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_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
921 // deluxemapping (light direction texture)
922 if (rsurface_lightmaptexture && 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("\nengine extensions: %s\n", vm_sv_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_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_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 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2591 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2593 // switch to an alternate material if this is a q1bsp animated material
2595 texture_t *texture = t;
2596 int s = ent->skinnum;
2597 if ((unsigned int)s >= (unsigned int)model->numskins)
2599 if (model->skinscenes)
2601 if (model->skinscenes[s].framecount > 1)
2602 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2604 s = model->skinscenes[s].firstframe;
2607 t = t + s * model->num_surfaces;
2610 // use an alternate animation if the entity's frame is not 0,
2611 // and only if the texture has an alternate animation
2612 if (ent->frame != 0 && t->anim_total[1])
2613 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2615 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2617 texture->currentframe = t;
2620 // pick a new currentskinframe if the material is animated
2621 if (t->numskinframes >= 2)
2622 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2623 if (t->backgroundnumskinframes >= 2)
2624 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2626 t->currentmaterialflags = t->basematerialflags;
2627 t->currentalpha = ent->alpha;
2628 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2629 t->currentalpha *= r_wateralpha.value;
2630 if (!(ent->flags & RENDER_LIGHT))
2631 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2632 if (ent->effects & EF_ADDITIVE)
2633 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2634 else if (t->currentalpha < 1)
2635 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2636 if (ent->flags & RENDER_NOCULLFACE)
2637 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
2638 if (ent->effects & EF_NODEPTHTEST)
2639 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
2640 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2641 t->currenttexmatrix = r_waterscrollmatrix;
2643 t->currenttexmatrix = identitymatrix;
2644 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2645 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2647 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2648 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2649 t->glosstexture = r_texture_white;
2650 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2651 t->backgroundglosstexture = r_texture_white;
2652 t->specularpower = r_shadow_glossexponent.value;
2653 t->specularscale = 0;
2654 if (r_shadow_gloss.integer > 0)
2656 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2658 if (r_shadow_glossintensity.value > 0)
2660 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2661 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2662 t->specularscale = r_shadow_glossintensity.value;
2665 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2666 t->specularscale = r_shadow_gloss2intensity.value;
2669 t->currentnumlayers = 0;
2670 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2672 if (gl_lightmaps.integer)
2673 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2674 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2676 int blendfunc1, blendfunc2, depthmask;
2677 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2679 blendfunc1 = GL_SRC_ALPHA;
2680 blendfunc2 = GL_ONE;
2682 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2684 blendfunc1 = GL_SRC_ALPHA;
2685 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2687 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2689 blendfunc1 = t->customblendfunc[0];
2690 blendfunc2 = t->customblendfunc[1];
2694 blendfunc1 = GL_ONE;
2695 blendfunc2 = GL_ZERO;
2697 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2698 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2700 rtexture_t *currentbasetexture;
2702 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2703 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2704 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2705 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2707 // fullbright is not affected by r_refdef.lightmapintensity
2708 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2709 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2710 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);
2711 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2712 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);
2718 // q3bsp has no lightmap updates, so the lightstylevalue that
2719 // would normally be baked into the lightmap must be
2720 // applied to the color
2721 if (ent->model->type == mod_brushq3)
2722 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2723 colorscale *= r_refdef.lightmapintensity;
2724 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);
2725 if (r_ambient.value >= (1.0f/64.0f))
2726 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);
2727 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2729 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);
2730 if (r_ambient.value >= (1.0f/64.0f))
2731 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);
2733 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2735 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);
2736 if (r_ambient.value >= (1.0f/64.0f))
2737 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);
2740 if (t->currentskinframe->glow != NULL)
2741 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);
2742 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2744 // if this is opaque use alpha blend which will darken the earlier
2747 // if this is an alpha blended material, all the earlier passes
2748 // were darkened by fog already, so we only need to add the fog
2749 // color ontop through the fog mask texture
2751 // if this is an additive blended material, all the earlier passes
2752 // were darkened by fog already, and we should not add fog color
2753 // (because the background was not darkened, there is no fog color
2754 // that was lost behind it).
2755 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);
2762 void R_UpdateAllTextureInfo(entity_render_t *ent)
2766 for (i = 0;i < ent->model->num_textures;i++)
2767 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2770 int rsurface_array_size = 0;
2771 float *rsurface_array_modelvertex3f = NULL;
2772 float *rsurface_array_modelsvector3f = NULL;
2773 float *rsurface_array_modeltvector3f = NULL;
2774 float *rsurface_array_modelnormal3f = NULL;
2775 float *rsurface_array_deformedvertex3f = NULL;
2776 float *rsurface_array_deformedsvector3f = NULL;
2777 float *rsurface_array_deformedtvector3f = NULL;
2778 float *rsurface_array_deformednormal3f = NULL;
2779 float *rsurface_array_color4f = NULL;
2780 float *rsurface_array_texcoord3f = NULL;
2782 void R_Mesh_ResizeArrays(int newvertices)
2785 if (rsurface_array_size >= newvertices)
2787 if (rsurface_array_modelvertex3f)
2788 Mem_Free(rsurface_array_modelvertex3f);
2789 rsurface_array_size = (newvertices + 1023) & ~1023;
2790 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2791 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2792 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2793 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2794 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2795 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2796 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2797 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2798 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2799 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2800 rsurface_array_color4f = base + rsurface_array_size * 27;
2803 float *rsurface_modelvertex3f;
2804 float *rsurface_modelsvector3f;
2805 float *rsurface_modeltvector3f;
2806 float *rsurface_modelnormal3f;
2807 float *rsurface_vertex3f;
2808 float *rsurface_svector3f;
2809 float *rsurface_tvector3f;
2810 float *rsurface_normal3f;
2811 float *rsurface_lightmapcolor4f;
2812 vec3_t rsurface_modelorg;
2813 qboolean rsurface_generatedvertex;
2814 const entity_render_t *rsurface_entity;
2815 const model_t *rsurface_model;
2816 texture_t *rsurface_texture;
2817 rtexture_t *rsurface_lightmaptexture;
2818 rsurfmode_t rsurface_mode;
2819 texture_t *rsurface_glsl_texture;
2820 qboolean rsurface_glsl_uselightmap;
2822 void RSurf_CleanUp(void)
2825 if (rsurface_mode == RSURFMODE_GLSL)
2827 qglUseProgramObjectARB(0);CHECKGLERROR
2829 GL_AlphaTest(false);
2830 rsurface_mode = RSURFMODE_NONE;
2831 rsurface_lightmaptexture = NULL;
2832 rsurface_texture = NULL;
2833 rsurface_glsl_texture = NULL;
2834 rsurface_glsl_uselightmap = false;
2837 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2840 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2841 rsurface_entity = ent;
2842 rsurface_model = ent->model;
2843 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2844 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2845 R_Mesh_Matrix(&ent->matrix);
2846 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2847 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2851 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2852 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2853 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2854 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2855 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2857 else if (wantnormals)
2859 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2860 rsurface_modelsvector3f = NULL;
2861 rsurface_modeltvector3f = NULL;
2862 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2863 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2867 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2868 rsurface_modelsvector3f = NULL;
2869 rsurface_modeltvector3f = NULL;
2870 rsurface_modelnormal3f = NULL;
2871 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2873 rsurface_generatedvertex = true;
2877 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2878 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2879 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2880 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2881 rsurface_generatedvertex = false;
2883 rsurface_vertex3f = rsurface_modelvertex3f;
2884 rsurface_svector3f = rsurface_modelsvector3f;
2885 rsurface_tvector3f = rsurface_modeltvector3f;
2886 rsurface_normal3f = rsurface_modelnormal3f;
2889 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2891 // 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
2892 if (rsurface_generatedvertex)
2894 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2895 generatetangents = true;
2896 if (generatetangents)
2897 generatenormals = true;
2898 if (generatenormals && !rsurface_modelnormal3f)
2900 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2901 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);
2903 if (generatetangents && !rsurface_modelsvector3f)
2905 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2906 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2907 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);
2910 // 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)
2911 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2913 int texturesurfaceindex;
2914 float center[3], forward[3], right[3], up[3], v[4][3];
2915 matrix4x4_t matrix1, imatrix1;
2916 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2917 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2918 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2919 // make deformed versions of only the model vertices used by the specified surfaces
2920 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2924 // a single autosprite surface can contain multiple sprites...
2925 for (j = 0;j < surface->num_vertices - 3;j += 4)
2927 VectorClear(center);
2928 for (i = 0;i < 4;i++)
2929 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2930 VectorScale(center, 0.25f, center);
2931 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2933 forward[0] = rsurface_modelorg[0] - center[0];
2934 forward[1] = rsurface_modelorg[1] - center[1];
2936 VectorNormalize(forward);
2937 right[0] = forward[1];
2938 right[1] = -forward[0];
2940 VectorSet(up, 0, 0, 1);
2942 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2943 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);
2944 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2945 for (i = 0;i < 4;i++)
2946 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2947 for (i = 0;i < 4;i++)
2948 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2950 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);
2951 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);
2953 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2954 rsurface_svector3f = rsurface_array_deformedsvector3f;
2955 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2956 rsurface_normal3f = rsurface_array_deformednormal3f;
2960 rsurface_vertex3f = rsurface_modelvertex3f;
2961 rsurface_svector3f = rsurface_modelsvector3f;
2962 rsurface_tvector3f = rsurface_modeltvector3f;
2963 rsurface_normal3f = rsurface_modelnormal3f;
2965 R_Mesh_VertexPointer(rsurface_vertex3f);
2968 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2970 int texturesurfaceindex;
2971 const msurface_t *surface = texturesurfacelist[0];
2972 int firstvertex = surface->num_firstvertex;
2973 int endvertex = surface->num_firstvertex + surface->num_vertices;
2974 if (texturenumsurfaces == 1)
2976 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2977 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2979 else if (r_batchmode.integer == 2)
2981 #define MAXBATCHTRIANGLES 4096
2982 int batchtriangles = 0;
2983 int batchelements[MAXBATCHTRIANGLES*3];
2984 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2986 surface = texturesurfacelist[texturesurfaceindex];
2987 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2989 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2992 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2994 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2996 firstvertex = surface->num_firstvertex;
2997 endvertex = surface->num_firstvertex + surface->num_vertices;
3001 firstvertex = min(firstvertex, surface->num_firstvertex);
3002 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
3004 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3005 batchtriangles += surface->num_triangles;
3008 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
3010 else if (r_batchmode.integer == 1)
3012 int firsttriangle = 0;
3013 int endtriangle = -1;
3014 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3016 surface = texturesurfacelist[texturesurfaceindex];
3017 if (surface->num_firsttriangle != endtriangle)
3019 if (endtriangle > firsttriangle)
3021 GL_LockArrays(firstvertex, endvertex - firstvertex);
3022 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
3024 firstvertex = surface->num_firstvertex;
3025 endvertex = surface->num_firstvertex + surface->num_vertices;
3026 firsttriangle = surface->num_firsttriangle;
3030 firstvertex = min(firstvertex, surface->num_firstvertex);
3031 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
3033 endtriangle = surface->num_firsttriangle + surface->num_triangles;
3035 if (endtriangle > firsttriangle)
3037 GL_LockArrays(firstvertex, endvertex - firstvertex);
3038 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
3043 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3045 surface = texturesurfacelist[texturesurfaceindex];
3046 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3047 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3052 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3055 int texturesurfaceindex;
3056 if (r_showsurfaces.integer == 2)
3058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3060 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3061 for (j = 0;j < surface->num_triangles;j++)
3063 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3064 GL_Color(f, f, f, 1);
3065 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
3071 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3073 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3074 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3075 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);
3076 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3077 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
3082 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
3084 int texturesurfaceindex;
3092 vec3_t ambientcolor;
3093 vec3_t diffusecolor;
3095 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3096 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3097 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3098 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3099 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3100 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3101 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3102 if (VectorLength2(diffusecolor) > 0)
3104 // generate color arrays for the surfaces in this list
3105 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3107 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3108 int numverts = surface->num_vertices;
3109 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3110 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3111 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3112 // q3-style directional shading
3113 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3115 if ((f = DotProduct(c2, lightdir)) > 0)
3116 VectorMA(ambientcolor, f, diffusecolor, c);
3118 VectorCopy(ambientcolor, c);
3127 rsurface_lightmapcolor4f = rsurface_array_color4f;
3131 r = ambientcolor[0];
3132 g = ambientcolor[1];
3133 b = ambientcolor[2];
3134 rsurface_lightmapcolor4f = NULL;
3137 else if (lightmode >= 1 || !rsurface_lightmaptexture)
3139 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3141 // generate color arrays for the surfaces in this list
3142 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3144 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3145 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3147 if (surface->lightmapinfo->samples)
3149 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3150 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3151 VectorScale(lm, scale, c);
3152 if (surface->lightmapinfo->styles[1] != 255)
3154 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3156 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3157 VectorMA(c, scale, lm, c);
3158 if (surface->lightmapinfo->styles[2] != 255)
3161 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3162 VectorMA(c, scale, lm, c);
3163 if (surface->lightmapinfo->styles[3] != 255)
3166 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3167 VectorMA(c, scale, lm, c);
3177 rsurface_lightmapcolor4f = rsurface_array_color4f;
3180 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3185 rsurface_lightmapcolor4f = NULL;
3189 if (rsurface_lightmapcolor4f)
3191 // generate color arrays for the surfaces in this list
3192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3195 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)
3197 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3207 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3209 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3210 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)
3212 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3220 rsurface_lightmapcolor4f = rsurface_array_color4f;
3222 if (applycolor && rsurface_lightmapcolor4f)
3224 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3226 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3227 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)
3235 rsurface_lightmapcolor4f = rsurface_array_color4f;
3237 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
3238 GL_Color(r, g, b, a);
3239 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3242 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3244 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3245 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3246 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3248 rsurface_mode = RSURFMODE_SHOWSURFACES;
3250 GL_BlendFunc(GL_ONE, GL_ZERO);
3251 R_Mesh_ColorPointer(NULL);
3252 R_Mesh_ResetTextureState();
3254 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3255 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3258 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3260 // transparent sky would be ridiculous
3261 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3263 if (rsurface_mode != RSURFMODE_SKY)
3265 if (rsurface_mode == RSURFMODE_GLSL)
3267 qglUseProgramObjectARB(0);CHECKGLERROR
3269 rsurface_mode = RSURFMODE_SKY;
3273 skyrendernow = false;
3275 // restore entity matrix
3276 R_Mesh_Matrix(&rsurface_entity->matrix);
3278 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3279 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3281 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3282 // skymasking on them, and Quake3 never did sky masking (unlike
3283 // software Quake and software Quake2), so disable the sky masking
3284 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3285 // and skymasking also looks very bad when noclipping outside the
3286 // level, so don't use it then either.
3287 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3289 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3290 R_Mesh_ColorPointer(NULL);
3291 R_Mesh_ResetTextureState();
3292 if (skyrendermasked)
3294 // depth-only (masking)
3295 GL_ColorMask(0,0,0,0);
3296 // just to make sure that braindead drivers don't draw
3297 // anything despite that colormask...
3298 GL_BlendFunc(GL_ZERO, GL_ONE);
3303 GL_BlendFunc(GL_ONE, GL_ZERO);
3305 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3306 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3307 if (skyrendermasked)
3308 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3312 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3314 if (rsurface_mode != RSURFMODE_GLSL)
3316 rsurface_mode = RSURFMODE_GLSL;
3317 rsurface_glsl_texture = NULL;
3318 rsurface_glsl_uselightmap = false;
3319 R_Mesh_ResetTextureState();
3321 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3324 rsurface_glsl_texture = rsurface_texture;
3325 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
3326 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3327 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3328 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3329 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3330 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3331 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3332 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3333 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3334 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3335 //if (r_glsl_deluxemapping.integer)
3336 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3337 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3338 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3339 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3340 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3341 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3342 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3343 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3344 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3346 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3347 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3348 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3349 R_Mesh_ColorPointer(NULL);
3351 else if (rsurface_lightmaptexture)
3353 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3354 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3355 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3356 R_Mesh_ColorPointer(NULL);
3360 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3361 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3362 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3363 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3367 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3368 if (!r_glsl_permutation)
3370 if (rsurface_glsl_uselightmap)
3372 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3373 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3374 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3376 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3377 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3382 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3384 // OpenGL 1.3 path - anything not completely ancient
3385 int texturesurfaceindex;
3387 qboolean applycolor;
3391 const texturelayer_t *layer;
3393 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3394 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3395 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3396 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3397 if (rsurface_mode != RSURFMODE_MULTIPASS)
3398 rsurface_mode = RSURFMODE_MULTIPASS;
3399 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3400 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3403 int layertexrgbscale;
3404 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3406 if (layerindex == 0)
3410 GL_AlphaTest(false);
3411 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3414 GL_DepthMask(layer->depthmask);
3415 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3416 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3418 layertexrgbscale = 4;
3419 VectorScale(layer->color, 0.25f, layercolor);
3421 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3423 layertexrgbscale = 2;
3424 VectorScale(layer->color, 0.5f, layercolor);
3428 layertexrgbscale = 1;
3429 VectorScale(layer->color, 1.0f, layercolor);
3431 layercolor[3] = layer->color[3];
3432 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3433 R_Mesh_ColorPointer(NULL);
3434 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3435 switch (layer->type)
3437 case TEXTURELAYERTYPE_LITTEXTURE:
3438 memset(&m, 0, sizeof(m));
3439 if (lightmode >= 1 || !rsurface_lightmaptexture)
3440 m.tex[0] = R_GetTexture(r_texture_white);
3442 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3443 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3444 m.tex[1] = R_GetTexture(layer->texture);
3445 m.texmatrix[1] = layer->texmatrix;
3446 m.texrgbscale[1] = layertexrgbscale;
3447 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3448 R_Mesh_TextureState(&m);
3449 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3451 case TEXTURELAYERTYPE_TEXTURE:
3452 memset(&m, 0, sizeof(m));
3453 m.tex[0] = R_GetTexture(layer->texture);
3454 m.texmatrix[0] = layer->texmatrix;
3455 m.texrgbscale[0] = layertexrgbscale;
3456 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3457 R_Mesh_TextureState(&m);
3458 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3460 case TEXTURELAYERTYPE_FOG:
3461 memset(&m, 0, sizeof(m));
3462 m.texrgbscale[0] = layertexrgbscale;
3465 m.tex[0] = R_GetTexture(layer->texture);
3466 m.texmatrix[0] = layer->texmatrix;
3467 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3469 R_Mesh_TextureState(&m);
3470 // generate a color array for the fog pass
3471 R_Mesh_ColorPointer(rsurface_array_color4f);
3472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3476 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3477 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)
3479 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3480 c[0] = layercolor[0];
3481 c[1] = layercolor[1];
3482 c[2] = layercolor[2];
3483 c[3] = f * layercolor[3];
3486 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3489 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3491 GL_LockArrays(0, 0);
3494 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3496 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3497 GL_AlphaTest(false);
3501 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3503 // OpenGL 1.1 - crusty old voodoo path
3504 int texturesurfaceindex;
3509 const texturelayer_t *layer;
3511 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3512 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3513 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3514 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3515 if (rsurface_mode != RSURFMODE_MULTIPASS)
3516 rsurface_mode = RSURFMODE_MULTIPASS;
3517 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3518 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3520 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3522 if (layerindex == 0)
3526 GL_AlphaTest(false);
3527 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3530 GL_DepthMask(layer->depthmask);
3531 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3532 R_Mesh_ColorPointer(NULL);
3533 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3534 switch (layer->type)
3536 case TEXTURELAYERTYPE_LITTEXTURE:
3537 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3539 // two-pass lit texture with 2x rgbscale
3540 // first the lightmap pass
3541 memset(&m, 0, sizeof(m));
3542 if (lightmode >= 1 || !rsurface_lightmaptexture)
3543 m.tex[0] = R_GetTexture(r_texture_white);
3545 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3546 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3547 R_Mesh_TextureState(&m);
3548 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3549 GL_LockArrays(0, 0);
3550 // then apply the texture to it
3551 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3552 memset(&m, 0, sizeof(m));
3553 m.tex[0] = R_GetTexture(layer->texture);
3554 m.texmatrix[0] = layer->texmatrix;
3555 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3556 R_Mesh_TextureState(&m);
3557 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);
3561 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3562 memset(&m, 0, sizeof(m));
3563 m.tex[0] = R_GetTexture(layer->texture);
3564 m.texmatrix[0] = layer->texmatrix;
3565 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3566 R_Mesh_TextureState(&m);
3567 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3570 case TEXTURELAYERTYPE_TEXTURE:
3571 // singletexture unlit texture with transparency support
3572 memset(&m, 0, sizeof(m));
3573 m.tex[0] = R_GetTexture(layer->texture);
3574 m.texmatrix[0] = layer->texmatrix;
3575 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3576 R_Mesh_TextureState(&m);
3577 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);
3579 case TEXTURELAYERTYPE_FOG:
3580 // singletexture fogging
3581 R_Mesh_ColorPointer(rsurface_array_color4f);
3584 memset(&m, 0, sizeof(m));
3585 m.tex[0] = R_GetTexture(layer->texture);
3586 m.texmatrix[0] = layer->texmatrix;
3587 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3588 R_Mesh_TextureState(&m);
3591 R_Mesh_ResetTextureState();
3592 // generate a color array for the fog pass
3593 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3597 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3598 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)
3600 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3601 c[0] = layer->color[0];
3602 c[1] = layer->color[1];
3603 c[2] = layer->color[2];
3604 c[3] = f * layer->color[3];
3607 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3610 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3612 GL_LockArrays(0, 0);
3615 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3617 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3618 GL_AlphaTest(false);
3622 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3624 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3626 r_shadow_rtlight = NULL;
3627 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3629 if (r_showsurfaces.integer)
3630 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3631 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3632 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3633 else if (rsurface_texture->currentnumlayers)
3635 if (r_glsl.integer && gl_support_fragment_shader)
3636 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3637 else if (gl_combine.integer && r_textureunits.integer >= 2)
3638 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3640 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3643 GL_LockArrays(0, 0);
3646 #define BATCHSIZE 256
3647 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3649 int surfacelistindex;
3652 msurface_t *texturesurfacelist[BATCHSIZE];
3653 // if the model is static it doesn't matter what value we give for
3654 // wantnormals and wanttangents, so this logic uses only rules applicable
3655 // to a model, knowing that they are meaningless otherwise
3656 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3657 RSurf_ActiveEntity(ent, false, false);
3659 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3662 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3664 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3666 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3669 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3670 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3672 t = surface->texture;
3673 rsurface_lightmaptexture = surface->lightmaptexture;
3674 R_UpdateTextureInfo(ent, t);
3675 rsurface_texture = t->currentframe;
3678 texturesurfacelist[batchcount++] = surface;
3681 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
3682 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3686 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3688 int texturesurfaceindex;
3689 vec3_t tempcenter, center;
3690 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3692 // drawing sky transparently would be too difficult
3693 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3698 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3699 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3700 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3701 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3702 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);
3707 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3710 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3711 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3713 int i, j, k, l, endj, f, flagsmask;
3714 int counttriangles = 0;
3715 msurface_t *surface, *endsurface, **surfacechain;
3718 model_t *model = ent->model;
3719 const int *elements;
3720 const int maxsurfacelist = 1024;
3721 int numsurfacelist = 0;
3722 msurface_t *surfacelist[1024];
3727 // if the model is static it doesn't matter what value we give for
3728 // wantnormals and wanttangents, so this logic uses only rules applicable
3729 // to a model, knowing that they are meaningless otherwise
3730 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3731 RSurf_ActiveEntity(ent, false, false);
3733 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3735 // update light styles
3736 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3738 for (i = 0;i < model->brushq1.light_styles;i++)
3740 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3742 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3743 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3744 for (;(surface = *surfacechain);surfacechain++)
3745 surface->cached_dlight = true;
3750 R_UpdateAllTextureInfo(ent);
3751 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3754 rsurface_lightmaptexture = NULL;
3755 rsurface_texture = NULL;
3757 if (ent == r_refdef.worldentity)
3759 j = model->firstmodelsurface;
3760 endj = j + model->nummodelsurfaces;
3763 // quickly skip over non-visible surfaces
3764 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
3766 // quickly iterate over visible surfaces
3767 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
3769 // process this surface
3770 surface = model->data_surfaces + j;
3771 // if texture or lightmap has changed, start a new batch
3772 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3776 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3779 t = surface->texture;
3780 rsurface_lightmaptexture = surface->lightmaptexture;
3781 rsurface_texture = t->currentframe;
3782 f = rsurface_texture->currentmaterialflags & flagsmask;
3784 // if this surface fits the criteria, add it to the list
3785 if (f && surface->num_triangles)
3787 // if lightmap parameters changed, rebuild lightmap texture
3788 if (surface->cached_dlight)
3789 R_BuildLightMap(ent, surface);
3790 // add face to draw list
3791 surfacelist[numsurfacelist++] = surface;
3792 counttriangles += surface->num_triangles;
3793 if (numsurfacelist >= maxsurfacelist)
3795 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3804 surface = model->data_surfaces + model->firstmodelsurface;
3805 endsurface = surface + model->nummodelsurfaces;
3806 for (;surface < endsurface;surface++)
3808 // if texture or lightmap has changed, start a new batch
3809 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3813 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3816 t = surface->texture;
3817 rsurface_lightmaptexture = surface->lightmaptexture;
3818 rsurface_texture = t->currentframe;
3819 f = rsurface_texture->currentmaterialflags & flagsmask;
3821 // if this surface fits the criteria, add it to the list
3822 if (f && surface->num_triangles)
3824 // if lightmap parameters changed, rebuild lightmap texture
3825 if (surface->cached_dlight)
3826 R_BuildLightMap(ent, surface);
3827 // add face to draw list
3828 surfacelist[numsurfacelist++] = surface;
3829 counttriangles += surface->num_triangles;
3830 if (numsurfacelist >= maxsurfacelist)
3832 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3839 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3840 r_refdef.stats.entities_triangles += counttriangles;
3843 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3846 R_Mesh_Matrix(&ent->matrix);
3847 R_Mesh_ColorPointer(NULL);
3848 R_Mesh_ResetTextureState();
3849 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3850 GL_DepthMask(false);
3851 GL_DepthTest(!r_showdisabledepthtest.integer);
3852 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3853 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3854 if (brush->colbrushf && brush->colbrushf->numtriangles)
3855 R_DrawCollisionBrush(brush->colbrushf);
3856 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3857 if (surface->num_collisiontriangles)
3858 R_DrawCollisionSurface(ent, surface);
3859 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3862 if (r_showtris.integer || r_shownormals.integer)
3865 GL_DepthTest(!r_showdisabledepthtest.integer);
3867 GL_BlendFunc(GL_ONE, GL_ZERO);
3868 R_Mesh_ColorPointer(NULL);
3869 R_Mesh_ResetTextureState();
3870 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3872 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3874 rsurface_texture = surface->texture->currentframe;
3875 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3877 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3878 if (r_showtris.integer)
3880 if (!rsurface_texture->currentlayers->depthmask)
3881 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3882 else if (ent == r_refdef.worldentity)
3883 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3885 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3886 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3889 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3891 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3892 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3893 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3898 if (r_shownormals.integer)
3900 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3902 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3904 VectorCopy(rsurface_vertex3f + l * 3, v);
3905 qglVertex3f(v[0], v[1], v[2]);
3906 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3907 qglVertex3f(v[0], v[1], v[2]);
3911 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3913 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3915 VectorCopy(rsurface_vertex3f + l * 3, v);
3916 qglVertex3f(v[0], v[1], v[2]);
3917 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3918 qglVertex3f(v[0], v[1], v[2]);
3922 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3924 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3926 VectorCopy(rsurface_vertex3f + l * 3, v);
3927 qglVertex3f(v[0], v[1], v[2]);
3928 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3929 qglVertex3f(v[0], v[1], v[2]);
3936 rsurface_texture = NULL;