;
1086 r_texture_normalizationcube = NULL;
1087 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1091 extern void CL_ParseEntityLump(char *entitystring);
1092 void gl_main_newmap(void)
1094 // FIXME: move this code to client
1096 char *entities, entname[MAX_QPATH];
1099 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1100 l = (int)strlen(entname) - 4;
1101 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1103 memcpy(entname + l, ".ent", 5);
1104 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1106 CL_ParseEntityLump(entities);
1111 if (cl.worldmodel->brush.entities)
1112 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1116 void GL_Main_Init(void)
1118 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1120 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
1121 FOG_registercvars(); // FIXME: move this fog stuff to client?
1122 Cvar_RegisterVariable(&r_nearclip);
1123 Cvar_RegisterVariable(&r_showsurfaces);
1124 Cvar_RegisterVariable(&r_showtris);
1125 Cvar_RegisterVariable(&r_shownormals);
1126 Cvar_RegisterVariable(&r_showlighting);
1127 Cvar_RegisterVariable(&r_showshadowvolumes);
1128 Cvar_RegisterVariable(&r_showcollisionbrushes);
1129 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1130 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1131 Cvar_RegisterVariable(&r_showdisabledepthtest);
1132 Cvar_RegisterVariable(&r_drawportals);
1133 Cvar_RegisterVariable(&r_drawentities);
1134 Cvar_RegisterVariable(&r_drawviewmodel);
1135 Cvar_RegisterVariable(&r_speeds);
1136 Cvar_RegisterVariable(&r_fullbrights);
1137 Cvar_RegisterVariable(&r_wateralpha);
1138 Cvar_RegisterVariable(&r_dynamic);
1139 Cvar_RegisterVariable(&r_fullbright);
1140 Cvar_RegisterVariable(&r_shadows);
1141 Cvar_RegisterVariable(&r_shadows_throwdistance);
1142 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1143 Cvar_RegisterVariable(&r_textureunits);
1144 Cvar_RegisterVariable(&r_glsl);
1145 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1146 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1147 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1148 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1149 Cvar_RegisterVariable(&r_lerpsprites);
1150 Cvar_RegisterVariable(&r_lerpmodels);
1151 Cvar_RegisterVariable(&r_waterscroll);
1152 Cvar_RegisterVariable(&r_bloom);
1153 Cvar_RegisterVariable(&r_bloom_colorscale);
1154 Cvar_RegisterVariable(&r_bloom_brighten);
1155 Cvar_RegisterVariable(&r_bloom_blur);
1156 Cvar_RegisterVariable(&r_bloom_resolution);
1157 Cvar_RegisterVariable(&r_bloom_colorexponent);
1158 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1159 Cvar_RegisterVariable(&r_hdr);
1160 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1161 Cvar_RegisterVariable(&r_hdr_glowintensity);
1162 Cvar_RegisterVariable(&r_hdr_range);
1163 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1164 Cvar_RegisterVariable(&developer_texturelogging);
1165 Cvar_RegisterVariable(&gl_lightmaps);
1166 Cvar_RegisterVariable(&r_test);
1167 Cvar_RegisterVariable(&r_batchmode);
1168 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1169 Cvar_SetValue("r_fullbrights", 0);
1170 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1173 extern void R_Textures_Init(void);
1174 extern void GL_Draw_Init(void);
1175 extern void GL_Main_Init(void);
1176 extern void R_Shadow_Init(void);
1177 extern void R_Sky_Init(void);
1178 extern void GL_Surf_Init(void);
1179 extern void R_Light_Init(void);
1180 extern void R_Particles_Init(void);
1181 extern void R_Explosion_Init(void);
1182 extern void gl_backend_init(void);
1183 extern void Sbar_Init(void);
1184 extern void R_LightningBeams_Init(void);
1185 extern void Mod_RenderInit(void);
1187 void Render_Init(void)
1200 R_LightningBeams_Init();
1209 extern char *ENGINE_EXTENSIONS;
1212 VID_CheckExtensions();
1214 // LordHavoc: report supported extensions
1215 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1217 // clear to black (loading plaque will be seen over this)
1219 qglClearColor(0,0,0,1);CHECKGLERROR
1220 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1223 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1227 for (i = 0;i < 4;i++)
1229 p = r_view.frustum + i;
1234 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1238 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1242 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1246 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1250 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1254 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1258 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1262 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1270 //==================================================================================
1272 static void R_UpdateEntityLighting(entity_render_t *ent)
1274 vec3_t tempdiffusenormal;
1276 // fetch the lighting from the worldmodel data
1277 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1278 VectorClear(ent->modellight_diffuse);
1279 VectorClear(tempdiffusenormal);
1280 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1283 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1284 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1287 VectorSet(ent->modellight_ambient, 1, 1, 1);
1289 // move the light direction into modelspace coordinates for lighting code
1290 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1291 VectorNormalize(ent->modellight_lightdir);
1293 // scale ambient and directional light contributions according to rendering variables
1294 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1295 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1296 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1297 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1298 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1299 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1302 static void R_View_UpdateEntityVisible (void)
1305 entity_render_t *ent;
1307 if (!r_drawentities.integer)
1310 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1311 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1313 // worldmodel can check visibility
1314 for (i = 0;i < r_refdef.numentities;i++)
1316 ent = r_refdef.entities[i];
1317 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1322 // no worldmodel or it can't check visibility
1323 for (i = 0;i < r_refdef.numentities;i++)
1325 ent = r_refdef.entities[i];
1326 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1330 // update entity lighting (even on hidden entities for r_shadows)
1331 for (i = 0;i < r_refdef.numentities;i++)
1332 R_UpdateEntityLighting(r_refdef.entities[i]);
1335 // only used if skyrendermasked, and normally returns false
1336 int R_DrawBrushModelsSky (void)
1339 entity_render_t *ent;
1341 if (!r_drawentities.integer)
1345 for (i = 0;i < r_refdef.numentities;i++)
1347 if (!r_viewcache.entityvisible[i])
1349 ent = r_refdef.entities[i];
1350 if (!ent->model || !ent->model->DrawSky)
1352 ent->model->DrawSky(ent);
1358 void R_DrawNoModel(entity_render_t *ent);
1359 void R_DrawModels(void)
1362 entity_render_t *ent;
1364 if (!r_drawentities.integer)
1367 for (i = 0;i < r_refdef.numentities;i++)
1369 if (!r_viewcache.entityvisible[i])
1371 ent = r_refdef.entities[i];
1372 r_refdef.stats.entities++;
1373 if (ent->model && ent->model->Draw != NULL)
1374 ent->model->Draw(ent);
1380 static void R_View_SetFrustum(void)
1382 // break apart the view matrix into vectors for various purposes
1383 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1384 VectorNegate(r_view.left, r_view.right);
1387 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1388 r_view.frustum[0].normal[1] = 0 - 0;
1389 r_view.frustum[0].normal[2] = -1 - 0;
1390 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1391 r_view.frustum[1].normal[1] = 0 + 0;
1392 r_view.frustum[1].normal[2] = -1 + 0;
1393 r_view.frustum[2].normal[0] = 0 - 0;
1394 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1395 r_view.frustum[2].normal[2] = -1 - 0;
1396 r_view.frustum[3].normal[0] = 0 + 0;
1397 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1398 r_view.frustum[3].normal[2] = -1 + 0;
1402 zNear = r_refdef.nearclip;
1403 nudge = 1.0 - 1.0 / (1<<23);
1404 r_view.frustum[4].normal[0] = 0 - 0;
1405 r_view.frustum[4].normal[1] = 0 - 0;
1406 r_view.frustum[4].normal[2] = -1 - -nudge;
1407 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1408 r_view.frustum[5].normal[0] = 0 + 0;
1409 r_view.frustum[5].normal[1] = 0 + 0;
1410 r_view.frustum[5].normal[2] = -1 + -nudge;
1411 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1417 r_view.frustum[0].normal[0] = m[3] - m[0];
1418 r_view.frustum[0].normal[1] = m[7] - m[4];
1419 r_view.frustum[0].normal[2] = m[11] - m[8];
1420 r_view.frustum[0].dist = m[15] - m[12];
1422 r_view.frustum[1].normal[0] = m[3] + m[0];
1423 r_view.frustum[1].normal[1] = m[7] + m[4];
1424 r_view.frustum[1].normal[2] = m[11] + m[8];
1425 r_view.frustum[1].dist = m[15] + m[12];
1427 r_view.frustum[2].normal[0] = m[3] - m[1];
1428 r_view.frustum[2].normal[1] = m[7] - m[5];
1429 r_view.frustum[2].normal[2] = m[11] - m[9];
1430 r_view.frustum[2].dist = m[15] - m[13];
1432 r_view.frustum[3].normal[0] = m[3] + m[1];
1433 r_view.frustum[3].normal[1] = m[7] + m[5];
1434 r_view.frustum[3].normal[2] = m[11] + m[9];
1435 r_view.frustum[3].dist = m[15] + m[13];
1437 r_view.frustum[4].normal[0] = m[3] - m[2];
1438 r_view.frustum[4].normal[1] = m[7] - m[6];
1439 r_view.frustum[4].normal[2] = m[11] - m[10];
1440 r_view.frustum[4].dist = m[15] - m[14];
1442 r_view.frustum[5].normal[0] = m[3] + m[2];
1443 r_view.frustum[5].normal[1] = m[7] + m[6];
1444 r_view.frustum[5].normal[2] = m[11] + m[10];
1445 r_view.frustum[5].dist = m[15] + m[14];
1450 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1451 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1452 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1453 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1454 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1455 VectorNormalize(r_view.frustum[0].normal);
1456 VectorNormalize(r_view.frustum[1].normal);
1457 VectorNormalize(r_view.frustum[2].normal);
1458 VectorNormalize(r_view.frustum[3].normal);
1459 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1460 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1461 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1462 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1463 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1464 PlaneClassify(&r_view.frustum[0]);
1465 PlaneClassify(&r_view.frustum[1]);
1466 PlaneClassify(&r_view.frustum[2]);
1467 PlaneClassify(&r_view.frustum[3]);
1468 PlaneClassify(&r_view.frustum[4]);
1470 // LordHavoc: note to all quake engine coders, Quake had a special case
1471 // for 90 degrees which assumed a square view (wrong), so I removed it,
1472 // Quake2 has it disabled as well.
1474 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1475 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1476 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1477 //PlaneClassify(&frustum[0]);
1479 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1480 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1481 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1482 //PlaneClassify(&frustum[1]);
1484 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1485 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1486 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1487 //PlaneClassify(&frustum[2]);
1489 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1490 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1491 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1492 //PlaneClassify(&frustum[3]);
1495 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1496 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1497 //PlaneClassify(&frustum[4]);
1500 void R_View_Update(void)
1502 R_View_SetFrustum();
1503 R_View_WorldVisibility();
1504 R_View_UpdateEntityVisible();
1507 void R_SetupView(const matrix4x4_t *matrix)
1509 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1510 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1512 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1514 GL_SetupView_Orientation_FromEntity(matrix);
1517 void R_ResetViewRendering2D(void)
1519 if (gl_support_fragment_shader)
1521 qglUseProgramObjectARB(0);CHECKGLERROR
1526 // GL is weird because it's bottom to top, r_view.y is top to bottom
1527 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1528 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1529 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1530 GL_Color(1, 1, 1, 1);
1531 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1532 GL_BlendFunc(GL_ONE, GL_ZERO);
1533 GL_AlphaTest(false);
1534 GL_ScissorTest(false);
1535 GL_DepthMask(false);
1536 GL_DepthTest(false);
1537 R_Mesh_Matrix(&identitymatrix);
1538 R_Mesh_ResetTextureState();
1539 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1540 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1541 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1542 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1543 qglStencilMask(~0);CHECKGLERROR
1544 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1545 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1546 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1549 void R_ResetViewRendering3D(void)
1551 if (gl_support_fragment_shader)
1553 qglUseProgramObjectARB(0);CHECKGLERROR
1558 // GL is weird because it's bottom to top, r_view.y is top to bottom
1559 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1560 R_SetupView(&r_view.matrix);
1561 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1562 GL_Color(1, 1, 1, 1);
1563 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1564 GL_BlendFunc(GL_ONE, GL_ZERO);
1565 GL_AlphaTest(false);
1566 GL_ScissorTest(true);
1569 R_Mesh_Matrix(&identitymatrix);
1570 R_Mesh_ResetTextureState();
1571 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1572 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1573 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1574 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1575 qglStencilMask(~0);CHECKGLERROR
1576 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1577 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1578 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1582 R_Bloom_SetupShader(
1584 "// written by Forest 'LordHavoc' Hale\n"
1586 "// common definitions between vertex shader and fragment shader:\n"
1588 "#ifdef __GLSL_CG_DATA_TYPES\n"
1589 "#define myhalf half\n"
1590 "#define myhvec2 hvec2\n"
1591 "#define myhvec3 hvec3\n"
1592 "#define myhvec4 hvec4\n"
1594 "#define myhalf float\n"
1595 "#define myhvec2 vec2\n"
1596 "#define myhvec3 vec3\n"
1597 "#define myhvec4 vec4\n"
1600 "varying vec2 ScreenTexCoord;\n"
1601 "varying vec2 BloomTexCoord;\n"
1606 "// vertex shader specific:\n"
1607 "#ifdef VERTEX_SHADER\n"
1611 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
1612 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
1613 " // transform vertex to camera space, using ftransform to match non-VS\n"
1615 " gl_Position = ftransform();\n"
1618 "#endif // VERTEX_SHADER\n"
1623 "// fragment shader specific:\n"
1624 "#ifdef FRAGMENT_SHADER\n"
1629 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
1630 " for (x = -BLUR_X;x <= BLUR_X;x++)
1631 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1632 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1633 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1634 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1636 " gl_FragColor = vec4(color);\n"
1639 "#endif // FRAGMENT_SHADER\n"
1642 void R_RenderScene(void);
1644 void R_Bloom_StartFrame(void)
1646 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
1648 // set bloomwidth and bloomheight to the bloom resolution that will be
1649 // used (often less than the screen resolution for faster rendering)
1650 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1651 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
1652 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
1654 // calculate desired texture sizes
1655 if (gl_support_arb_texture_non_power_of_two)
1657 screentexturewidth = r_view.width;
1658 screentextureheight = r_view.height;
1659 bloomtexturewidth = r_bloomstate.bloomwidth;
1660 bloomtextureheight = r_bloomstate.bloomheight;
1664 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
1665 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
1666 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
1667 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
1672 screentexturewidth = screentextureheight = 0;
1674 else if (r_bloom.integer)
1679 screentexturewidth = screentextureheight = 0;
1680 bloomtexturewidth = bloomtextureheight = 0;
1683 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)
1685 // can't use bloom if the parameters are too weird
1686 // can't use bloom if the card does not support the texture size
1687 if (r_bloomstate.texture_screen)
1688 R_FreeTexture(r_bloomstate.texture_screen);
1689 if (r_bloomstate.texture_bloom)
1690 R_FreeTexture(r_bloomstate.texture_bloom);
1691 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1695 r_bloomstate.enabled = true;
1696 r_bloomstate.hdr = r_hdr.integer != 0;
1698 // allocate textures as needed
1699 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
1701 if (r_bloomstate.texture_screen)
1702 R_FreeTexture(r_bloomstate.texture_screen);
1703 r_bloomstate.texture_screen = NULL;
1704 r_bloomstate.screentexturewidth = screentexturewidth;
1705 r_bloomstate.screentextureheight = screentextureheight;
1706 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
1707 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1709 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
1711 if (r_bloomstate.texture_bloom)
1712 R_FreeTexture(r_bloomstate.texture_bloom);
1713 r_bloomstate.texture_bloom = NULL;
1714 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
1715 r_bloomstate.bloomtextureheight = bloomtextureheight;
1716 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
1717 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1720 // set up a texcoord array for the full resolution screen image
1721 // (we have to keep this around to copy back during final render)
1722 r_bloomstate.screentexcoord2f[0] = 0;
1723 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1724 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1725 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1726 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1727 r_bloomstate.screentexcoord2f[5] = 0;
1728 r_bloomstate.screentexcoord2f[6] = 0;
1729 r_bloomstate.screentexcoord2f[7] = 0;
1731 // set up a texcoord array for the reduced resolution bloom image
1732 // (which will be additive blended over the screen image)
1733 r_bloomstate.bloomtexcoord2f[0] = 0;
1734 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1735 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1736 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1737 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1738 r_bloomstate.bloomtexcoord2f[5] = 0;
1739 r_bloomstate.bloomtexcoord2f[6] = 0;
1740 r_bloomstate.bloomtexcoord2f[7] = 0;
1743 void R_Bloom_CopyScreenTexture(float colorscale)
1745 r_refdef.stats.bloom++;
1747 R_ResetViewRendering2D();
1748 R_Mesh_VertexPointer(r_screenvertex3f);
1749 R_Mesh_ColorPointer(NULL);
1750 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
1751 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1753 // copy view into the screen texture
1754 GL_ActiveTexture(0);
1756 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1757 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1759 // now scale it down to the bloom texture size
1761 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1762 GL_BlendFunc(GL_ONE, GL_ZERO);
1763 GL_Color(colorscale, colorscale, colorscale, 1);
1764 // TODO: optimize with multitexture or GLSL
1765 R_Mesh_Draw(0, 4, 2, polygonelements);
1766 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1768 // we now have a bloom image in the framebuffer
1769 // copy it into the bloom image texture for later processing
1770 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1771 GL_ActiveTexture(0);
1773 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1774 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1777 void R_Bloom_CopyHDRTexture(void)
1779 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1780 GL_ActiveTexture(0);
1782 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1783 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1786 void R_Bloom_MakeTexture(void)
1789 float xoffset, yoffset, r, brighten;
1791 r_refdef.stats.bloom++;
1793 R_ResetViewRendering2D();
1794 R_Mesh_VertexPointer(r_screenvertex3f);
1795 R_Mesh_ColorPointer(NULL);
1797 // we have a bloom image in the framebuffer
1799 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1801 for (x = 1;x < r_bloom_colorexponent.value;)
1804 r = bound(0, r_bloom_colorexponent.value / x, 1);
1805 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1806 GL_Color(r, r, r, 1);
1807 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1808 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1809 R_Mesh_Draw(0, 4, 2, polygonelements);
1810 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1812 // copy the vertically blurred bloom view to a texture
1813 GL_ActiveTexture(0);
1815 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1816 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1819 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
1820 brighten = r_bloom_brighten.value;
1822 brighten *= r_hdr_range.value;
1823 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1824 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
1826 for (dir = 0;dir < 2;dir++)
1828 // blend on at multiple vertical offsets to achieve a vertical blur
1829 // TODO: do offset blends using GLSL
1830 GL_BlendFunc(GL_ONE, GL_ZERO);
1831 for (x = -range;x <= range;x++)
1833 if (!dir){xoffset = 0;yoffset = x;}
1834 else {xoffset = x;yoffset = 0;}
1835 xoffset /= (float)r_bloomstate.bloomtexturewidth;
1836 yoffset /= (float)r_bloomstate.bloomtextureheight;
1837 // compute a texcoord array with the specified x and y offset
1838 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
1839 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1840 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1841 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1842 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1843 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
1844 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
1845 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
1846 // this r value looks like a 'dot' particle, fading sharply to
1847 // black at the edges
1848 // (probably not realistic but looks good enough)
1849 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
1850 //r = (dir ? 1.0f : brighten)/(range*2+1);
1851 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
1852 GL_Color(r, r, r, 1);
1853 R_Mesh_Draw(0, 4, 2, polygonelements);
1854 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1855 GL_BlendFunc(GL_ONE, GL_ONE);
1858 // copy the vertically blurred bloom view to a texture
1859 GL_ActiveTexture(0);
1861 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1862 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1865 // apply subtract last
1866 // (just like it would be in a GLSL shader)
1867 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
1869 GL_BlendFunc(GL_ONE, GL_ZERO);
1870 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1871 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1872 GL_Color(1, 1, 1, 1);
1873 R_Mesh_Draw(0, 4, 2, polygonelements);
1874 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1876 GL_BlendFunc(GL_ONE, GL_ONE);
1877 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
1878 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1879 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1880 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
1881 R_Mesh_Draw(0, 4, 2, polygonelements);
1882 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1883 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
1885 // copy the darkened bloom view to a texture
1886 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1887 GL_ActiveTexture(0);
1889 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1890 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1894 void R_HDR_RenderBloomTexture(void)
1896 int oldwidth, oldheight;
1898 oldwidth = r_view.width;
1899 oldheight = r_view.height;
1900 r_view.width = r_bloomstate.bloomwidth;
1901 r_view.height = r_bloomstate.bloomheight;
1903 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1904 // TODO: add exposure compensation features
1905 // TODO: add fp16 framebuffer support
1907 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
1909 r_view.colorscale /= r_hdr_range.value;
1912 R_ResetViewRendering2D();
1914 R_Bloom_CopyHDRTexture();
1915 R_Bloom_MakeTexture();
1917 R_ResetViewRendering3D();
1920 if (r_timereport_active)
1921 R_TimeReport("clear");
1924 // restore the view settings
1925 r_view.width = oldwidth;
1926 r_view.height = oldheight;
1929 static void R_BlendView(void)
1931 if (r_bloomstate.enabled && r_bloomstate.hdr)
1933 // render high dynamic range bloom effect
1934 // the bloom texture was made earlier this render, so we just need to
1935 // blend it onto the screen...
1936 R_ResetViewRendering2D();
1937 R_Mesh_VertexPointer(r_screenvertex3f);
1938 R_Mesh_ColorPointer(NULL);
1939 GL_Color(1, 1, 1, 1);
1940 GL_BlendFunc(GL_ONE, GL_ONE);
1941 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1942 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1943 R_Mesh_Draw(0, 4, 2, polygonelements);
1944 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1946 else if (r_bloomstate.enabled)
1948 // render simple bloom effect
1949 // copy the screen and shrink it and darken it for the bloom process
1950 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
1951 // make the bloom texture
1952 R_Bloom_MakeTexture();
1953 // put the original screen image back in place and blend the bloom
1955 R_ResetViewRendering2D();
1956 R_Mesh_VertexPointer(r_screenvertex3f);
1957 R_Mesh_ColorPointer(NULL);
1958 GL_Color(1, 1, 1, 1);
1959 GL_BlendFunc(GL_ONE, GL_ZERO);
1960 // do both in one pass if possible
1961 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1962 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
1963 if (r_textureunits.integer >= 2 && gl_combine.integer)
1965 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1966 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
1967 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
1971 R_Mesh_Draw(0, 4, 2, polygonelements);
1972 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1973 // now blend on the bloom texture
1974 GL_BlendFunc(GL_ONE, GL_ONE);
1975 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1976 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
1978 R_Mesh_Draw(0, 4, 2, polygonelements);
1979 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1981 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
1983 // apply a color tint to the whole view
1984 R_ResetViewRendering2D();
1985 R_Mesh_VertexPointer(r_screenvertex3f);
1986 R_Mesh_ColorPointer(NULL);
1987 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1988 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1989 R_Mesh_Draw(0, 4, 2, polygonelements);
1993 void R_RenderScene(void);
1995 matrix4x4_t r_waterscrollmatrix;
1997 void R_UpdateVariables(void)
2001 r_refdef.farclip = 4096;
2002 if (r_refdef.worldmodel)
2003 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2004 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2006 r_refdef.polygonfactor = 0;
2007 r_refdef.polygonoffset = 0;
2008 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2009 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2011 r_refdef.rtworld = r_shadow_realtime_world.integer;
2012 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2013 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2014 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2015 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2016 if (r_showsurfaces.integer)
2018 r_refdef.rtworld = false;
2019 r_refdef.rtworldshadows = false;
2020 r_refdef.rtdlight = false;
2021 r_refdef.rtdlightshadows = false;
2022 r_refdef.lightmapintensity = 0;
2025 if (gamemode == GAME_NEHAHRA)
2027 if (gl_fogenable.integer)
2029 r_refdef.oldgl_fogenable = true;
2030 r_refdef.fog_density = gl_fogdensity.value;
2031 r_refdef.fog_red = gl_fogred.value;
2032 r_refdef.fog_green = gl_foggreen.value;
2033 r_refdef.fog_blue = gl_fogblue.value;
2035 else if (r_refdef.oldgl_fogenable)
2037 r_refdef.oldgl_fogenable = false;
2038 r_refdef.fog_density = 0;
2039 r_refdef.fog_red = 0;
2040 r_refdef.fog_green = 0;
2041 r_refdef.fog_blue = 0;
2044 if (r_refdef.fog_density)
2046 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2047 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2048 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2050 if (r_refdef.fog_density)
2052 r_refdef.fogenabled = true;
2053 // this is the point where the fog reaches 0.9986 alpha, which we
2054 // consider a good enough cutoff point for the texture
2055 // (0.9986 * 256 == 255.6)
2056 r_refdef.fogrange = 400 / r_refdef.fog_density;
2057 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2058 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
2059 // fog color was already set
2062 r_refdef.fogenabled = false;
2070 void R_RenderView(void)
2072 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2073 return; //Host_Error ("R_RenderView: NULL worldmodel");
2075 R_Shadow_UpdateWorldLightSelection();
2078 if (r_timereport_active)
2079 R_TimeReport("setup");
2082 if (r_timereport_active)
2083 R_TimeReport("visibility");
2085 R_ResetViewRendering3D();
2088 if (r_timereport_active)
2089 R_TimeReport("clear");
2091 R_Bloom_StartFrame();
2093 // this produces a bloom texture to be used in R_BlendView() later
2095 R_HDR_RenderBloomTexture();
2097 r_view.colorscale = r_hdr_scenebrightness.value;
2101 if (r_timereport_active)
2102 R_TimeReport("blendview");
2104 GL_Scissor(0, 0, vid.width, vid.height);
2105 GL_ScissorTest(false);
2109 extern void R_DrawLightningBeams (void);
2110 extern void VM_CL_AddPolygonsToMeshQueue (void);
2111 extern void R_DrawPortals (void);
2112 void R_RenderScene(void)
2114 // don't let sound skip if going slow
2115 if (r_refdef.extraupdate)
2118 R_ResetViewRendering3D();
2120 R_MeshQueue_BeginScene();
2124 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2126 if (cl.csqc_vidvars.drawworld)
2128 // don't let sound skip if going slow
2129 if (r_refdef.extraupdate)
2132 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2134 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2135 if (r_timereport_active)
2136 R_TimeReport("worldsky");
2139 if (R_DrawBrushModelsSky() && r_timereport_active)
2140 R_TimeReport("bmodelsky");
2142 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2144 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2145 if (r_timereport_active)
2146 R_TimeReport("world");
2150 // don't let sound skip if going slow
2151 if (r_refdef.extraupdate)
2155 if (r_timereport_active)
2156 R_TimeReport("models");
2158 // don't let sound skip if going slow
2159 if (r_refdef.extraupdate)
2162 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2164 R_DrawModelShadows();
2166 R_ResetViewRendering3D();
2168 // don't let sound skip if going slow
2169 if (r_refdef.extraupdate)
2173 R_ShadowVolumeLighting(false);
2174 if (r_timereport_active)
2175 R_TimeReport("rtlights");
2177 // don't let sound skip if going slow
2178 if (r_refdef.extraupdate)
2181 if (cl.csqc_vidvars.drawworld)
2183 R_DrawLightningBeams();
2184 if (r_timereport_active)
2185 R_TimeReport("lightning");
2188 if (r_timereport_active)
2189 R_TimeReport("particles");
2192 if (r_timereport_active)
2193 R_TimeReport("explosions");
2196 if (gl_support_fragment_shader)
2198 qglUseProgramObjectARB(0);CHECKGLERROR
2200 VM_CL_AddPolygonsToMeshQueue();
2202 if (r_drawportals.integer)
2205 if (r_timereport_active)
2206 R_TimeReport("portals");
2209 if (gl_support_fragment_shader)
2211 qglUseProgramObjectARB(0);CHECKGLERROR
2213 R_MeshQueue_RenderTransparent();
2214 if (r_timereport_active)
2215 R_TimeReport("drawtrans");
2217 if (gl_support_fragment_shader)
2219 qglUseProgramObjectARB(0);CHECKGLERROR
2222 if (cl.csqc_vidvars.drawworld)
2225 if (r_timereport_active)
2226 R_TimeReport("coronas");
2229 // don't let sound skip if going slow
2230 if (r_refdef.extraupdate)
2233 R_ResetViewRendering2D();
2237 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2240 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242 GL_DepthMask(false);
2244 R_Mesh_Matrix(&identitymatrix);
2246 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2247 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2248 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2249 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2250 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2251 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2252 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2253 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2254 R_FillColors(color, 8, cr, cg, cb, ca);
2255 if (r_refdef.fogenabled)
2257 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2259 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2261 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2262 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2263 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2266 R_Mesh_VertexPointer(vertex3f);
2267 R_Mesh_ColorPointer(color);
2268 R_Mesh_ResetTextureState();
2273 int nomodelelements[24] =
2285 float nomodelvertex3f[6*3] =
2295 float nomodelcolor4f[6*4] =
2297 0.0f, 0.0f, 0.5f, 1.0f,
2298 0.0f, 0.0f, 0.5f, 1.0f,
2299 0.0f, 0.5f, 0.0f, 1.0f,
2300 0.0f, 0.5f, 0.0f, 1.0f,
2301 0.5f, 0.0f, 0.0f, 1.0f,
2302 0.5f, 0.0f, 0.0f, 1.0f
2305 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2310 // this is only called once per entity so numsurfaces is always 1, and
2311 // surfacelist is always {0}, so this code does not handle batches
2312 R_Mesh_Matrix(&ent->matrix);
2314 if (ent->flags & EF_ADDITIVE)
2316 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2317 GL_DepthMask(false);
2319 else if (ent->alpha < 1)
2321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2322 GL_DepthMask(false);
2326 GL_BlendFunc(GL_ONE, GL_ZERO);
2329 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2330 GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2331 R_Mesh_VertexPointer(nomodelvertex3f);
2332 if (r_refdef.fogenabled)
2335 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2336 R_Mesh_ColorPointer(color4f);
2337 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2338 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2340 for (i = 0, c = color4f;i < 6;i++, c += 4)
2342 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2343 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2344 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2348 else if (ent->alpha != 1)
2350 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2351 R_Mesh_ColorPointer(color4f);
2352 for (i = 0, c = color4f;i < 6;i++, c += 4)
2356 R_Mesh_ColorPointer(nomodelcolor4f);
2357 R_Mesh_ResetTextureState();
2358 R_Mesh_Draw(0, 6, 8, nomodelelements);
2361 void R_DrawNoModel(entity_render_t *ent)
2364 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2365 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2366 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2368 // R_DrawNoModelCallback(ent, 0);
2371 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2373 vec3_t right1, right2, diff, normal;
2375 VectorSubtract (org2, org1, normal);
2377 // calculate 'right' vector for start
2378 VectorSubtract (r_view.origin, org1, diff);
2379 CrossProduct (normal, diff, right1);
2380 VectorNormalize (right1);
2382 // calculate 'right' vector for end
2383 VectorSubtract (r_view.origin, org2, diff);
2384 CrossProduct (normal, diff, right2);
2385 VectorNormalize (right2);
2387 vert[ 0] = org1[0] + width * right1[0];
2388 vert[ 1] = org1[1] + width * right1[1];
2389 vert[ 2] = org1[2] + width * right1[2];
2390 vert[ 3] = org1[0] - width * right1[0];
2391 vert[ 4] = org1[1] - width * right1[1];
2392 vert[ 5] = org1[2] - width * right1[2];
2393 vert[ 6] = org2[0] - width * right2[0];
2394 vert[ 7] = org2[1] - width * right2[1];
2395 vert[ 8] = org2[2] - width * right2[2];
2396 vert[ 9] = org2[0] + width * right2[0];
2397 vert[10] = org2[1] + width * right2[1];
2398 vert[11] = org2[2] + width * right2[2];
2401 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2403 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2405 float fog = 0.0f, ifog;
2408 if (r_refdef.fogenabled)
2409 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2412 R_Mesh_Matrix(&identitymatrix);
2413 GL_BlendFunc(blendfunc1, blendfunc2);
2414 GL_DepthMask(false);
2415 GL_DepthTest(!depthdisable);
2417 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2418 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2419 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2420 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2421 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2422 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2423 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2424 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2425 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2426 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2427 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2428 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2430 R_Mesh_VertexPointer(vertex3f);
2431 R_Mesh_ColorPointer(NULL);
2432 R_Mesh_ResetTextureState();
2433 R_Mesh_TexBind(0, R_GetTexture(texture));
2434 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2435 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2436 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2437 R_Mesh_Draw(0, 4, 2, polygonelements);
2439 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2441 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2442 GL_BlendFunc(blendfunc1, GL_ONE);
2443 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2444 R_Mesh_Draw(0, 4, 2, polygonelements);
2448 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2453 VectorSet(v, x, y, z);
2454 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2455 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2457 if (i == mesh->numvertices)
2459 if (mesh->numvertices < mesh->maxvertices)
2461 VectorCopy(v, vertex3f);
2462 mesh->numvertices++;
2464 return mesh->numvertices;
2470 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2474 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2475 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2476 e = mesh->element3i + mesh->numtriangles * 3;
2477 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2479 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2480 if (mesh->numtriangles < mesh->maxtriangles)
2485 mesh->numtriangles++;
2487 element[1] = element[2];
2491 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2495 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2496 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2497 e = mesh->element3i + mesh->numtriangles * 3;
2498 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2500 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2501 if (mesh->numtriangles < mesh->maxtriangles)
2506 mesh->numtriangles++;
2508 element[1] = element[2];
2512 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2513 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2515 int planenum, planenum2;
2518 mplane_t *plane, *plane2;
2520 double temppoints[2][256*3];
2521 // figure out how large a bounding box we need to properly compute this brush
2523 for (w = 0;w < numplanes;w++)
2524 maxdist = max(maxdist, planes[w].dist);
2525 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2526 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2527 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2531 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2532 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2534 if (planenum2 == planenum)
2536 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);
2539 if (tempnumpoints < 3)
2541 // generate elements forming a triangle fan for this polygon
2542 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2546 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2549 R_Mesh_VertexPointer(brush->points->v);
2550 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2551 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2552 GL_LockArrays(0, brush->numpoints);
2553 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2554 GL_LockArrays(0, 0);
2557 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2560 if (!surface->num_collisiontriangles)
2562 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2563 i = (int)(((size_t)surface) / sizeof(msurface_t));
2564 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2565 GL_LockArrays(0, surface->num_collisionvertices);
2566 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2567 GL_LockArrays(0, 0);
2570 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)
2572 texturelayer_t *layer;
2573 layer = t->currentlayers + t->currentnumlayers++;
2575 layer->depthmask = depthmask;
2576 layer->blendfunc1 = blendfunc1;
2577 layer->blendfunc2 = blendfunc2;
2578 layer->texture = texture;
2579 layer->texmatrix = *matrix;
2580 layer->color[0] = r * r_view.colorscale;
2581 layer->color[1] = g * r_view.colorscale;
2582 layer->color[2] = b * r_view.colorscale;
2583 layer->color[3] = a;
2586 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2588 model_t *model = ent->model;
2590 // switch to an alternate material if this is a q1bsp animated material
2592 texture_t *texture = t;
2593 int s = ent->skinnum;
2594 if ((unsigned int)s >= (unsigned int)model->numskins)
2596 if (model->skinscenes)
2598 if (model->skinscenes[s].framecount > 1)
2599 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2601 s = model->skinscenes[s].firstframe;
2604 t = t + s * model->num_surfaces;
2607 // use an alternate animation if the entity's frame is not 0,
2608 // and only if the texture has an alternate animation
2609 if (ent->frame != 0 && t->anim_total[1])
2610 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2612 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2614 texture->currentframe = t;
2617 // pick a new currentskinframe if the material is animated
2618 if (t->numskinframes >= 2)
2619 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2620 if (t->backgroundnumskinframes >= 2)
2621 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2623 t->currentmaterialflags = t->basematerialflags;
2624 t->currentalpha = ent->alpha;
2625 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2626 t->currentalpha *= r_wateralpha.value;
2627 if (!(ent->flags & RENDER_LIGHT))
2628 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2629 if (ent->effects & EF_ADDITIVE)
2630 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2631 else if (t->currentalpha < 1)
2632 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2633 if (ent->flags & RENDER_NOCULLFACE)
2634 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
2635 if (ent->effects & EF_NODEPTHTEST)
2636 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
2637 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2638 t->currenttexmatrix = r_waterscrollmatrix;
2640 t->currenttexmatrix = identitymatrix;
2641 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2642 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2644 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2645 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2646 t->glosstexture = r_texture_white;
2647 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2648 t->backgroundglosstexture = r_texture_white;
2649 t->specularpower = r_shadow_glossexponent.value;
2650 t->specularscale = 0;
2651 if (r_shadow_gloss.integer > 0)
2653 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2655 if (r_shadow_glossintensity.value > 0)
2657 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2658 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2659 t->specularscale = r_shadow_glossintensity.value;
2662 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2663 t->specularscale = r_shadow_gloss2intensity.value;
2666 t->currentnumlayers = 0;
2667 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2669 if (gl_lightmaps.integer)
2670 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2671 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2673 int blendfunc1, blendfunc2, depthmask;
2674 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2676 blendfunc1 = GL_SRC_ALPHA;
2677 blendfunc2 = GL_ONE;
2679 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2681 blendfunc1 = GL_SRC_ALPHA;
2682 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2684 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2686 blendfunc1 = t->customblendfunc[0];
2687 blendfunc2 = t->customblendfunc[1];
2691 blendfunc1 = GL_ONE;
2692 blendfunc2 = GL_ZERO;
2694 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2695 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2697 rtexture_t *currentbasetexture;
2699 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2700 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2701 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2702 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2704 // fullbright is not affected by r_refdef.lightmapintensity
2705 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2706 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2707 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2708 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2709 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2715 // q3bsp has no lightmap updates, so the lightstylevalue that
2716 // would normally be baked into the lightmap must be
2717 // applied to the color
2718 if (ent->model->type == mod_brushq3)
2719 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2720 colorscale *= r_refdef.lightmapintensity;
2721 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2722 if (r_ambient.value >= (1.0f/64.0f))
2723 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2724 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2726 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2727 if (r_ambient.value >= (1.0f/64.0f))
2728 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2730 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2732 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2733 if (r_ambient.value >= (1.0f/64.0f))
2734 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2737 if (t->currentskinframe->glow != NULL)
2738 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2739 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2741 // if this is opaque use alpha blend which will darken the earlier
2744 // if this is an alpha blended material, all the earlier passes
2745 // were darkened by fog already, so we only need to add the fog
2746 // color ontop through the fog mask texture
2748 // if this is an additive blended material, all the earlier passes
2749 // were darkened by fog already, and we should not add fog color
2750 // (because the background was not darkened, there is no fog color
2751 // that was lost behind it).
2752 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2759 void R_UpdateAllTextureInfo(entity_render_t *ent)
2763 for (i = 0;i < ent->model->num_textures;i++)
2764 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2767 int rsurface_array_size = 0;
2768 float *rsurface_array_modelvertex3f = NULL;
2769 float *rsurface_array_modelsvector3f = NULL;
2770 float *rsurface_array_modeltvector3f = NULL;
2771 float *rsurface_array_modelnormal3f = NULL;
2772 float *rsurface_array_deformedvertex3f = NULL;
2773 float *rsurface_array_deformedsvector3f = NULL;
2774 float *rsurface_array_deformedtvector3f = NULL;
2775 float *rsurface_array_deformednormal3f = NULL;
2776 float *rsurface_array_color4f = NULL;
2777 float *rsurface_array_texcoord3f = NULL;
2779 void R_Mesh_ResizeArrays(int newvertices)
2782 if (rsurface_array_size >= newvertices)
2784 if (rsurface_array_modelvertex3f)
2785 Mem_Free(rsurface_array_modelvertex3f);
2786 rsurface_array_size = (newvertices + 1023) & ~1023;
2787 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2788 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2789 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2790 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2791 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2792 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2793 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2794 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2795 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2796 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2797 rsurface_array_color4f = base + rsurface_array_size * 27;
2800 float *rsurface_modelvertex3f;
2801 float *rsurface_modelsvector3f;
2802 float *rsurface_modeltvector3f;
2803 float *rsurface_modelnormal3f;
2804 float *rsurface_vertex3f;
2805 float *rsurface_svector3f;
2806 float *rsurface_tvector3f;
2807 float *rsurface_normal3f;
2808 float *rsurface_lightmapcolor4f;
2809 vec3_t rsurface_modelorg;
2810 qboolean rsurface_generatedvertex;
2811 const entity_render_t *rsurface_entity;
2812 const model_t *rsurface_model;
2813 texture_t *rsurface_texture;
2814 qboolean rsurface_uselightmaptexture;
2815 rsurfmode_t rsurface_mode;
2816 texture_t *rsurface_glsl_texture;
2817 qboolean rsurface_glsl_uselightmap;
2818 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
2820 void RSurf_CleanUp(void)
2823 if (rsurface_mode == RSURFMODE_GLSL)
2825 qglUseProgramObjectARB(0);CHECKGLERROR
2827 GL_AlphaTest(false);
2828 rsurface_mode = RSURFMODE_NONE;
2829 rsurface_uselightmaptexture = false;
2830 rsurface_texture = NULL;
2831 rsurface_glsl_texture = NULL;
2832 rsurface_glsl_uselightmap = false;
2835 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2838 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2839 rsurface_entity = ent;
2840 rsurface_model = ent->model;
2841 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2842 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2843 R_Mesh_Matrix(&ent->matrix);
2844 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2845 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2849 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2850 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2851 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2852 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2853 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2855 else if (wantnormals)
2857 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2858 rsurface_modelsvector3f = NULL;
2859 rsurface_modeltvector3f = NULL;
2860 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2861 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2865 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2866 rsurface_modelsvector3f = NULL;
2867 rsurface_modeltvector3f = NULL;
2868 rsurface_modelnormal3f = NULL;
2869 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2871 rsurface_generatedvertex = true;
2875 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2876 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2877 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2878 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2879 rsurface_generatedvertex = false;
2881 rsurface_vertex3f = rsurface_modelvertex3f;
2882 rsurface_svector3f = rsurface_modelsvector3f;
2883 rsurface_tvector3f = rsurface_modeltvector3f;
2884 rsurface_normal3f = rsurface_modelnormal3f;
2887 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2889 // 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
2890 if (rsurface_generatedvertex)
2892 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2893 generatetangents = true;
2894 if (generatetangents)
2895 generatenormals = true;
2896 if (generatenormals && !rsurface_modelnormal3f)
2898 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2899 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2901 if (generatetangents && !rsurface_modelsvector3f)
2903 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2904 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2905 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2908 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2909 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2911 int texturesurfaceindex;
2912 float center[3], forward[3], right[3], up[3], v[4][3];
2913 matrix4x4_t matrix1, imatrix1;
2914 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2915 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2916 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2917 // make deformed versions of only the model vertices used by the specified surfaces
2918 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2921 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2922 // a single autosprite surface can contain multiple sprites...
2923 for (j = 0;j < surface->num_vertices - 3;j += 4)
2925 VectorClear(center);
2926 for (i = 0;i < 4;i++)
2927 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2928 VectorScale(center, 0.25f, center);
2929 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2931 forward[0] = rsurface_modelorg[0] - center[0];
2932 forward[1] = rsurface_modelorg[1] - center[1];
2934 VectorNormalize(forward);
2935 right[0] = forward[1];
2936 right[1] = -forward[0];
2938 VectorSet(up, 0, 0, 1);
2940 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2941 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2942 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2943 for (i = 0;i < 4;i++)
2944 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2945 for (i = 0;i < 4;i++)
2946 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2948 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2949 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2951 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2952 rsurface_svector3f = rsurface_array_deformedsvector3f;
2953 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2954 rsurface_normal3f = rsurface_array_deformednormal3f;
2958 rsurface_vertex3f = rsurface_modelvertex3f;
2959 rsurface_svector3f = rsurface_modelsvector3f;
2960 rsurface_tvector3f = rsurface_modeltvector3f;
2961 rsurface_normal3f = rsurface_modelnormal3f;
2963 R_Mesh_VertexPointer(rsurface_vertex3f);
2966 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2969 const msurface_t *surface = texturesurfacelist[0];
2970 const msurface_t *surface2;
2975 // TODO: lock all array ranges before render, rather than on each surface
2976 if (texturenumsurfaces == 1)
2978 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2979 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2981 else if (r_batchmode.integer == 2)
2983 #define MAXBATCHTRIANGLES 4096
2984 int batchtriangles = 0;
2985 int batchelements[MAXBATCHTRIANGLES*3];
2986 for (i = 0;i < texturenumsurfaces;i = j)
2988 surface = texturesurfacelist[i];
2990 if (surface->num_triangles > MAXBATCHTRIANGLES)
2992 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2995 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2996 batchtriangles = surface->num_triangles;
2997 firstvertex = surface->num_firstvertex;
2998 endvertex = surface->num_firstvertex + surface->num_vertices;
2999 for (;j < texturenumsurfaces;j++)
3001 surface2 = texturesurfacelist[j];
3002 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3004 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3005 batchtriangles += surface2->num_triangles;
3006 firstvertex = min(firstvertex, surface2->num_firstvertex);
3007 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3009 surface2 = texturesurfacelist[j-1];
3010 numvertices = endvertex - firstvertex;
3011 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3014 else if (r_batchmode.integer == 1)
3016 for (i = 0;i < texturenumsurfaces;i = j)
3018 surface = texturesurfacelist[i];
3019 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3020 if (texturesurfacelist[j] != surface2)
3022 surface2 = texturesurfacelist[j-1];
3023 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3024 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3025 GL_LockArrays(surface->num_firstvertex, numvertices);
3026 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3031 for (i = 0;i < texturenumsurfaces;i++)
3033 surface = texturesurfacelist[i];
3034 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3035 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3040 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3044 const msurface_t *surface = texturesurfacelist[0];
3045 const msurface_t *surface2;
3050 // TODO: lock all array ranges before render, rather than on each surface
3051 if (texturenumsurfaces == 1)
3053 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3054 if (deluxemaptexunit >= 0)
3055 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3056 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3057 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3059 else if (r_batchmode.integer == 2)
3061 #define MAXBATCHTRIANGLES 4096
3062 int batchtriangles = 0;
3063 int batchelements[MAXBATCHTRIANGLES*3];
3064 for (i = 0;i < texturenumsurfaces;i = j)
3066 surface = texturesurfacelist[i];
3067 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3068 if (deluxemaptexunit >= 0)
3069 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3071 if (surface->num_triangles > MAXBATCHTRIANGLES)
3073 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3076 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3077 batchtriangles = surface->num_triangles;
3078 firstvertex = surface->num_firstvertex;
3079 endvertex = surface->num_firstvertex + surface->num_vertices;
3080 for (;j < texturenumsurfaces;j++)
3082 surface2 = texturesurfacelist[j];
3083 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3085 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3086 batchtriangles += surface2->num_triangles;
3087 firstvertex = min(firstvertex, surface2->num_firstvertex);
3088 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3090 surface2 = texturesurfacelist[j-1];
3091 numvertices = endvertex - firstvertex;
3092 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
3095 else if (r_batchmode.integer == 1)
3097 for (i = 0;i < texturenumsurfaces;i = j)
3099 surface = texturesurfacelist[i];
3100 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3101 if (deluxemaptexunit >= 0)
3102 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3103 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3104 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3106 surface2 = texturesurfacelist[j-1];
3107 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3108 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3109 GL_LockArrays(surface->num_firstvertex, numvertices);
3110 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3115 for (i = 0;i < texturenumsurfaces;i++)
3117 surface = texturesurfacelist[i];
3118 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3119 if (deluxemaptexunit >= 0)
3120 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3121 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3122 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3127 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3130 int texturesurfaceindex;
3131 if (r_showsurfaces.integer == 2)
3133 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3135 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3136 for (j = 0;j < surface->num_triangles;j++)
3138 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3139 GL_Color(f, f, f, 1);
3140 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
3146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3149 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3150 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3151 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3152 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3157 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
3159 int texturesurfaceindex;
3167 vec3_t ambientcolor;
3168 vec3_t diffusecolor;
3170 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3171 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3172 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3173 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3174 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3175 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3176 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3177 if (VectorLength2(diffusecolor) > 0)
3179 // generate color arrays for the surfaces in this list
3180 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3182 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3183 int numverts = surface->num_vertices;
3184 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3185 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3186 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3187 // q3-style directional shading
3188 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3190 if ((f = DotProduct(c2, lightdir)) > 0)
3191 VectorMA(ambientcolor, f, diffusecolor, c);
3193 VectorCopy(ambientcolor, c);
3202 rsurface_lightmapcolor4f = rsurface_array_color4f;
3206 r = ambientcolor[0];
3207 g = ambientcolor[1];
3208 b = ambientcolor[2];
3209 rsurface_lightmapcolor4f = NULL;
3212 else if (lightmode >= 1 || !rsurface_uselightmaptexture)
3214 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3216 // generate color arrays for the surfaces in this list
3217 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3220 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3222 if (surface->lightmapinfo->samples)
3224 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3225 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3226 VectorScale(lm, scale, c);
3227 if (surface->lightmapinfo->styles[1] != 255)
3229 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3231 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3232 VectorMA(c, scale, lm, c);
3233 if (surface->lightmapinfo->styles[2] != 255)
3236 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3237 VectorMA(c, scale, lm, c);
3238 if (surface->lightmapinfo->styles[3] != 255)
3241 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3242 VectorMA(c, scale, lm, c);
3252 rsurface_lightmapcolor4f = rsurface_array_color4f;
3255 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3260 rsurface_lightmapcolor4f = NULL;
3264 if (rsurface_lightmapcolor4f)
3266 // generate color arrays for the surfaces in this list
3267 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3269 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3270 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)
3272 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3282 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3284 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3285 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)
3287 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3295 rsurface_lightmapcolor4f = rsurface_array_color4f;
3297 if (applycolor && rsurface_lightmapcolor4f)
3299 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3301 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3302 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)
3310 rsurface_lightmapcolor4f = rsurface_array_color4f;
3312 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3313 GL_Color(r, g, b, a);
3314 if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3315 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3317 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3320 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3322 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3323 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3324 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3326 rsurface_mode = RSURFMODE_SHOWSURFACES;
3328 GL_BlendFunc(GL_ONE, GL_ZERO);
3329 R_Mesh_ColorPointer(NULL);
3330 R_Mesh_ResetTextureState();
3332 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3333 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3336 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3338 // transparent sky would be ridiculous
3339 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3341 if (rsurface_mode != RSURFMODE_SKY)
3343 if (rsurface_mode == RSURFMODE_GLSL)
3345 qglUseProgramObjectARB(0);CHECKGLERROR
3347 rsurface_mode = RSURFMODE_SKY;
3351 skyrendernow = false;
3353 // restore entity matrix
3354 R_Mesh_Matrix(&rsurface_entity->matrix);
3356 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3357 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3359 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3360 // skymasking on them, and Quake3 never did sky masking (unlike
3361 // software Quake and software Quake2), so disable the sky masking
3362 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3363 // and skymasking also looks very bad when noclipping outside the
3364 // level, so don't use it then either.
3365 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3367 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3368 R_Mesh_ColorPointer(NULL);
3369 R_Mesh_ResetTextureState();
3370 if (skyrendermasked)
3372 // depth-only (masking)
3373 GL_ColorMask(0,0,0,0);
3374 // just to make sure that braindead drivers don't draw
3375 // anything despite that colormask...
3376 GL_BlendFunc(GL_ZERO, GL_ONE);
3381 GL_BlendFunc(GL_ONE, GL_ZERO);
3383 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3384 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3385 if (skyrendermasked)
3386 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3390 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3392 if (rsurface_mode != RSURFMODE_GLSL)
3394 rsurface_mode = RSURFMODE_GLSL;
3395 rsurface_glsl_texture = NULL;
3396 rsurface_glsl_uselightmap = false;
3397 R_Mesh_ResetTextureState();
3399 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != rsurface_uselightmaptexture)
3401 rsurface_glsl_texture = rsurface_texture;
3402 rsurface_glsl_uselightmap = rsurface_uselightmaptexture;
3403 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
3404 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, false);
3405 //if (r_glsl_deluxemapping.integer)
3406 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, true);
3407 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3408 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3409 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3410 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3411 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3412 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3413 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3415 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3416 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3417 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3418 R_Mesh_ColorPointer(NULL);
3420 else if (rsurface_uselightmaptexture)
3422 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
3423 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3424 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3425 R_Mesh_ColorPointer(NULL);
3429 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3430 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3431 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3432 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3436 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3437 if (!r_glsl_permutation)
3439 if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3440 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
3442 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3443 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3448 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3450 // OpenGL 1.3 path - anything not completely ancient
3451 int texturesurfaceindex;
3452 qboolean applycolor;
3456 const texturelayer_t *layer;
3457 if (rsurface_mode != RSURFMODE_MULTIPASS)
3458 rsurface_mode = RSURFMODE_MULTIPASS;
3459 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3460 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3463 int layertexrgbscale;
3464 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3466 if (layerindex == 0)
3470 GL_AlphaTest(false);
3471 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3474 GL_DepthMask(layer->depthmask);
3475 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3476 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3478 layertexrgbscale = 4;
3479 VectorScale(layer->color, 0.25f, layercolor);
3481 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3483 layertexrgbscale = 2;
3484 VectorScale(layer->color, 0.5f, layercolor);
3488 layertexrgbscale = 1;
3489 VectorScale(layer->color, 1.0f, layercolor);
3491 layercolor[3] = layer->color[3];
3492 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3493 R_Mesh_ColorPointer(NULL);
3494 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3495 switch (layer->type)
3497 case TEXTURELAYERTYPE_LITTEXTURE:
3498 memset(&m, 0, sizeof(m));
3499 m.tex[0] = R_GetTexture(r_texture_white);
3500 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3501 m.tex[1] = R_GetTexture(layer->texture);
3502 m.texmatrix[1] = layer->texmatrix;
3503 m.texrgbscale[1] = layertexrgbscale;
3504 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3505 R_Mesh_TextureState(&m);
3506 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], rsurface_lightmode, applycolor, applyfog);
3508 case TEXTURELAYERTYPE_TEXTURE:
3509 memset(&m, 0, sizeof(m));
3510 m.tex[0] = R_GetTexture(layer->texture);
3511 m.texmatrix[0] = layer->texmatrix;
3512 m.texrgbscale[0] = layertexrgbscale;
3513 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3514 R_Mesh_TextureState(&m);
3515 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3517 case TEXTURELAYERTYPE_FOG:
3518 memset(&m, 0, sizeof(m));
3519 m.texrgbscale[0] = layertexrgbscale;
3522 m.tex[0] = R_GetTexture(layer->texture);
3523 m.texmatrix[0] = layer->texmatrix;
3524 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3526 R_Mesh_TextureState(&m);
3527 // generate a color array for the fog pass
3528 R_Mesh_ColorPointer(rsurface_array_color4f);
3529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3533 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3534 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)
3536 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3537 c[0] = layercolor[0];
3538 c[1] = layercolor[1];
3539 c[2] = layercolor[2];
3540 c[3] = f * layercolor[3];
3543 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3546 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3548 GL_LockArrays(0, 0);
3551 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3553 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3554 GL_AlphaTest(false);
3558 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3560 // OpenGL 1.1 - crusty old voodoo path
3561 int texturesurfaceindex;
3565 const texturelayer_t *layer;
3566 if (rsurface_mode != RSURFMODE_MULTIPASS)
3567 rsurface_mode = RSURFMODE_MULTIPASS;
3568 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3569 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3571 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3573 if (layerindex == 0)
3577 GL_AlphaTest(false);
3578 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3581 GL_DepthMask(layer->depthmask);
3582 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3583 R_Mesh_ColorPointer(NULL);
3584 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3585 switch (layer->type)
3587 case TEXTURELAYERTYPE_LITTEXTURE:
3588 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3590 // two-pass lit texture with 2x rgbscale
3591 // first the lightmap pass
3592 memset(&m, 0, sizeof(m));
3593 m.tex[0] = R_GetTexture(r_texture_white);
3594 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3595 R_Mesh_TextureState(&m);
3596 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, rsurface_lightmode, false, false);
3597 GL_LockArrays(0, 0);
3598 // then apply the texture to it
3599 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3600 memset(&m, 0, sizeof(m));
3601 m.tex[0] = R_GetTexture(layer->texture);
3602 m.texmatrix[0] = layer->texmatrix;
3603 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3604 R_Mesh_TextureState(&m);
3605 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
3609 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3610 memset(&m, 0, sizeof(m));
3611 m.tex[0] = R_GetTexture(layer->texture);
3612 m.texmatrix[0] = layer->texmatrix;
3613 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3614 R_Mesh_TextureState(&m);
3615 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], rsurface_lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3618 case TEXTURELAYERTYPE_TEXTURE:
3619 // singletexture unlit texture with transparency support
3620 memset(&m, 0, sizeof(m));
3621 m.tex[0] = R_GetTexture(layer->texture);
3622 m.texmatrix[0] = layer->texmatrix;
3623 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3624 R_Mesh_TextureState(&m);
3625 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3627 case TEXTURELAYERTYPE_FOG:
3628 // singletexture fogging
3629 R_Mesh_ColorPointer(rsurface_array_color4f);
3632 memset(&m, 0, sizeof(m));
3633 m.tex[0] = R_GetTexture(layer->texture);
3634 m.texmatrix[0] = layer->texmatrix;
3635 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3636 R_Mesh_TextureState(&m);
3639 R_Mesh_ResetTextureState();
3640 // generate a color array for the fog pass
3641 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3645 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3646 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)
3648 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3649 c[0] = layer->color[0];
3650 c[1] = layer->color[1];
3651 c[2] = layer->color[2];
3652 c[3] = f * layer->color[3];
3655 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3658 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3660 GL_LockArrays(0, 0);
3663 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3665 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3666 GL_AlphaTest(false);
3670 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3672 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3674 r_shadow_rtlight = NULL;
3675 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3677 if (r_showsurfaces.integer)
3678 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3679 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3680 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3681 else if (rsurface_texture->currentnumlayers)
3683 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3684 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3685 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3686 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3687 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3688 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3689 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3690 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3691 if (r_glsl.integer && gl_support_fragment_shader)
3692 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3693 else if (gl_combine.integer && r_textureunits.integer >= 2)
3694 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3696 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3699 GL_LockArrays(0, 0);
3702 #define BATCHSIZE 256
3703 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3705 int surfacelistindex;
3708 msurface_t *texturesurfacelist[BATCHSIZE];
3709 // if the model is static it doesn't matter what value we give for
3710 // wantnormals and wanttangents, so this logic uses only rules applicable
3711 // to a model, knowing that they are meaningless otherwise
3712 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3713 RSurf_ActiveEntity(ent, false, false);
3715 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3718 rsurface_uselightmaptexture = false;
3719 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3721 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3723 if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
3726 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3727 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3729 t = surface->texture;
3730 rsurface_uselightmaptexture = (surface->lightmaptexture != NULL);
3731 R_UpdateTextureInfo(ent, t);
3732 rsurface_texture = t->currentframe;
3735 texturesurfacelist[batchcount++] = surface;
3738 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3739 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3743 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3745 int texturesurfaceindex;
3746 vec3_t tempcenter, center;
3747 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3749 // drawing sky transparently would be too difficult
3750 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3752 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3754 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3755 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3756 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3757 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3758 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3759 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3764 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3767 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3768 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3770 int i, j, k, l, endj, f, flagsmask;
3771 int counttriangles = 0;
3772 msurface_t *surface, *endsurface, **surfacechain;
3775 model_t *model = ent->model;
3776 const int *elements;
3777 const int maxsurfacelist = 1024;
3778 int numsurfacelist = 0;
3779 msurface_t *surfacelist[1024];
3784 // if the model is static it doesn't matter what value we give for
3785 // wantnormals and wanttangents, so this logic uses only rules applicable
3786 // to a model, knowing that they are meaningless otherwise
3787 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3788 RSurf_ActiveEntity(ent, false, false);
3790 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3792 // update light styles
3793 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3795 for (i = 0;i < model->brushq1.light_styles;i++)
3797 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3799 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3800 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3801 for (;(surface = *surfacechain);surfacechain++)
3802 surface->cached_dlight = true;
3807 R_UpdateAllTextureInfo(ent);
3808 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3811 rsurface_uselightmaptexture = false;
3812 rsurface_texture = NULL;
3814 if (ent == r_refdef.worldentity)
3816 j = model->firstmodelsurface;
3817 endj = j + model->nummodelsurfaces;
3820 // quickly skip over non-visible surfaces
3821 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
3823 // quickly iterate over visible surfaces
3824 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
3826 // process this surface
3827 surface = model->data_surfaces + j;
3828 // if texture or lightmap has changed, start a new batch
3829 if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
3833 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3836 t = surface->texture;
3837 rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
3838 rsurface_texture = t->currentframe;
3839 f = rsurface_texture->currentmaterialflags & flagsmask;
3841 // if this surface fits the criteria, add it to the list
3842 if (f && surface->num_triangles)
3844 // if lightmap parameters changed, rebuild lightmap texture
3845 if (surface->cached_dlight)
3846 R_BuildLightMap(ent, surface);
3847 // add face to draw list
3848 surfacelist[numsurfacelist++] = surface;
3849 counttriangles += surface->num_triangles;
3850 if (numsurfacelist >= maxsurfacelist)
3852 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3861 surface = model->data_surfaces + model->firstmodelsurface;
3862 endsurface = surface + model->nummodelsurfaces;
3863 for (;surface < endsurface;surface++)
3865 // if texture or lightmap has changed, start a new batch
3866 if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
3870 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3873 t = surface->texture;
3874 rsurface_uselightmaptexture = (surface->lightmaptexture != NULL);
3875 rsurface_texture = t->currentframe;
3876 f = rsurface_texture->currentmaterialflags & flagsmask;
3878 // if this surface fits the criteria, add it to the list
3879 if (f && surface->num_triangles)
3881 // if lightmap parameters changed, rebuild lightmap texture
3882 if (surface->cached_dlight)
3883 R_BuildLightMap(ent, surface);
3884 // add face to draw list
3885 surfacelist[numsurfacelist++] = surface;
3886 counttriangles += surface->num_triangles;
3887 if (numsurfacelist >= maxsurfacelist)
3889 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3896 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3897 r_refdef.stats.entities_triangles += counttriangles;
3900 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3903 R_Mesh_Matrix(&ent->matrix);
3904 R_Mesh_ColorPointer(NULL);
3905 R_Mesh_ResetTextureState();
3906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3907 GL_DepthMask(false);
3908 GL_DepthTest(!r_showdisabledepthtest.integer);
3909 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3910 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3911 if (brush->colbrushf && brush->colbrushf->numtriangles)
3912 R_DrawCollisionBrush(brush->colbrushf);
3913 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3914 if (surface->num_collisiontriangles)
3915 R_DrawCollisionSurface(ent, surface);
3916 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3919 if (r_showtris.integer || r_shownormals.integer)
3922 GL_DepthTest(!r_showdisabledepthtest.integer);
3924 GL_BlendFunc(GL_ONE, GL_ZERO);
3925 R_Mesh_ColorPointer(NULL);
3926 R_Mesh_ResetTextureState();
3927 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3929 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3931 rsurface_texture = surface->texture->currentframe;
3932 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3934 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3935 if (r_showtris.integer)
3937 if (!rsurface_texture->currentlayers->depthmask)
3938 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3939 else if (ent == r_refdef.worldentity)
3940 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3942 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3943 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3946 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3948 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3949 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3950 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3955 if (r_shownormals.integer)
3957 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3959 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3961 VectorCopy(rsurface_vertex3f + l * 3, v);
3962 qglVertex3f(v[0], v[1], v[2]);
3963 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3964 qglVertex3f(v[0], v[1], v[2]);
3968 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3970 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3972 VectorCopy(rsurface_vertex3f + l * 3, v);
3973 qglVertex3f(v[0], v[1], v[2]);
3974 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3975 qglVertex3f(v[0], v[1], v[2]);
3979 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3981 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3983 VectorCopy(rsurface_vertex3f + l * 3, v);
3984 qglVertex3f(v[0], v[1], v[2]);
3985 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3986 qglVertex3f(v[0], v[1], v[2]);
3993 rsurface_texture = NULL;