2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 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)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
499 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
500 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
501 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
502 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
503 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
504 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
505 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
508 "#ifdef USEGAMMARAMPS\n"
509 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
510 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
511 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
518 "#ifdef MODE_GENERIC\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_FrontColor = gl_Color;\n"
523 "# ifdef USEDIFFUSE\n"
524 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
526 "# ifdef USESPECULAR\n"
527 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
529 " gl_Position = ftransform();\n"
532 "# ifdef FRAGMENT_SHADER\n"
534 "# ifdef USEDIFFUSE\n"
535 "uniform sampler2D Texture_First;\n"
537 "# ifdef USESPECULAR\n"
538 "uniform sampler2D Texture_Second;\n"
543 " gl_FragColor = gl_Color;\n"
544 "# ifdef USEDIFFUSE\n"
545 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
548 "# ifdef USESPECULAR\n"
549 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
551 "# ifdef USECOLORMAPPING\n"
552 " gl_FragColor *= tex2;\n"
555 " gl_FragColor += tex2;\n"
557 "# ifdef USEVERTEXTEXTUREBLEND\n"
558 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
563 "#else // !MODE_GENERIC\n"
565 "varying vec2 TexCoord;\n"
566 "varying vec2 TexCoordLightmap;\n"
568 "#ifdef MODE_LIGHTSOURCE\n"
569 "varying vec3 CubeVector;\n"
572 "#ifdef MODE_LIGHTSOURCE\n"
573 "varying vec3 LightVector;\n"
575 "#ifdef MODE_LIGHTDIRECTION\n"
576 "varying vec3 LightVector;\n"
579 "varying vec3 EyeVector;\n"
581 "varying vec3 EyeVectorModelSpace;\n"
584 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
585 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
586 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
588 "#ifdef MODE_WATER\n"
589 "varying vec4 ModelViewProjectionPosition;\n"
591 "#ifdef MODE_REFRACTION\n"
592 "varying vec4 ModelViewProjectionPosition;\n"
594 "#ifdef USEREFLECTION\n"
595 "varying vec4 ModelViewProjectionPosition;\n"
602 "// vertex shader specific:\n"
603 "#ifdef VERTEX_SHADER\n"
605 "uniform vec3 LightPosition;\n"
606 "uniform vec3 EyePosition;\n"
607 "uniform vec3 LightDir;\n"
609 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
613 " gl_FrontColor = gl_Color;\n"
614 " // copy the surface texcoord\n"
615 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
616 "#ifndef MODE_LIGHTSOURCE\n"
617 "# ifndef MODE_LIGHTDIRECTION\n"
618 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
622 "#ifdef MODE_LIGHTSOURCE\n"
623 " // transform vertex position into light attenuation/cubemap space\n"
624 " // (-1 to +1 across the light box)\n"
625 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
627 " // transform unnormalized light direction into tangent space\n"
628 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
629 " // normalize it per pixel)\n"
630 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
631 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
632 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
633 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
636 "#ifdef MODE_LIGHTDIRECTION\n"
637 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
638 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
639 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
642 " // transform unnormalized eye direction into tangent space\n"
644 " vec3 EyeVectorModelSpace;\n"
646 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
647 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
648 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
649 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
651 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
652 " VectorS = gl_MultiTexCoord1.xyz;\n"
653 " VectorT = gl_MultiTexCoord2.xyz;\n"
654 " VectorR = gl_MultiTexCoord3.xyz;\n"
657 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
658 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
659 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
660 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
663 "// transform vertex to camera space, using ftransform to match non-VS\n"
665 " gl_Position = ftransform();\n"
667 "#ifdef MODE_WATER\n"
668 " ModelViewProjectionPosition = gl_Position;\n"
670 "#ifdef MODE_REFRACTION\n"
671 " ModelViewProjectionPosition = gl_Position;\n"
673 "#ifdef USEREFLECTION\n"
674 " ModelViewProjectionPosition = gl_Position;\n"
678 "#endif // VERTEX_SHADER\n"
683 "// fragment shader specific:\n"
684 "#ifdef FRAGMENT_SHADER\n"
686 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
687 "uniform sampler2D Texture_Normal;\n"
688 "uniform sampler2D Texture_Color;\n"
689 "uniform sampler2D Texture_Gloss;\n"
690 "uniform sampler2D Texture_Glow;\n"
691 "uniform sampler2D Texture_SecondaryNormal;\n"
692 "uniform sampler2D Texture_SecondaryColor;\n"
693 "uniform sampler2D Texture_SecondaryGloss;\n"
694 "uniform sampler2D Texture_SecondaryGlow;\n"
695 "uniform sampler2D Texture_Pants;\n"
696 "uniform sampler2D Texture_Shirt;\n"
697 "uniform sampler2D Texture_FogMask;\n"
698 "uniform sampler2D Texture_Lightmap;\n"
699 "uniform sampler2D Texture_Deluxemap;\n"
700 "uniform sampler2D Texture_Refraction;\n"
701 "uniform sampler2D Texture_Reflection;\n"
702 "uniform sampler2D Texture_Attenuation;\n"
703 "uniform samplerCube Texture_Cube;\n"
705 "uniform myhalf3 LightColor;\n"
706 "uniform myhalf3 AmbientColor;\n"
707 "uniform myhalf3 DiffuseColor;\n"
708 "uniform myhalf3 SpecularColor;\n"
709 "uniform myhalf3 Color_Pants;\n"
710 "uniform myhalf3 Color_Shirt;\n"
711 "uniform myhalf3 FogColor;\n"
713 "uniform myhalf4 TintColor;\n"
716 "//#ifdef MODE_WATER\n"
717 "uniform vec4 DistortScaleRefractReflect;\n"
718 "uniform vec4 ScreenScaleRefractReflect;\n"
719 "uniform vec4 ScreenCenterRefractReflect;\n"
720 "uniform myhalf4 RefractColor;\n"
721 "uniform myhalf4 ReflectColor;\n"
722 "uniform myhalf ReflectFactor;\n"
723 "uniform myhalf ReflectOffset;\n"
725 "//# ifdef MODE_REFRACTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 RefractColor;\n"
730 "//# ifdef USEREFLECTION\n"
731 "//uniform myhalf4 ReflectColor;\n"
734 "//# ifdef USEREFLECTION\n"
735 "//uniform vec4 DistortScaleRefractReflect;\n"
736 "//uniform vec4 ScreenScaleRefractReflect;\n"
737 "//uniform vec4 ScreenCenterRefractReflect;\n"
738 "//uniform myhalf4 ReflectColor;\n"
743 "uniform myhalf GlowScale;\n"
744 "uniform myhalf SceneBrightness;\n"
745 "#ifdef USECONTRASTBOOST\n"
746 "uniform myhalf ContrastBoostCoeff;\n"
749 "uniform float OffsetMapping_Scale;\n"
750 "uniform float OffsetMapping_Bias;\n"
751 "uniform float FogRangeRecip;\n"
753 "uniform myhalf AmbientScale;\n"
754 "uniform myhalf DiffuseScale;\n"
755 "uniform myhalf SpecularScale;\n"
756 "uniform myhalf SpecularPower;\n"
758 "#ifdef USEOFFSETMAPPING\n"
759 "vec2 OffsetMapping(vec2 TexCoord)\n"
761 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
762 " // 14 sample relief mapping: linear search and then binary search\n"
763 " // this basically steps forward a small amount repeatedly until it finds\n"
764 " // itself inside solid, then jitters forward and back using decreasing\n"
765 " // amounts to find the impact\n"
766 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
767 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
768 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
769 " vec3 RT = vec3(TexCoord, 1);\n"
770 " OffsetVector *= 0.1;\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
774 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
775 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
776 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
777 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
778 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
779 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
780 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
781 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
782 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
783 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
784 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
787 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
788 " // this basically moves forward the full distance, and then backs up based\n"
789 " // on height of samples\n"
790 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
791 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
792 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
793 " TexCoord += OffsetVector;\n"
794 " OffsetVector *= 0.333;\n"
795 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
796 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
797 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
798 " return TexCoord;\n"
801 "#endif // USEOFFSETMAPPING\n"
803 "#ifdef MODE_WATER\n"
808 "#ifdef USEOFFSETMAPPING\n"
809 " // apply offsetmapping\n"
810 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
811 "#define TexCoord TexCoordOffset\n"
814 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
815 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
816 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
817 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
818 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
821 "#else // !MODE_WATER\n"
822 "#ifdef MODE_REFRACTION\n"
824 "// refraction pass\n"
827 "#ifdef USEOFFSETMAPPING\n"
828 " // apply offsetmapping\n"
829 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
830 "#define TexCoord TexCoordOffset\n"
833 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
834 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
835 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
836 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
839 "#else // !MODE_REFRACTION\n"
842 "#ifdef USEOFFSETMAPPING\n"
843 " // apply offsetmapping\n"
844 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
845 "#define TexCoord TexCoordOffset\n"
848 " // combine the diffuse textures (base, pants, shirt)\n"
849 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
850 "#ifdef USECOLORMAPPING\n"
851 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
855 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
856 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
857 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
859 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
862 "#ifdef USEDIFFUSE\n"
863 " // get the surface normal and the gloss color\n"
864 "# ifdef USEVERTEXTEXTUREBLEND\n"
865 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
866 "# ifdef USESPECULAR\n"
867 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
870 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
871 "# ifdef USESPECULAR\n"
872 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
879 "#ifdef MODE_LIGHTSOURCE\n"
882 " // calculate surface normal, light normal, and specular normal\n"
883 " // compute color intensity for the two textures (colormap and glossmap)\n"
884 " // scale by light color and attenuation as efficiently as possible\n"
885 " // (do as much scalar math as possible rather than vector math)\n"
886 "# ifdef USEDIFFUSE\n"
887 " // get the light normal\n"
888 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
890 "# ifdef USESPECULAR\n"
891 "# ifndef USEEXACTSPECULARMATH\n"
892 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
895 " // calculate directional shading\n"
896 "# ifdef USEEXACTSPECULARMATH\n"
897 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
899 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
902 "# ifdef USEDIFFUSE\n"
903 " // calculate directional shading\n"
904 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
906 " // calculate directionless shading\n"
907 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
911 "# ifdef USECUBEFILTER\n"
912 " // apply light cubemap filter\n"
913 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
914 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
916 "#endif // MODE_LIGHTSOURCE\n"
921 "#ifdef MODE_LIGHTDIRECTION\n"
922 " // directional model lighting\n"
923 "# ifdef USEDIFFUSE\n"
924 " // get the light normal\n"
925 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
927 "# ifdef USESPECULAR\n"
928 " // calculate directional shading\n"
929 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
930 "# ifdef USEEXACTSPECULARMATH\n"
931 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
933 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
934 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
937 "# ifdef USEDIFFUSE\n"
939 " // calculate directional shading\n"
940 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
942 " color.rgb *= AmbientColor;\n"
945 "#endif // MODE_LIGHTDIRECTION\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
951 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
953 " // get the light normal\n"
954 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
955 " myhalf3 diffusenormal;\n"
956 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
957 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
958 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
959 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
960 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
961 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
962 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
963 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
964 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
965 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
966 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
967 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
968 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
969 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
970 "# ifdef USESPECULAR\n"
971 "# ifdef USEEXACTSPECULARMATH\n"
972 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
974 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
975 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
979 " // apply lightmap color\n"
980 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
981 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
986 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
987 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
989 " // get the light normal\n"
990 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
991 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
992 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
993 "# ifdef USESPECULAR\n"
994 "# ifdef USEEXACTSPECULARMATH\n"
995 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
997 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
998 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1002 " // apply lightmap color\n"
1003 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1004 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1009 "#ifdef MODE_LIGHTMAP\n"
1010 " // apply lightmap color\n"
1011 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1012 "#endif // MODE_LIGHTMAP\n"
1017 "#ifdef MODE_VERTEXCOLOR\n"
1018 " // apply lightmap color\n"
1019 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1020 "#endif // MODE_VERTEXCOLOR\n"
1025 "#ifdef MODE_FLATCOLOR\n"
1026 "#endif // MODE_FLATCOLOR\n"
1034 " color *= TintColor;\n"
1037 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1040 "#ifdef USECONTRASTBOOST\n"
1041 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1044 " color.rgb *= SceneBrightness;\n"
1046 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1048 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1051 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1052 "#ifdef USEREFLECTION\n"
1053 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1054 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1055 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1056 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1059 " gl_FragColor = vec4(color);\n"
1061 "#endif // !MODE_REFRACTION\n"
1062 "#endif // !MODE_WATER\n"
1064 "#endif // FRAGMENT_SHADER\n"
1066 "#endif // !MODE_GENERIC\n"
1067 "#endif // !MODE_POSTPROCESS\n"
1068 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1071 typedef struct shaderpermutationinfo_s
1073 const char *pretext;
1076 shaderpermutationinfo_t;
1078 typedef struct shadermodeinfo_s
1080 const char *vertexfilename;
1081 const char *geometryfilename;
1082 const char *fragmentfilename;
1083 const char *pretext;
1088 typedef enum shaderpermutation_e
1090 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1091 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1092 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1093 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1094 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1095 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1096 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1097 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1098 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1099 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1100 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1101 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1102 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1103 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1104 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1105 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1107 shaderpermutation_t;
1109 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1110 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1112 {"#define USEDIFFUSE\n", " diffuse"},
1113 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1114 {"#define USECOLORMAPPING\n", " colormapping"},
1115 {"#define USECONTRASTBOOST\n", " contrastboost"},
1116 {"#define USEFOG\n", " fog"},
1117 {"#define USECUBEFILTER\n", " cubefilter"},
1118 {"#define USEGLOW\n", " glow"},
1119 {"#define USESPECULAR\n", " specular"},
1120 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1121 {"#define USEREFLECTION\n", " reflection"},
1122 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1123 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1124 {"#define USEGAMMARAMPS\n", " gammaramps"},
1125 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1128 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1129 typedef enum shadermode_e
1131 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1132 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1133 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1134 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1135 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1136 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1137 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1138 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1139 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1140 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1141 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1142 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1147 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1148 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1152 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1155 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1156 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1157 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1158 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1159 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1160 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1161 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1164 typedef struct r_glsl_permutation_s
1166 // indicates if we have tried compiling this permutation already
1168 // 0 if compilation failed
1170 // locations of detected uniforms in program object, or -1 if not found
1171 int loc_Texture_First;
1172 int loc_Texture_Second;
1173 int loc_Texture_GammaRamps;
1174 int loc_Texture_Normal;
1175 int loc_Texture_Color;
1176 int loc_Texture_Gloss;
1177 int loc_Texture_Glow;
1178 int loc_Texture_SecondaryNormal;
1179 int loc_Texture_SecondaryColor;
1180 int loc_Texture_SecondaryGloss;
1181 int loc_Texture_SecondaryGlow;
1182 int loc_Texture_Pants;
1183 int loc_Texture_Shirt;
1184 int loc_Texture_FogMask;
1185 int loc_Texture_Lightmap;
1186 int loc_Texture_Deluxemap;
1187 int loc_Texture_Attenuation;
1188 int loc_Texture_Cube;
1189 int loc_Texture_Refraction;
1190 int loc_Texture_Reflection;
1192 int loc_LightPosition;
1193 int loc_EyePosition;
1194 int loc_Color_Pants;
1195 int loc_Color_Shirt;
1196 int loc_FogRangeRecip;
1197 int loc_AmbientScale;
1198 int loc_DiffuseScale;
1199 int loc_SpecularScale;
1200 int loc_SpecularPower;
1202 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1203 int loc_OffsetMapping_Scale;
1205 int loc_AmbientColor;
1206 int loc_DiffuseColor;
1207 int loc_SpecularColor;
1209 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1210 int loc_GammaCoeff; // 1 / gamma
1211 int loc_DistortScaleRefractReflect;
1212 int loc_ScreenScaleRefractReflect;
1213 int loc_ScreenCenterRefractReflect;
1214 int loc_RefractColor;
1215 int loc_ReflectColor;
1216 int loc_ReflectFactor;
1217 int loc_ReflectOffset;
1225 r_glsl_permutation_t;
1227 // information about each possible shader permutation
1228 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1229 // currently selected permutation
1230 r_glsl_permutation_t *r_glsl_permutation;
1232 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1235 if (!filename || !filename[0])
1237 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1240 if (printfromdisknotice)
1241 Con_DPrint("from disk... ");
1242 return shaderstring;
1244 else if (!strcmp(filename, "glsl/default.glsl"))
1246 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1247 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1249 return shaderstring;
1252 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1255 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1256 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1257 int vertstrings_count = 0;
1258 int geomstrings_count = 0;
1259 int fragstrings_count = 0;
1260 char *vertexstring, *geometrystring, *fragmentstring;
1261 const char *vertstrings_list[32+3];
1262 const char *geomstrings_list[32+3];
1263 const char *fragstrings_list[32+3];
1264 char permutationname[256];
1271 permutationname[0] = 0;
1272 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1273 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1274 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1276 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1278 // the first pretext is which type of shader to compile as
1279 // (later these will all be bound together as a program object)
1280 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1281 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1282 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1284 // the second pretext is the mode (for example a light source)
1285 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1286 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1287 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1288 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1290 // now add all the permutation pretexts
1291 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1293 if (permutation & (1<<i))
1295 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1296 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1297 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1298 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1302 // keep line numbers correct
1303 vertstrings_list[vertstrings_count++] = "\n";
1304 geomstrings_list[geomstrings_count++] = "\n";
1305 fragstrings_list[fragstrings_count++] = "\n";
1309 // now append the shader text itself
1310 vertstrings_list[vertstrings_count++] = vertexstring;
1311 geomstrings_list[geomstrings_count++] = geometrystring;
1312 fragstrings_list[fragstrings_count++] = fragmentstring;
1314 // if any sources were NULL, clear the respective list
1316 vertstrings_count = 0;
1317 if (!geometrystring)
1318 geomstrings_count = 0;
1319 if (!fragmentstring)
1320 fragstrings_count = 0;
1322 // compile the shader program
1323 if (vertstrings_count + geomstrings_count + fragstrings_count)
1324 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1328 qglUseProgramObjectARB(p->program);CHECKGLERROR
1329 // look up all the uniform variable names we care about, so we don't
1330 // have to look them up every time we set them
1331 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1332 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1333 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1334 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1335 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1336 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1337 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1338 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1339 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1340 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1341 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1342 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1343 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1344 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1345 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1346 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1347 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1348 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1349 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1350 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1351 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1352 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1353 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1354 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1355 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1356 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1357 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1358 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1359 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1360 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1361 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1362 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1363 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1364 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1365 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1366 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1367 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1368 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1369 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1370 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1371 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1372 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1373 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1374 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1375 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1376 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1377 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1378 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1379 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1380 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1381 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1382 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1383 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1384 // initialize the samplers to refer to the texture units we use
1385 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1386 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1387 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1388 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1389 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1390 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1391 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1392 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1393 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1394 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1395 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1396 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1397 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1398 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1399 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1400 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1401 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1402 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1403 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1404 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1406 if (developer.integer)
1407 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1410 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1414 Mem_Free(vertexstring);
1416 Mem_Free(geometrystring);
1418 Mem_Free(fragmentstring);
1421 void R_GLSL_Restart_f(void)
1424 unsigned int permutation;
1425 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1426 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1427 if (r_glsl_permutations[mode][permutation].program)
1428 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1429 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1432 void R_GLSL_DumpShader_f(void)
1436 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1439 Con_Printf("failed to write to glsl/default.glsl\n");
1443 FS_Print(file, "// The engine may define the following macros:\n");
1444 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1445 for (i = 0;i < SHADERMODE_COUNT;i++)
1446 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1447 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1448 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1449 FS_Print(file, "\n");
1450 FS_Print(file, builtinshaderstring);
1453 Con_Printf("glsl/default.glsl written\n");
1456 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1458 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1459 if (r_glsl_permutation != perm)
1461 r_glsl_permutation = perm;
1462 if (!r_glsl_permutation->program)
1464 if (!r_glsl_permutation->compiled)
1465 R_GLSL_CompilePermutation(mode, permutation);
1466 if (!r_glsl_permutation->program)
1468 // remove features until we find a valid permutation
1470 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1472 // reduce i more quickly whenever it would not remove any bits
1473 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1474 if (!(permutation & j))
1477 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1478 if (!r_glsl_permutation->compiled)
1479 R_GLSL_CompilePermutation(mode, permutation);
1480 if (r_glsl_permutation->program)
1483 if (i >= SHADERPERMUTATION_COUNT)
1485 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1486 Cvar_SetValueQuick(&r_glsl, 0);
1487 R_GLSL_Restart_f(); // unload shaders
1488 return; // no bit left to clear
1493 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1497 void R_SetupGenericShader(qboolean usetexture)
1499 if (gl_support_fragment_shader)
1501 if (r_glsl.integer && r_glsl_usegeneric.integer)
1502 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1503 else if (r_glsl_permutation)
1505 r_glsl_permutation = NULL;
1506 qglUseProgramObjectARB(0);CHECKGLERROR
1511 void R_SetupGenericTwoTextureShader(int texturemode)
1513 if (gl_support_fragment_shader)
1515 if (r_glsl.integer && r_glsl_usegeneric.integer)
1516 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1517 else if (r_glsl_permutation)
1519 r_glsl_permutation = NULL;
1520 qglUseProgramObjectARB(0);CHECKGLERROR
1523 if (!r_glsl_permutation)
1525 if (texturemode == GL_DECAL && gl_combine.integer)
1526 texturemode = GL_INTERPOLATE_ARB;
1527 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1531 void R_SetupDepthOrShadowShader(void)
1533 if (gl_support_fragment_shader)
1535 if (r_glsl.integer && r_glsl_usegeneric.integer)
1536 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1537 else if (r_glsl_permutation)
1539 r_glsl_permutation = NULL;
1540 qglUseProgramObjectARB(0);CHECKGLERROR
1545 extern rtexture_t *r_shadow_attenuationgradienttexture;
1546 extern rtexture_t *r_shadow_attenuation2dtexture;
1547 extern rtexture_t *r_shadow_attenuation3dtexture;
1548 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1550 // select a permutation of the lighting shader appropriate to this
1551 // combination of texture, entity, light source, and fogging, only use the
1552 // minimum features necessary to avoid wasting rendering time in the
1553 // fragment shader on features that are not being used
1554 unsigned int permutation = 0;
1555 unsigned int mode = 0;
1556 // TODO: implement geometry-shader based shadow volumes someday
1557 if (r_glsl_offsetmapping.integer)
1559 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1560 if (r_glsl_offsetmapping_reliefmapping.integer)
1561 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1563 if (rsurfacepass == RSURFPASS_BACKGROUND)
1565 // distorted background
1566 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1567 mode = SHADERMODE_WATER;
1569 mode = SHADERMODE_REFRACTION;
1571 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1574 mode = SHADERMODE_LIGHTSOURCE;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1578 permutation |= SHADERPERMUTATION_CUBEFILTER;
1579 if (diffusescale > 0)
1580 permutation |= SHADERPERMUTATION_DIFFUSE;
1581 if (specularscale > 0)
1582 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1583 if (r_refdef.fogenabled)
1584 permutation |= SHADERPERMUTATION_FOG;
1585 if (rsurface.texture->colormapping)
1586 permutation |= SHADERPERMUTATION_COLORMAPPING;
1587 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1588 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1592 // unshaded geometry (fullbright or ambient model lighting)
1593 mode = SHADERMODE_FLATCOLOR;
1594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1595 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1596 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1597 permutation |= SHADERPERMUTATION_GLOW;
1598 if (r_refdef.fogenabled)
1599 permutation |= SHADERPERMUTATION_FOG;
1600 if (rsurface.texture->colormapping)
1601 permutation |= SHADERPERMUTATION_COLORMAPPING;
1602 if (r_glsl_offsetmapping.integer)
1604 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1605 if (r_glsl_offsetmapping_reliefmapping.integer)
1606 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1608 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1609 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1611 permutation |= SHADERPERMUTATION_REFLECTION;
1613 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1615 // directional model lighting
1616 mode = SHADERMODE_LIGHTDIRECTION;
1617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1618 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1619 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1620 permutation |= SHADERPERMUTATION_GLOW;
1621 permutation |= SHADERPERMUTATION_DIFFUSE;
1622 if (specularscale > 0)
1623 permutation |= SHADERPERMUTATION_SPECULAR;
1624 if (r_refdef.fogenabled)
1625 permutation |= SHADERPERMUTATION_FOG;
1626 if (rsurface.texture->colormapping)
1627 permutation |= SHADERPERMUTATION_COLORMAPPING;
1628 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1629 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1631 permutation |= SHADERPERMUTATION_REFLECTION;
1633 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1635 // ambient model lighting
1636 mode = SHADERMODE_LIGHTDIRECTION;
1637 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640 permutation |= SHADERPERMUTATION_GLOW;
1641 if (r_refdef.fogenabled)
1642 permutation |= SHADERPERMUTATION_FOG;
1643 if (rsurface.texture->colormapping)
1644 permutation |= SHADERPERMUTATION_COLORMAPPING;
1645 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1646 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1648 permutation |= SHADERPERMUTATION_REFLECTION;
1653 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1655 // deluxemapping (light direction texture)
1656 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1657 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1659 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1660 permutation |= SHADERPERMUTATION_DIFFUSE;
1661 if (specularscale > 0)
1662 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1664 else if (r_glsl_deluxemapping.integer >= 2)
1666 // fake deluxemapping (uniform light direction in tangentspace)
1667 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1668 permutation |= SHADERPERMUTATION_DIFFUSE;
1669 if (specularscale > 0)
1670 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1672 else if (rsurface.uselightmaptexture)
1674 // ordinary lightmapping (q1bsp, q3bsp)
1675 mode = SHADERMODE_LIGHTMAP;
1679 // ordinary vertex coloring (q3bsp)
1680 mode = SHADERMODE_VERTEXCOLOR;
1682 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1683 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1684 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1685 permutation |= SHADERPERMUTATION_GLOW;
1686 if (r_refdef.fogenabled)
1687 permutation |= SHADERPERMUTATION_FOG;
1688 if (rsurface.texture->colormapping)
1689 permutation |= SHADERPERMUTATION_COLORMAPPING;
1690 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1691 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1692 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1693 permutation |= SHADERPERMUTATION_REFLECTION;
1695 if(permutation & SHADERPERMUTATION_SPECULAR)
1696 if(r_shadow_glossexact.integer)
1697 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1698 R_SetupShader_SetPermutation(mode, permutation);
1699 if (mode == SHADERMODE_LIGHTSOURCE)
1701 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1702 if (permutation & SHADERPERMUTATION_DIFFUSE)
1704 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1705 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1706 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1707 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1711 // ambient only is simpler
1712 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1713 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1714 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1715 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1717 // additive passes are only darkened by fog, not tinted
1718 if (r_glsl_permutation->loc_FogColor >= 0)
1719 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1723 if (mode == SHADERMODE_LIGHTDIRECTION)
1725 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1726 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1727 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1728 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1732 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1733 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1734 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1736 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1737 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1738 // additive passes are only darkened by fog, not tinted
1739 if (r_glsl_permutation->loc_FogColor >= 0)
1741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1742 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1744 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1746 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1747 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1748 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1749 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1750 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1751 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1752 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1754 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1756 // The formula used is actually:
1757 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1758 // color.rgb *= SceneBrightness;
1760 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1761 // and do [[calculations]] here in the engine
1762 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1763 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1766 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1767 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1768 if (r_glsl_permutation->loc_Color_Pants >= 0)
1770 if (rsurface.texture->currentskinframe->pants)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1775 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1777 if (rsurface.texture->currentskinframe->shirt)
1778 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1780 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1782 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1783 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1785 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1789 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1791 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1795 #define SKINFRAME_HASH 1024
1799 int loadsequence; // incremented each level change
1800 memexpandablearray_t array;
1801 skinframe_t *hash[SKINFRAME_HASH];
1804 r_skinframe_t r_skinframe;
1806 void R_SkinFrame_PrepareForPurge(void)
1808 r_skinframe.loadsequence++;
1809 // wrap it without hitting zero
1810 if (r_skinframe.loadsequence >= 200)
1811 r_skinframe.loadsequence = 1;
1814 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1818 // mark the skinframe as used for the purging code
1819 skinframe->loadsequence = r_skinframe.loadsequence;
1822 void R_SkinFrame_Purge(void)
1826 for (i = 0;i < SKINFRAME_HASH;i++)
1828 for (s = r_skinframe.hash[i];s;s = s->next)
1830 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1832 if (s->merged == s->base)
1834 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1835 R_PurgeTexture(s->stain );s->stain = NULL;
1836 R_PurgeTexture(s->merged);s->merged = NULL;
1837 R_PurgeTexture(s->base );s->base = NULL;
1838 R_PurgeTexture(s->pants );s->pants = NULL;
1839 R_PurgeTexture(s->shirt );s->shirt = NULL;
1840 R_PurgeTexture(s->nmap );s->nmap = NULL;
1841 R_PurgeTexture(s->gloss );s->gloss = NULL;
1842 R_PurgeTexture(s->glow );s->glow = NULL;
1843 R_PurgeTexture(s->fog );s->fog = NULL;
1844 s->loadsequence = 0;
1850 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1852 char basename[MAX_QPATH];
1854 Image_StripImageExtension(name, basename, sizeof(basename));
1856 if( last == NULL ) {
1858 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1859 item = r_skinframe.hash[hashindex];
1864 // linearly search through the hash bucket
1865 for( ; item ; item = item->next ) {
1866 if( !strcmp( item->basename, basename ) ) {
1873 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1877 char basename[MAX_QPATH];
1879 Image_StripImageExtension(name, basename, sizeof(basename));
1881 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1882 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1883 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1887 rtexture_t *dyntexture;
1888 // check whether its a dynamic texture
1889 dyntexture = CL_GetDynTexture( basename );
1890 if (!add && !dyntexture)
1892 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1893 memset(item, 0, sizeof(*item));
1894 strlcpy(item->basename, basename, sizeof(item->basename));
1895 item->base = dyntexture; // either NULL or dyntexture handle
1896 item->textureflags = textureflags;
1897 item->comparewidth = comparewidth;
1898 item->compareheight = compareheight;
1899 item->comparecrc = comparecrc;
1900 item->next = r_skinframe.hash[hashindex];
1901 r_skinframe.hash[hashindex] = item;
1903 else if( item->base == NULL )
1905 rtexture_t *dyntexture;
1906 // check whether its a dynamic texture
1907 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1908 dyntexture = CL_GetDynTexture( basename );
1909 item->base = dyntexture; // either NULL or dyntexture handle
1912 R_SkinFrame_MarkUsed(item);
1916 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1918 unsigned long long avgcolor[5], wsum; \
1926 for(pix = 0; pix < cnt; ++pix) \
1929 for(comp = 0; comp < 3; ++comp) \
1931 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1934 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1936 for(comp = 0; comp < 3; ++comp) \
1937 avgcolor[comp] += getpixel * w; \
1940 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1941 avgcolor[4] += getpixel; \
1943 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1945 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1946 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1947 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1948 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1951 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1953 // FIXME: it should be possible to disable loading various layers using
1954 // cvars, to prevent wasted loading time and memory usage if the user does
1956 qboolean loadnormalmap = true;
1957 qboolean loadgloss = true;
1958 qboolean loadpantsandshirt = true;
1959 qboolean loadglow = true;
1961 unsigned char *pixels;
1962 unsigned char *bumppixels;
1963 unsigned char *basepixels = NULL;
1964 int basepixels_width;
1965 int basepixels_height;
1966 skinframe_t *skinframe;
1970 if (cls.state == ca_dedicated)
1973 // return an existing skinframe if already loaded
1974 // if loading of the first image fails, don't make a new skinframe as it
1975 // would cause all future lookups of this to be missing
1976 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1977 if (skinframe && skinframe->base)
1980 basepixels = loadimagepixelsbgra(name, complain, true);
1981 if (basepixels == NULL)
1984 if (developer_loading.integer)
1985 Con_Printf("loading skin \"%s\"\n", name);
1987 // we've got some pixels to store, so really allocate this new texture now
1989 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1990 skinframe->stain = NULL;
1991 skinframe->merged = NULL;
1992 skinframe->base = r_texture_notexture;
1993 skinframe->pants = NULL;
1994 skinframe->shirt = NULL;
1995 skinframe->nmap = r_texture_blanknormalmap;
1996 skinframe->gloss = NULL;
1997 skinframe->glow = NULL;
1998 skinframe->fog = NULL;
2000 basepixels_width = image_width;
2001 basepixels_height = image_height;
2002 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2004 if (textureflags & TEXF_ALPHA)
2006 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2007 if (basepixels[j] < 255)
2009 if (j < basepixels_width * basepixels_height * 4)
2011 // has transparent pixels
2013 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2014 for (j = 0;j < image_width * image_height * 4;j += 4)
2019 pixels[j+3] = basepixels[j+3];
2021 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2026 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2027 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2029 // _norm is the name used by tenebrae and has been adopted as standard
2032 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2034 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2038 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2040 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2041 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2042 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2044 Mem_Free(bumppixels);
2046 else if (r_shadow_bumpscale_basetexture.value > 0)
2048 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2049 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2050 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2054 // _luma is supported for tenebrae compatibility
2055 // (I think it's a very stupid name, but oh well)
2056 // _glow is the preferred name
2057 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2058 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2059 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2060 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2063 Mem_Free(basepixels);
2068 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2071 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2074 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2079 for (i = 0;i < width*height;i++)
2080 if (((unsigned char *)&palette[in[i]])[3] > 0)
2082 if (i == width*height)
2085 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2088 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2089 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2092 unsigned char *temp1, *temp2;
2093 skinframe_t *skinframe;
2095 if (cls.state == ca_dedicated)
2098 // if already loaded just return it, otherwise make a new skinframe
2099 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2100 if (skinframe && skinframe->base)
2103 skinframe->stain = NULL;
2104 skinframe->merged = NULL;
2105 skinframe->base = r_texture_notexture;
2106 skinframe->pants = NULL;
2107 skinframe->shirt = NULL;
2108 skinframe->nmap = r_texture_blanknormalmap;
2109 skinframe->gloss = NULL;
2110 skinframe->glow = NULL;
2111 skinframe->fog = NULL;
2113 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2117 if (developer_loading.integer)
2118 Con_Printf("loading 32bit skin \"%s\"\n", name);
2120 if (r_shadow_bumpscale_basetexture.value > 0)
2122 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2123 temp2 = temp1 + width * height * 4;
2124 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2125 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2128 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2129 if (textureflags & TEXF_ALPHA)
2131 for (i = 3;i < width * height * 4;i += 4)
2132 if (skindata[i] < 255)
2134 if (i < width * height * 4)
2136 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2137 memcpy(fogpixels, skindata, width * height * 4);
2138 for (i = 0;i < width * height * 4;i += 4)
2139 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2140 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2141 Mem_Free(fogpixels);
2145 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2146 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2151 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2154 unsigned char *temp1, *temp2;
2155 unsigned int *palette;
2156 skinframe_t *skinframe;
2158 if (cls.state == ca_dedicated)
2161 // if already loaded just return it, otherwise make a new skinframe
2162 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2163 if (skinframe && skinframe->base)
2166 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2168 skinframe->stain = NULL;
2169 skinframe->merged = NULL;
2170 skinframe->base = r_texture_notexture;
2171 skinframe->pants = NULL;
2172 skinframe->shirt = NULL;
2173 skinframe->nmap = r_texture_blanknormalmap;
2174 skinframe->gloss = NULL;
2175 skinframe->glow = NULL;
2176 skinframe->fog = NULL;
2178 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2182 if (developer_loading.integer)
2183 Con_Printf("loading quake skin \"%s\"\n", name);
2185 if (r_shadow_bumpscale_basetexture.value > 0)
2187 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2188 temp2 = temp1 + width * height * 4;
2189 // use either a custom palette or the quake palette
2190 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2191 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2192 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2195 // use either a custom palette, or the quake palette
2196 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2197 if (loadglowtexture)
2198 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2199 if (loadpantsandshirt)
2201 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2202 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2204 if (skinframe->pants || skinframe->shirt)
2205 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2206 if (textureflags & TEXF_ALPHA)
2208 for (i = 0;i < width * height;i++)
2209 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2211 if (i < width * height)
2212 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2215 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2216 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2221 skinframe_t *R_SkinFrame_LoadMissing(void)
2223 skinframe_t *skinframe;
2225 if (cls.state == ca_dedicated)
2228 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2229 skinframe->stain = NULL;
2230 skinframe->merged = NULL;
2231 skinframe->base = r_texture_notexture;
2232 skinframe->pants = NULL;
2233 skinframe->shirt = NULL;
2234 skinframe->nmap = r_texture_blanknormalmap;
2235 skinframe->gloss = NULL;
2236 skinframe->glow = NULL;
2237 skinframe->fog = NULL;
2239 skinframe->avgcolor[0] = rand() / RAND_MAX;
2240 skinframe->avgcolor[1] = rand() / RAND_MAX;
2241 skinframe->avgcolor[2] = rand() / RAND_MAX;
2242 skinframe->avgcolor[3] = 1;
2247 void gl_main_start(void)
2249 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2250 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2252 // set up r_skinframe loading system for textures
2253 memset(&r_skinframe, 0, sizeof(r_skinframe));
2254 r_skinframe.loadsequence = 1;
2255 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2257 r_main_texturepool = R_AllocTexturePool();
2258 R_BuildBlankTextures();
2260 if (gl_texturecubemap)
2263 R_BuildNormalizationCube();
2265 r_texture_fogattenuation = NULL;
2266 r_texture_gammaramps = NULL;
2267 //r_texture_fogintensity = NULL;
2268 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2269 memset(&r_waterstate, 0, sizeof(r_waterstate));
2270 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2271 memset(&r_svbsp, 0, sizeof (r_svbsp));
2273 r_refdef.fogmasktable_density = 0;
2276 void gl_main_shutdown(void)
2278 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2279 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2281 // clear out the r_skinframe state
2282 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2283 memset(&r_skinframe, 0, sizeof(r_skinframe));
2286 Mem_Free(r_svbsp.nodes);
2287 memset(&r_svbsp, 0, sizeof (r_svbsp));
2288 R_FreeTexturePool(&r_main_texturepool);
2289 r_texture_blanknormalmap = NULL;
2290 r_texture_white = NULL;
2291 r_texture_grey128 = NULL;
2292 r_texture_black = NULL;
2293 r_texture_whitecube = NULL;
2294 r_texture_normalizationcube = NULL;
2295 r_texture_fogattenuation = NULL;
2296 r_texture_gammaramps = NULL;
2297 //r_texture_fogintensity = NULL;
2298 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2299 memset(&r_waterstate, 0, sizeof(r_waterstate));
2303 extern void CL_ParseEntityLump(char *entitystring);
2304 void gl_main_newmap(void)
2306 // FIXME: move this code to client
2308 char *entities, entname[MAX_QPATH];
2311 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2312 l = (int)strlen(entname) - 4;
2313 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2315 memcpy(entname + l, ".ent", 5);
2316 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2318 CL_ParseEntityLump(entities);
2323 if (cl.worldmodel->brush.entities)
2324 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2328 void GL_Main_Init(void)
2330 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2332 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2333 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2334 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2335 if (gamemode == GAME_NEHAHRA)
2337 Cvar_RegisterVariable (&gl_fogenable);
2338 Cvar_RegisterVariable (&gl_fogdensity);
2339 Cvar_RegisterVariable (&gl_fogred);
2340 Cvar_RegisterVariable (&gl_foggreen);
2341 Cvar_RegisterVariable (&gl_fogblue);
2342 Cvar_RegisterVariable (&gl_fogstart);
2343 Cvar_RegisterVariable (&gl_fogend);
2344 Cvar_RegisterVariable (&gl_skyclip);
2346 Cvar_RegisterVariable(&r_depthfirst);
2347 Cvar_RegisterVariable(&r_useinfinitefarclip);
2348 Cvar_RegisterVariable(&r_nearclip);
2349 Cvar_RegisterVariable(&r_showbboxes);
2350 Cvar_RegisterVariable(&r_showsurfaces);
2351 Cvar_RegisterVariable(&r_showtris);
2352 Cvar_RegisterVariable(&r_shownormals);
2353 Cvar_RegisterVariable(&r_showlighting);
2354 Cvar_RegisterVariable(&r_showshadowvolumes);
2355 Cvar_RegisterVariable(&r_showcollisionbrushes);
2356 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2357 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2358 Cvar_RegisterVariable(&r_showdisabledepthtest);
2359 Cvar_RegisterVariable(&r_drawportals);
2360 Cvar_RegisterVariable(&r_drawentities);
2361 Cvar_RegisterVariable(&r_cullentities_trace);
2362 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2363 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2364 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2365 Cvar_RegisterVariable(&r_drawviewmodel);
2366 Cvar_RegisterVariable(&r_speeds);
2367 Cvar_RegisterVariable(&r_fullbrights);
2368 Cvar_RegisterVariable(&r_wateralpha);
2369 Cvar_RegisterVariable(&r_dynamic);
2370 Cvar_RegisterVariable(&r_fullbright);
2371 Cvar_RegisterVariable(&r_shadows);
2372 Cvar_RegisterVariable(&r_shadows_throwdistance);
2373 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2374 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2375 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2376 Cvar_RegisterVariable(&r_fog_exp2);
2377 Cvar_RegisterVariable(&r_drawfog);
2378 Cvar_RegisterVariable(&r_textureunits);
2379 Cvar_RegisterVariable(&r_glsl);
2380 Cvar_RegisterVariable(&r_glsl_contrastboost);
2381 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2382 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2383 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2384 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2385 Cvar_RegisterVariable(&r_glsl_postprocess);
2386 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2387 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2388 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2389 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2390 Cvar_RegisterVariable(&r_glsl_usegeneric);
2391 Cvar_RegisterVariable(&r_water);
2392 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2393 Cvar_RegisterVariable(&r_water_clippingplanebias);
2394 Cvar_RegisterVariable(&r_water_refractdistort);
2395 Cvar_RegisterVariable(&r_water_reflectdistort);
2396 Cvar_RegisterVariable(&r_lerpsprites);
2397 Cvar_RegisterVariable(&r_lerpmodels);
2398 Cvar_RegisterVariable(&r_lerplightstyles);
2399 Cvar_RegisterVariable(&r_waterscroll);
2400 Cvar_RegisterVariable(&r_bloom);
2401 Cvar_RegisterVariable(&r_bloom_colorscale);
2402 Cvar_RegisterVariable(&r_bloom_brighten);
2403 Cvar_RegisterVariable(&r_bloom_blur);
2404 Cvar_RegisterVariable(&r_bloom_resolution);
2405 Cvar_RegisterVariable(&r_bloom_colorexponent);
2406 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2407 Cvar_RegisterVariable(&r_hdr);
2408 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2409 Cvar_RegisterVariable(&r_hdr_glowintensity);
2410 Cvar_RegisterVariable(&r_hdr_range);
2411 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2412 Cvar_RegisterVariable(&developer_texturelogging);
2413 Cvar_RegisterVariable(&gl_lightmaps);
2414 Cvar_RegisterVariable(&r_test);
2415 Cvar_RegisterVariable(&r_batchmode);
2416 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2417 Cvar_SetValue("r_fullbrights", 0);
2418 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2420 Cvar_RegisterVariable(&r_track_sprites);
2421 Cvar_RegisterVariable(&r_track_sprites_flags);
2422 Cvar_RegisterVariable(&r_track_sprites_scalew);
2423 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2426 extern void R_Textures_Init(void);
2427 extern void GL_Draw_Init(void);
2428 extern void GL_Main_Init(void);
2429 extern void R_Shadow_Init(void);
2430 extern void R_Sky_Init(void);
2431 extern void GL_Surf_Init(void);
2432 extern void R_Particles_Init(void);
2433 extern void R_Explosion_Init(void);
2434 extern void gl_backend_init(void);
2435 extern void Sbar_Init(void);
2436 extern void R_LightningBeams_Init(void);
2437 extern void Mod_RenderInit(void);
2439 void Render_Init(void)
2451 R_LightningBeams_Init();
2460 extern char *ENGINE_EXTENSIONS;
2463 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2464 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2465 gl_version = (const char *)qglGetString(GL_VERSION);
2466 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2470 if (!gl_platformextensions)
2471 gl_platformextensions = "";
2473 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2474 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2475 Con_Printf("GL_VERSION: %s\n", gl_version);
2476 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2477 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2479 VID_CheckExtensions();
2481 // LordHavoc: report supported extensions
2482 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2484 // clear to black (loading plaque will be seen over this)
2486 qglClearColor(0,0,0,1);CHECKGLERROR
2487 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2490 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2494 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2496 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2499 p = r_refdef.view.frustum + i;
2504 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2508 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2512 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2516 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2520 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2524 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2528 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2532 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2540 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2544 for (i = 0;i < numplanes;i++)
2551 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2555 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2559 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2563 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2567 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2571 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2575 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2579 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2587 //==================================================================================
2589 static void R_View_UpdateEntityVisible (void)
2592 entity_render_t *ent;
2594 if (!r_drawentities.integer)
2597 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2598 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2600 // worldmodel can check visibility
2601 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2602 for (i = 0;i < r_refdef.scene.numentities;i++)
2604 ent = r_refdef.scene.entities[i];
2605 if (!(ent->flags & renderimask))
2606 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2607 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2608 r_refdef.viewcache.entityvisible[i] = true;
2610 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2612 for (i = 0;i < r_refdef.scene.numentities;i++)
2614 ent = r_refdef.scene.entities[i];
2615 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2617 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2618 ent->last_trace_visibility = realtime;
2619 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2620 r_refdef.viewcache.entityvisible[i] = 0;
2627 // no worldmodel or it can't check visibility
2628 for (i = 0;i < r_refdef.scene.numentities;i++)
2630 ent = r_refdef.scene.entities[i];
2631 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2636 // only used if skyrendermasked, and normally returns false
2637 int R_DrawBrushModelsSky (void)
2640 entity_render_t *ent;
2642 if (!r_drawentities.integer)
2646 for (i = 0;i < r_refdef.scene.numentities;i++)
2648 if (!r_refdef.viewcache.entityvisible[i])
2650 ent = r_refdef.scene.entities[i];
2651 if (!ent->model || !ent->model->DrawSky)
2653 ent->model->DrawSky(ent);
2659 static void R_DrawNoModel(entity_render_t *ent);
2660 static void R_DrawModels(void)
2663 entity_render_t *ent;
2665 if (!r_drawentities.integer)
2668 for (i = 0;i < r_refdef.scene.numentities;i++)
2670 if (!r_refdef.viewcache.entityvisible[i])
2672 ent = r_refdef.scene.entities[i];
2673 r_refdef.stats.entities++;
2674 if (ent->model && ent->model->Draw != NULL)
2675 ent->model->Draw(ent);
2681 static void R_DrawModelsDepth(void)
2684 entity_render_t *ent;
2686 if (!r_drawentities.integer)
2689 for (i = 0;i < r_refdef.scene.numentities;i++)
2691 if (!r_refdef.viewcache.entityvisible[i])
2693 ent = r_refdef.scene.entities[i];
2694 if (ent->model && ent->model->DrawDepth != NULL)
2695 ent->model->DrawDepth(ent);
2699 static void R_DrawModelsDebug(void)
2702 entity_render_t *ent;
2704 if (!r_drawentities.integer)
2707 for (i = 0;i < r_refdef.scene.numentities;i++)
2709 if (!r_refdef.viewcache.entityvisible[i])
2711 ent = r_refdef.scene.entities[i];
2712 if (ent->model && ent->model->DrawDebug != NULL)
2713 ent->model->DrawDebug(ent);
2717 static void R_DrawModelsAddWaterPlanes(void)
2720 entity_render_t *ent;
2722 if (!r_drawentities.integer)
2725 for (i = 0;i < r_refdef.scene.numentities;i++)
2727 if (!r_refdef.viewcache.entityvisible[i])
2729 ent = r_refdef.scene.entities[i];
2730 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2731 ent->model->DrawAddWaterPlanes(ent);
2735 static void R_View_SetFrustum(void)
2738 double slopex, slopey;
2739 vec3_t forward, left, up, origin;
2741 // we can't trust r_refdef.view.forward and friends in reflected scenes
2742 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2745 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2746 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2747 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2748 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2749 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2750 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2751 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2752 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2753 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2754 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2755 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2756 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2760 zNear = r_refdef.nearclip;
2761 nudge = 1.0 - 1.0 / (1<<23);
2762 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2763 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2764 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2765 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2766 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2767 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2768 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2769 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2775 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2776 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2777 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2778 r_refdef.view.frustum[0].dist = m[15] - m[12];
2780 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2781 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2782 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2783 r_refdef.view.frustum[1].dist = m[15] + m[12];
2785 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2786 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2787 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2788 r_refdef.view.frustum[2].dist = m[15] - m[13];
2790 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2791 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2792 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2793 r_refdef.view.frustum[3].dist = m[15] + m[13];
2795 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2796 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2797 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2798 r_refdef.view.frustum[4].dist = m[15] - m[14];
2800 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2801 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2802 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2803 r_refdef.view.frustum[5].dist = m[15] + m[14];
2806 if (r_refdef.view.useperspective)
2808 slopex = 1.0 / r_refdef.view.frustum_x;
2809 slopey = 1.0 / r_refdef.view.frustum_y;
2810 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2811 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2812 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2813 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2814 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2816 // Leaving those out was a mistake, those were in the old code, and they
2817 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2818 // I couldn't reproduce it after adding those normalizations. --blub
2819 VectorNormalize(r_refdef.view.frustum[0].normal);
2820 VectorNormalize(r_refdef.view.frustum[1].normal);
2821 VectorNormalize(r_refdef.view.frustum[2].normal);
2822 VectorNormalize(r_refdef.view.frustum[3].normal);
2824 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2825 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2826 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2827 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2828 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2830 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2831 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2832 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2833 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2834 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2838 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2839 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2840 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2841 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2842 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2843 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2844 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2845 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2846 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2847 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2849 r_refdef.view.numfrustumplanes = 5;
2851 if (r_refdef.view.useclipplane)
2853 r_refdef.view.numfrustumplanes = 6;
2854 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2857 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2858 PlaneClassify(r_refdef.view.frustum + i);
2860 // LordHavoc: note to all quake engine coders, Quake had a special case
2861 // for 90 degrees which assumed a square view (wrong), so I removed it,
2862 // Quake2 has it disabled as well.
2864 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2865 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2866 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2867 //PlaneClassify(&frustum[0]);
2869 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2870 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2871 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2872 //PlaneClassify(&frustum[1]);
2874 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2875 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2876 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2877 //PlaneClassify(&frustum[2]);
2879 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2880 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2881 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2882 //PlaneClassify(&frustum[3]);
2885 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2886 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2887 //PlaneClassify(&frustum[4]);
2890 void R_View_Update(void)
2892 R_View_SetFrustum();
2893 R_View_WorldVisibility(r_refdef.view.useclipplane);
2894 R_View_UpdateEntityVisible();
2897 void R_SetupView(qboolean allowwaterclippingplane)
2899 if (!r_refdef.view.useperspective)
2900 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2901 else if (gl_stencil && r_useinfinitefarclip.integer)
2902 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2904 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2906 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2908 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2910 // LordHavoc: couldn't figure out how to make this approach the
2911 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2912 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2913 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2914 dist = r_refdef.view.clipplane.dist;
2915 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2919 void R_ResetViewRendering2D(void)
2923 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2924 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2925 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2926 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2927 GL_Color(1, 1, 1, 1);
2928 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2929 GL_BlendFunc(GL_ONE, GL_ZERO);
2930 GL_AlphaTest(false);
2931 GL_ScissorTest(false);
2932 GL_DepthMask(false);
2933 GL_DepthRange(0, 1);
2934 GL_DepthTest(false);
2935 R_Mesh_Matrix(&identitymatrix);
2936 R_Mesh_ResetTextureState();
2937 GL_PolygonOffset(0, 0);
2938 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2939 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2940 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2941 qglStencilMask(~0);CHECKGLERROR
2942 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2943 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2944 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2945 R_SetupGenericShader(true);
2948 void R_ResetViewRendering3D(void)
2952 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2953 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2955 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2956 GL_Color(1, 1, 1, 1);
2957 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2958 GL_BlendFunc(GL_ONE, GL_ZERO);
2959 GL_AlphaTest(false);
2960 GL_ScissorTest(true);
2962 GL_DepthRange(0, 1);
2964 R_Mesh_Matrix(&identitymatrix);
2965 R_Mesh_ResetTextureState();
2966 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2967 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2968 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2969 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2970 qglStencilMask(~0);CHECKGLERROR
2971 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2972 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2973 GL_CullFace(r_refdef.view.cullface_back);
2974 R_SetupGenericShader(true);
2977 void R_RenderScene(qboolean addwaterplanes);
2979 static void R_Water_StartFrame(void)
2982 int waterwidth, waterheight, texturewidth, textureheight;
2983 r_waterstate_waterplane_t *p;
2985 // set waterwidth and waterheight to the water resolution that will be
2986 // used (often less than the screen resolution for faster rendering)
2987 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2988 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2990 // calculate desired texture sizes
2991 // can't use water if the card does not support the texture size
2992 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2993 texturewidth = textureheight = waterwidth = waterheight = 0;
2994 else if (gl_support_arb_texture_non_power_of_two)
2996 texturewidth = waterwidth;
2997 textureheight = waterheight;
3001 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3002 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3005 // allocate textures as needed
3006 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3008 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3009 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3011 if (p->texture_refraction)
3012 R_FreeTexture(p->texture_refraction);
3013 p->texture_refraction = NULL;
3014 if (p->texture_reflection)
3015 R_FreeTexture(p->texture_reflection);
3016 p->texture_reflection = NULL;
3018 memset(&r_waterstate, 0, sizeof(r_waterstate));
3019 r_waterstate.waterwidth = waterwidth;
3020 r_waterstate.waterheight = waterheight;
3021 r_waterstate.texturewidth = texturewidth;
3022 r_waterstate.textureheight = textureheight;
3025 if (r_waterstate.waterwidth)
3027 r_waterstate.enabled = true;
3029 // set up variables that will be used in shader setup
3030 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3031 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3032 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3033 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3036 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3037 r_waterstate.numwaterplanes = 0;
3040 static void R_Water_AddWaterPlane(msurface_t *surface)
3042 int triangleindex, planeindex;
3048 r_waterstate_waterplane_t *p;
3049 // just use the first triangle with a valid normal for any decisions
3050 VectorClear(normal);
3051 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3053 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3054 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3055 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3056 TriangleNormal(vert[0], vert[1], vert[2], normal);
3057 if (VectorLength2(normal) >= 0.001)
3061 VectorCopy(normal, plane.normal);
3062 VectorNormalize(plane.normal);
3063 plane.dist = DotProduct(vert[0], plane.normal);
3064 PlaneClassify(&plane);
3065 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3067 // skip backfaces (except if nocullface is set)
3068 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3070 VectorNegate(plane.normal, plane.normal);
3072 PlaneClassify(&plane);
3076 // find a matching plane if there is one
3077 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3078 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3080 if (planeindex >= r_waterstate.maxwaterplanes)
3081 return; // nothing we can do, out of planes
3083 // if this triangle does not fit any known plane rendered this frame, add one
3084 if (planeindex >= r_waterstate.numwaterplanes)
3086 // store the new plane
3087 r_waterstate.numwaterplanes++;
3089 // clear materialflags and pvs
3090 p->materialflags = 0;
3091 p->pvsvalid = false;
3093 // merge this surface's materialflags into the waterplane
3094 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3095 // merge this surface's PVS into the waterplane
3096 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3097 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3098 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3100 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3105 static void R_Water_ProcessPlanes(void)
3107 r_refdef_view_t originalview;
3109 r_waterstate_waterplane_t *p;
3111 originalview = r_refdef.view;
3113 // make sure enough textures are allocated
3114 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3116 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3118 if (!p->texture_refraction)
3119 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3120 if (!p->texture_refraction)
3124 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3126 if (!p->texture_reflection)
3127 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3128 if (!p->texture_reflection)
3134 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3136 r_refdef.view.showdebug = false;
3137 r_refdef.view.width = r_waterstate.waterwidth;
3138 r_refdef.view.height = r_waterstate.waterheight;
3139 r_refdef.view.useclipplane = true;
3140 r_waterstate.renderingscene = true;
3142 // render the normal view scene and copy into texture
3143 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3144 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3146 r_refdef.view.clipplane = p->plane;
3147 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3148 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3149 PlaneClassify(&r_refdef.view.clipplane);
3151 R_RenderScene(false);
3153 // copy view into the screen texture
3154 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3155 GL_ActiveTexture(0);
3157 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3160 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3162 // render reflected scene and copy into texture
3163 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3164 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3165 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3166 r_refdef.view.clipplane = p->plane;
3167 // reverse the cullface settings for this render
3168 r_refdef.view.cullface_front = GL_FRONT;
3169 r_refdef.view.cullface_back = GL_BACK;
3170 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3172 r_refdef.view.usecustompvs = true;
3174 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3176 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3179 R_ResetViewRendering3D();
3180 R_ClearScreen(r_refdef.fogenabled);
3181 if (r_timereport_active)
3182 R_TimeReport("viewclear");
3184 R_RenderScene(false);
3186 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3187 GL_ActiveTexture(0);
3189 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3191 R_ResetViewRendering3D();
3192 R_ClearScreen(r_refdef.fogenabled);
3193 if (r_timereport_active)
3194 R_TimeReport("viewclear");
3197 r_refdef.view = originalview;
3198 r_refdef.view.clear = true;
3199 r_waterstate.renderingscene = false;
3203 r_refdef.view = originalview;
3204 r_waterstate.renderingscene = false;
3205 Cvar_SetValueQuick(&r_water, 0);
3206 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3210 void R_Bloom_StartFrame(void)
3212 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3214 // set bloomwidth and bloomheight to the bloom resolution that will be
3215 // used (often less than the screen resolution for faster rendering)
3216 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3217 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3218 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3219 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3220 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3222 // calculate desired texture sizes
3223 if (gl_support_arb_texture_non_power_of_two)
3225 screentexturewidth = r_refdef.view.width;
3226 screentextureheight = r_refdef.view.height;
3227 bloomtexturewidth = r_bloomstate.bloomwidth;
3228 bloomtextureheight = r_bloomstate.bloomheight;
3232 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3233 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3234 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3235 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3238 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3240 Cvar_SetValueQuick(&r_hdr, 0);
3241 Cvar_SetValueQuick(&r_bloom, 0);
3244 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3245 screentexturewidth = screentextureheight = 0;
3246 if (!r_hdr.integer && !r_bloom.integer)
3247 bloomtexturewidth = bloomtextureheight = 0;
3249 // allocate textures as needed
3250 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3252 if (r_bloomstate.texture_screen)
3253 R_FreeTexture(r_bloomstate.texture_screen);
3254 r_bloomstate.texture_screen = NULL;
3255 r_bloomstate.screentexturewidth = screentexturewidth;
3256 r_bloomstate.screentextureheight = screentextureheight;
3257 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3258 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3260 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3262 if (r_bloomstate.texture_bloom)
3263 R_FreeTexture(r_bloomstate.texture_bloom);
3264 r_bloomstate.texture_bloom = NULL;
3265 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3266 r_bloomstate.bloomtextureheight = bloomtextureheight;
3267 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3268 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3271 // set up a texcoord array for the full resolution screen image
3272 // (we have to keep this around to copy back during final render)
3273 r_bloomstate.screentexcoord2f[0] = 0;
3274 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3275 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3276 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3277 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3278 r_bloomstate.screentexcoord2f[5] = 0;
3279 r_bloomstate.screentexcoord2f[6] = 0;
3280 r_bloomstate.screentexcoord2f[7] = 0;
3282 // set up a texcoord array for the reduced resolution bloom image
3283 // (which will be additive blended over the screen image)
3284 r_bloomstate.bloomtexcoord2f[0] = 0;
3285 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3286 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3287 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3288 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3289 r_bloomstate.bloomtexcoord2f[5] = 0;
3290 r_bloomstate.bloomtexcoord2f[6] = 0;
3291 r_bloomstate.bloomtexcoord2f[7] = 0;
3293 if (r_hdr.integer || r_bloom.integer)
3295 r_bloomstate.enabled = true;
3296 r_bloomstate.hdr = r_hdr.integer != 0;
3300 void R_Bloom_CopyBloomTexture(float colorscale)
3302 r_refdef.stats.bloom++;
3304 // scale down screen texture to the bloom texture size
3306 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3307 GL_BlendFunc(GL_ONE, GL_ZERO);
3308 GL_Color(colorscale, colorscale, colorscale, 1);
3309 // TODO: optimize with multitexture or GLSL
3310 R_SetupGenericShader(true);
3311 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3312 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3313 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3314 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3316 // we now have a bloom image in the framebuffer
3317 // copy it into the bloom image texture for later processing
3318 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3319 GL_ActiveTexture(0);
3321 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3322 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3325 void R_Bloom_CopyHDRTexture(void)
3327 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3328 GL_ActiveTexture(0);
3330 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3331 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3334 void R_Bloom_MakeTexture(void)
3337 float xoffset, yoffset, r, brighten;
3339 r_refdef.stats.bloom++;
3341 R_ResetViewRendering2D();
3342 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3343 R_Mesh_ColorPointer(NULL, 0, 0);
3344 R_SetupGenericShader(true);
3346 // we have a bloom image in the framebuffer
3348 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3350 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3353 r = bound(0, r_bloom_colorexponent.value / x, 1);
3354 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3355 GL_Color(r, r, r, 1);
3356 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3357 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3358 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3359 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3361 // copy the vertically blurred bloom view to a texture
3362 GL_ActiveTexture(0);
3364 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3365 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3368 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3369 brighten = r_bloom_brighten.value;
3371 brighten *= r_hdr_range.value;
3372 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3373 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3375 for (dir = 0;dir < 2;dir++)
3377 // blend on at multiple vertical offsets to achieve a vertical blur
3378 // TODO: do offset blends using GLSL
3379 GL_BlendFunc(GL_ONE, GL_ZERO);
3380 for (x = -range;x <= range;x++)
3382 if (!dir){xoffset = 0;yoffset = x;}
3383 else {xoffset = x;yoffset = 0;}
3384 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3385 yoffset /= (float)r_bloomstate.bloomtextureheight;
3386 // compute a texcoord array with the specified x and y offset
3387 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3388 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3389 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3390 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3391 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3392 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3393 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3394 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3395 // this r value looks like a 'dot' particle, fading sharply to
3396 // black at the edges
3397 // (probably not realistic but looks good enough)
3398 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3399 //r = (dir ? 1.0f : brighten)/(range*2+1);
3400 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3401 GL_Color(r, r, r, 1);
3402 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3403 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3404 GL_BlendFunc(GL_ONE, GL_ONE);
3407 // copy the vertically blurred bloom view to a texture
3408 GL_ActiveTexture(0);
3410 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3411 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3414 // apply subtract last
3415 // (just like it would be in a GLSL shader)
3416 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3418 GL_BlendFunc(GL_ONE, GL_ZERO);
3419 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3420 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3421 GL_Color(1, 1, 1, 1);
3422 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3423 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3425 GL_BlendFunc(GL_ONE, GL_ONE);
3426 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3427 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3429 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3430 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3431 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3432 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3434 // copy the darkened bloom view to a texture
3435 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3436 GL_ActiveTexture(0);
3438 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3439 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3443 void R_HDR_RenderBloomTexture(void)
3445 int oldwidth, oldheight;
3446 float oldcolorscale;
3448 oldcolorscale = r_refdef.view.colorscale;
3449 oldwidth = r_refdef.view.width;
3450 oldheight = r_refdef.view.height;
3451 r_refdef.view.width = r_bloomstate.bloomwidth;
3452 r_refdef.view.height = r_bloomstate.bloomheight;
3454 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3455 // TODO: add exposure compensation features
3456 // TODO: add fp16 framebuffer support
3458 r_refdef.view.showdebug = false;
3459 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3461 R_ClearScreen(r_refdef.fogenabled);
3462 if (r_timereport_active)
3463 R_TimeReport("HDRclear");
3465 r_waterstate.numwaterplanes = 0;
3466 R_RenderScene(r_waterstate.enabled);
3467 r_refdef.view.showdebug = true;
3469 R_ResetViewRendering2D();
3471 R_Bloom_CopyHDRTexture();
3472 R_Bloom_MakeTexture();
3474 // restore the view settings
3475 r_refdef.view.width = oldwidth;
3476 r_refdef.view.height = oldheight;
3477 r_refdef.view.colorscale = oldcolorscale;
3479 R_ResetViewRendering3D();
3481 R_ClearScreen(r_refdef.fogenabled);
3482 if (r_timereport_active)
3483 R_TimeReport("viewclear");
3486 static void R_BlendView(void)
3488 if (r_bloomstate.texture_screen)
3490 // copy view into the screen texture
3491 R_ResetViewRendering2D();
3492 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3493 R_Mesh_ColorPointer(NULL, 0, 0);
3494 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3495 GL_ActiveTexture(0);CHECKGLERROR
3496 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3497 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3500 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3502 unsigned int permutation =
3503 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3504 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3505 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3506 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3508 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3510 // render simple bloom effect
3511 // copy the screen and shrink it and darken it for the bloom process
3512 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3513 // make the bloom texture
3514 R_Bloom_MakeTexture();
3517 R_ResetViewRendering2D();
3518 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3519 R_Mesh_ColorPointer(NULL, 0, 0);
3520 GL_Color(1, 1, 1, 1);
3521 GL_BlendFunc(GL_ONE, GL_ZERO);
3522 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3523 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3524 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3525 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3526 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3527 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3528 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3529 if (r_glsl_permutation->loc_TintColor >= 0)
3530 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3531 if (r_glsl_permutation->loc_ClientTime >= 0)
3532 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3533 if (r_glsl_permutation->loc_PixelSize >= 0)
3534 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3535 if (r_glsl_permutation->loc_UserVec1 >= 0)
3537 float a=0, b=0, c=0, d=0;
3538 #if _MSC_VER >= 1400
3539 #define sscanf sscanf_s
3541 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3542 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3544 if (r_glsl_permutation->loc_UserVec2 >= 0)
3546 float a=0, b=0, c=0, d=0;
3547 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3548 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3550 if (r_glsl_permutation->loc_UserVec3 >= 0)
3552 float a=0, b=0, c=0, d=0;
3553 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3554 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3556 if (r_glsl_permutation->loc_UserVec4 >= 0)
3558 float a=0, b=0, c=0, d=0;
3559 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3560 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3562 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3563 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3569 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3571 // render high dynamic range bloom effect
3572 // the bloom texture was made earlier this render, so we just need to
3573 // blend it onto the screen...
3574 R_ResetViewRendering2D();
3575 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3576 R_Mesh_ColorPointer(NULL, 0, 0);
3577 R_SetupGenericShader(true);
3578 GL_Color(1, 1, 1, 1);
3579 GL_BlendFunc(GL_ONE, GL_ONE);
3580 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3581 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3582 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3583 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3585 else if (r_bloomstate.texture_bloom)
3587 // render simple bloom effect
3588 // copy the screen and shrink it and darken it for the bloom process
3589 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3590 // make the bloom texture
3591 R_Bloom_MakeTexture();
3592 // put the original screen image back in place and blend the bloom
3594 R_ResetViewRendering2D();
3595 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3596 R_Mesh_ColorPointer(NULL, 0, 0);
3597 GL_Color(1, 1, 1, 1);
3598 GL_BlendFunc(GL_ONE, GL_ZERO);
3599 // do both in one pass if possible
3600 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3601 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3602 if (r_textureunits.integer >= 2 && gl_combine.integer)
3604 R_SetupGenericTwoTextureShader(GL_ADD);
3605 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3606 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3610 R_SetupGenericShader(true);
3611 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3612 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3613 // now blend on the bloom texture
3614 GL_BlendFunc(GL_ONE, GL_ONE);
3615 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3616 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3618 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3619 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3621 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3623 // apply a color tint to the whole view
3624 R_ResetViewRendering2D();
3625 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3626 R_Mesh_ColorPointer(NULL, 0, 0);
3627 R_SetupGenericShader(false);
3628 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3629 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3630 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3634 void R_RenderScene(qboolean addwaterplanes);
3636 matrix4x4_t r_waterscrollmatrix;
3638 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3640 if (r_refdef.fog_density)
3642 r_refdef.fogcolor[0] = r_refdef.fog_red;
3643 r_refdef.fogcolor[1] = r_refdef.fog_green;
3644 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3648 VectorCopy(r_refdef.fogcolor, fogvec);
3649 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3651 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3652 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3653 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3654 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3656 // color.rgb *= ContrastBoost * SceneBrightness;
3657 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3658 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3659 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3660 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3665 void R_UpdateVariables(void)
3669 r_refdef.scene.ambient = r_ambient.value;
3671 r_refdef.farclip = 4096;
3672 if (r_refdef.scene.worldmodel)
3673 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3674 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3676 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3677 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3678 r_refdef.polygonfactor = 0;
3679 r_refdef.polygonoffset = 0;
3680 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3681 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3683 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3684 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3685 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3686 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3687 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3688 if (r_showsurfaces.integer)
3690 r_refdef.scene.rtworld = false;
3691 r_refdef.scene.rtworldshadows = false;
3692 r_refdef.scene.rtdlight = false;
3693 r_refdef.scene.rtdlightshadows = false;
3694 r_refdef.lightmapintensity = 0;
3697 if (gamemode == GAME_NEHAHRA)
3699 if (gl_fogenable.integer)
3701 r_refdef.oldgl_fogenable = true;
3702 r_refdef.fog_density = gl_fogdensity.value;
3703 r_refdef.fog_red = gl_fogred.value;
3704 r_refdef.fog_green = gl_foggreen.value;
3705 r_refdef.fog_blue = gl_fogblue.value;
3706 r_refdef.fog_alpha = 1;
3707 r_refdef.fog_start = 0;
3708 r_refdef.fog_end = gl_skyclip.value;
3710 else if (r_refdef.oldgl_fogenable)
3712 r_refdef.oldgl_fogenable = false;
3713 r_refdef.fog_density = 0;
3714 r_refdef.fog_red = 0;
3715 r_refdef.fog_green = 0;
3716 r_refdef.fog_blue = 0;
3717 r_refdef.fog_alpha = 0;
3718 r_refdef.fog_start = 0;
3719 r_refdef.fog_end = 0;
3723 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3724 r_refdef.fog_start = max(0, r_refdef.fog_start);
3725 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3727 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3729 if (r_refdef.fog_density && r_drawfog.integer)
3731 r_refdef.fogenabled = true;
3732 // this is the point where the fog reaches 0.9986 alpha, which we
3733 // consider a good enough cutoff point for the texture
3734 // (0.9986 * 256 == 255.6)
3735 if (r_fog_exp2.integer)
3736 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3738 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3739 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3740 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3741 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3742 // fog color was already set
3743 // update the fog texture
3744 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3745 R_BuildFogTexture();
3748 r_refdef.fogenabled = false;
3750 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3752 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3754 // build GLSL gamma texture
3755 #define RAMPWIDTH 256
3756 unsigned short ramp[RAMPWIDTH * 3];
3757 unsigned char ramprgb[RAMPWIDTH][4];
3760 r_texture_gammaramps_serial = vid_gammatables_serial;
3762 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3763 for(i = 0; i < RAMPWIDTH; ++i)
3765 ramprgb[i][0] = ramp[i] >> 8;
3766 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3767 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3770 if (r_texture_gammaramps)
3772 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3776 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3782 // remove GLSL gamma texture
3786 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3787 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3793 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3794 if( scenetype != r_currentscenetype ) {
3795 // store the old scenetype
3796 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3797 r_currentscenetype = scenetype;
3798 // move in the new scene
3799 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3808 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3810 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3811 if( scenetype == r_currentscenetype ) {
3812 return &r_refdef.scene;
3814 return &r_scenes_store[ scenetype ];
3823 void R_RenderView(void)
3825 if (r_refdef.view.isoverlay)
3827 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3828 GL_Clear( GL_DEPTH_BUFFER_BIT );
3829 R_TimeReport("depthclear");
3831 r_refdef.view.showdebug = false;
3833 r_waterstate.enabled = false;
3834 r_waterstate.numwaterplanes = 0;
3836 R_RenderScene(false);
3842 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3843 return; //Host_Error ("R_RenderView: NULL worldmodel");
3845 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3847 // break apart the view matrix into vectors for various purposes
3848 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3849 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3850 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3851 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3852 // make an inverted copy of the view matrix for tracking sprites
3853 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3855 R_Shadow_UpdateWorldLightSelection();
3857 R_Bloom_StartFrame();
3858 R_Water_StartFrame();
3861 if (r_timereport_active)
3862 R_TimeReport("viewsetup");
3864 R_ResetViewRendering3D();
3866 if (r_refdef.view.clear || r_refdef.fogenabled)
3868 R_ClearScreen(r_refdef.fogenabled);
3869 if (r_timereport_active)
3870 R_TimeReport("viewclear");
3872 r_refdef.view.clear = true;
3874 r_refdef.view.showdebug = true;
3876 // this produces a bloom texture to be used in R_BlendView() later
3878 R_HDR_RenderBloomTexture();
3880 r_waterstate.numwaterplanes = 0;
3881 R_RenderScene(r_waterstate.enabled);
3884 if (r_timereport_active)
3885 R_TimeReport("blendview");
3887 GL_Scissor(0, 0, vid.width, vid.height);
3888 GL_ScissorTest(false);
3892 extern void R_DrawLightningBeams (void);
3893 extern void VM_CL_AddPolygonsToMeshQueue (void);
3894 extern void R_DrawPortals (void);
3895 extern cvar_t cl_locs_show;
3896 static void R_DrawLocs(void);
3897 static void R_DrawEntityBBoxes(void);
3898 void R_RenderScene(qboolean addwaterplanes)
3900 r_refdef.stats.renders++;
3906 R_ResetViewRendering3D();
3909 if (r_timereport_active)
3910 R_TimeReport("watervis");
3912 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3914 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3915 if (r_timereport_active)
3916 R_TimeReport("waterworld");
3919 // don't let sound skip if going slow
3920 if (r_refdef.scene.extraupdate)
3923 R_DrawModelsAddWaterPlanes();
3924 if (r_timereport_active)
3925 R_TimeReport("watermodels");
3927 R_Water_ProcessPlanes();
3928 if (r_timereport_active)
3929 R_TimeReport("waterscenes");
3932 R_ResetViewRendering3D();
3934 // don't let sound skip if going slow
3935 if (r_refdef.scene.extraupdate)
3938 R_MeshQueue_BeginScene();
3943 if (r_timereport_active)
3944 R_TimeReport("visibility");
3946 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3948 if (cl.csqc_vidvars.drawworld)
3950 // don't let sound skip if going slow
3951 if (r_refdef.scene.extraupdate)
3954 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3956 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3957 if (r_timereport_active)
3958 R_TimeReport("worldsky");
3961 if (R_DrawBrushModelsSky() && r_timereport_active)
3962 R_TimeReport("bmodelsky");
3965 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3967 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3968 if (r_timereport_active)
3969 R_TimeReport("worlddepth");
3971 if (r_depthfirst.integer >= 2)
3973 R_DrawModelsDepth();
3974 if (r_timereport_active)
3975 R_TimeReport("modeldepth");
3978 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3980 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3981 if (r_timereport_active)
3982 R_TimeReport("world");
3985 // don't let sound skip if going slow
3986 if (r_refdef.scene.extraupdate)
3990 if (r_timereport_active)
3991 R_TimeReport("models");
3993 // don't let sound skip if going slow
3994 if (r_refdef.scene.extraupdate)
3997 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3999 R_DrawModelShadows();
4001 R_ResetViewRendering3D();
4003 // don't let sound skip if going slow
4004 if (r_refdef.scene.extraupdate)
4008 R_ShadowVolumeLighting(false);
4009 if (r_timereport_active)
4010 R_TimeReport("rtlights");
4012 // don't let sound skip if going slow
4013 if (r_refdef.scene.extraupdate)
4016 if (cl.csqc_vidvars.drawworld)
4018 R_DrawLightningBeams();
4019 if (r_timereport_active)
4020 R_TimeReport("lightning");
4023 if (r_timereport_active)
4024 R_TimeReport("decals");
4027 if (r_timereport_active)
4028 R_TimeReport("particles");
4031 if (r_timereport_active)
4032 R_TimeReport("explosions");
4035 R_SetupGenericShader(true);
4036 VM_CL_AddPolygonsToMeshQueue();
4038 if (r_refdef.view.showdebug)
4040 if (cl_locs_show.integer)
4043 if (r_timereport_active)
4044 R_TimeReport("showlocs");
4047 if (r_drawportals.integer)
4050 if (r_timereport_active)
4051 R_TimeReport("portals");
4054 if (r_showbboxes.value > 0)
4056 R_DrawEntityBBoxes();
4057 if (r_timereport_active)
4058 R_TimeReport("bboxes");
4062 R_SetupGenericShader(true);
4063 R_MeshQueue_RenderTransparent();
4064 if (r_timereport_active)
4065 R_TimeReport("drawtrans");
4067 R_SetupGenericShader(true);
4069 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
4071 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4072 if (r_timereport_active)
4073 R_TimeReport("worlddebug");
4074 R_DrawModelsDebug();
4075 if (r_timereport_active)
4076 R_TimeReport("modeldebug");
4079 R_SetupGenericShader(true);
4081 if (cl.csqc_vidvars.drawworld)
4084 if (r_timereport_active)
4085 R_TimeReport("coronas");
4088 // don't let sound skip if going slow
4089 if (r_refdef.scene.extraupdate)
4092 R_ResetViewRendering2D();
4095 static const unsigned short bboxelements[36] =
4105 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4108 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4109 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4110 GL_DepthMask(false);
4111 GL_DepthRange(0, 1);
4112 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4113 R_Mesh_Matrix(&identitymatrix);
4114 R_Mesh_ResetTextureState();
4116 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4117 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4118 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4119 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4120 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4121 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4122 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4123 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4124 R_FillColors(color4f, 8, cr, cg, cb, ca);
4125 if (r_refdef.fogenabled)
4127 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4129 f1 = FogPoint_World(v);
4131 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4132 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4133 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4136 R_Mesh_VertexPointer(vertex3f, 0, 0);
4137 R_Mesh_ColorPointer(color4f, 0, 0);
4138 R_Mesh_ResetTextureState();
4139 R_SetupGenericShader(false);
4140 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4143 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4147 prvm_edict_t *edict;
4148 prvm_prog_t *prog_save = prog;
4150 // this function draws bounding boxes of server entities
4154 GL_CullFace(GL_NONE);
4155 R_SetupGenericShader(false);
4159 for (i = 0;i < numsurfaces;i++)
4161 edict = PRVM_EDICT_NUM(surfacelist[i]);
4162 switch ((int)edict->fields.server->solid)
4164 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4165 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4166 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4167 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4168 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4169 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4171 color[3] *= r_showbboxes.value;
4172 color[3] = bound(0, color[3], 1);
4173 GL_DepthTest(!r_showdisabledepthtest.integer);
4174 GL_CullFace(r_refdef.view.cullface_front);
4175 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4181 static void R_DrawEntityBBoxes(void)
4184 prvm_edict_t *edict;
4186 prvm_prog_t *prog_save = prog;
4188 // this function draws bounding boxes of server entities
4194 for (i = 0;i < prog->num_edicts;i++)
4196 edict = PRVM_EDICT_NUM(i);
4197 if (edict->priv.server->free)
4199 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4200 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4202 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4204 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4205 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4211 unsigned short nomodelelements[24] =
4223 float nomodelvertex3f[6*3] =
4233 float nomodelcolor4f[6*4] =
4235 0.0f, 0.0f, 0.5f, 1.0f,
4236 0.0f, 0.0f, 0.5f, 1.0f,
4237 0.0f, 0.5f, 0.0f, 1.0f,
4238 0.0f, 0.5f, 0.0f, 1.0f,
4239 0.5f, 0.0f, 0.0f, 1.0f,
4240 0.5f, 0.0f, 0.0f, 1.0f
4243 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4248 // this is only called once per entity so numsurfaces is always 1, and
4249 // surfacelist is always {0}, so this code does not handle batches
4250 R_Mesh_Matrix(&ent->matrix);
4252 if (ent->flags & EF_ADDITIVE)
4254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4255 GL_DepthMask(false);
4257 else if (ent->alpha < 1)
4259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4260 GL_DepthMask(false);
4264 GL_BlendFunc(GL_ONE, GL_ZERO);
4267 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4268 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4269 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4270 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4271 R_SetupGenericShader(false);
4272 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4273 if (r_refdef.fogenabled)
4276 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4277 R_Mesh_ColorPointer(color4f, 0, 0);
4278 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4279 f1 = FogPoint_World(org);
4281 for (i = 0, c = color4f;i < 6;i++, c += 4)
4283 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4284 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4285 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4289 else if (ent->alpha != 1)
4291 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4292 R_Mesh_ColorPointer(color4f, 0, 0);
4293 for (i = 0, c = color4f;i < 6;i++, c += 4)
4297 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4298 R_Mesh_ResetTextureState();
4299 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4302 void R_DrawNoModel(entity_render_t *ent)
4305 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4306 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4307 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4309 // R_DrawNoModelCallback(ent, 0);
4312 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4314 vec3_t right1, right2, diff, normal;
4316 VectorSubtract (org2, org1, normal);
4318 // calculate 'right' vector for start
4319 VectorSubtract (r_refdef.view.origin, org1, diff);
4320 CrossProduct (normal, diff, right1);
4321 VectorNormalize (right1);
4323 // calculate 'right' vector for end
4324 VectorSubtract (r_refdef.view.origin, org2, diff);
4325 CrossProduct (normal, diff, right2);
4326 VectorNormalize (right2);
4328 vert[ 0] = org1[0] + width * right1[0];
4329 vert[ 1] = org1[1] + width * right1[1];
4330 vert[ 2] = org1[2] + width * right1[2];
4331 vert[ 3] = org1[0] - width * right1[0];
4332 vert[ 4] = org1[1] - width * right1[1];
4333 vert[ 5] = org1[2] - width * right1[2];
4334 vert[ 6] = org2[0] - width * right2[0];
4335 vert[ 7] = org2[1] - width * right2[1];
4336 vert[ 8] = org2[2] - width * right2[2];
4337 vert[ 9] = org2[0] + width * right2[0];
4338 vert[10] = org2[1] + width * right2[1];
4339 vert[11] = org2[2] + width * right2[2];
4342 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4344 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4349 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4350 fog = FogPoint_World(origin);
4352 R_Mesh_Matrix(&identitymatrix);
4353 GL_BlendFunc(blendfunc1, blendfunc2);
4359 GL_CullFace(r_refdef.view.cullface_front);
4362 GL_CullFace(r_refdef.view.cullface_back);
4363 GL_CullFace(GL_NONE);
4365 GL_DepthMask(false);
4366 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4367 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4368 GL_DepthTest(!depthdisable);
4370 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4371 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4372 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4373 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4374 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4375 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4376 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4377 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4378 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4379 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4380 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4381 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4383 R_Mesh_VertexPointer(vertex3f, 0, 0);
4384 R_Mesh_ColorPointer(NULL, 0, 0);
4385 R_Mesh_ResetTextureState();
4386 R_SetupGenericShader(true);
4387 R_Mesh_TexBind(0, R_GetTexture(texture));
4388 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4389 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4390 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4391 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4393 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4395 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4396 GL_BlendFunc(blendfunc1, GL_ONE);
4398 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4399 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4403 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4408 VectorSet(v, x, y, z);
4409 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4410 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4412 if (i == mesh->numvertices)
4414 if (mesh->numvertices < mesh->maxvertices)
4416 VectorCopy(v, vertex3f);
4417 mesh->numvertices++;
4419 return mesh->numvertices;
4425 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4429 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4430 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4431 e = mesh->element3i + mesh->numtriangles * 3;
4432 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4434 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4435 if (mesh->numtriangles < mesh->maxtriangles)
4440 mesh->numtriangles++;
4442 element[1] = element[2];
4446 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4450 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4451 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4452 e = mesh->element3i + mesh->numtriangles * 3;
4453 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4455 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4456 if (mesh->numtriangles < mesh->maxtriangles)
4461 mesh->numtriangles++;
4463 element[1] = element[2];
4467 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4468 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4470 int planenum, planenum2;
4473 mplane_t *plane, *plane2;
4475 double temppoints[2][256*3];
4476 // figure out how large a bounding box we need to properly compute this brush
4478 for (w = 0;w < numplanes;w++)
4479 maxdist = max(maxdist, planes[w].dist);
4480 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4481 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4482 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4486 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4487 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4489 if (planenum2 == planenum)
4491 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);
4494 if (tempnumpoints < 3)
4496 // generate elements forming a triangle fan for this polygon
4497 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4501 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)
4503 texturelayer_t *layer;
4504 layer = t->currentlayers + t->currentnumlayers++;
4506 layer->depthmask = depthmask;
4507 layer->blendfunc1 = blendfunc1;
4508 layer->blendfunc2 = blendfunc2;
4509 layer->texture = texture;
4510 layer->texmatrix = *matrix;
4511 layer->color[0] = r * r_refdef.view.colorscale;
4512 layer->color[1] = g * r_refdef.view.colorscale;
4513 layer->color[2] = b * r_refdef.view.colorscale;
4514 layer->color[3] = a;
4517 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4520 index = parms[2] + r_refdef.scene.time * parms[3];
4521 index -= floor(index);
4525 case Q3WAVEFUNC_NONE:
4526 case Q3WAVEFUNC_NOISE:
4527 case Q3WAVEFUNC_COUNT:
4530 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4531 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4532 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4533 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4534 case Q3WAVEFUNC_TRIANGLE:
4536 f = index - floor(index);
4547 return (float)(parms[0] + parms[1] * f);
4550 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4554 dp_model_t *model = ent->model;
4557 q3shaderinfo_layer_tcmod_t *tcmod;
4559 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4561 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4565 // switch to an alternate material if this is a q1bsp animated material
4567 texture_t *texture = t;
4568 int s = ent->skinnum;
4569 if ((unsigned int)s >= (unsigned int)model->numskins)
4571 if (model->skinscenes)
4573 if (model->skinscenes[s].framecount > 1)
4574 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4576 s = model->skinscenes[s].firstframe;
4579 t = t + s * model->num_surfaces;
4582 // use an alternate animation if the entity's frame is not 0,
4583 // and only if the texture has an alternate animation
4584 if (ent->frame2 != 0 && t->anim_total[1])
4585 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4587 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4589 texture->currentframe = t;
4592 // update currentskinframe to be a qw skin or animation frame
4593 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4595 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4597 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4598 if (developer_loading.integer)
4599 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4600 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4602 t->currentskinframe = r_qwskincache_skinframe[i];
4603 if (t->currentskinframe == NULL)
4604 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4606 else if (t->numskinframes >= 2)
4607 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4608 if (t->backgroundnumskinframes >= 2)
4609 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4611 t->currentmaterialflags = t->basematerialflags;
4612 t->currentalpha = ent->alpha;
4613 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4614 t->currentalpha *= r_wateralpha.value;
4615 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4616 t->currentalpha *= t->r_water_wateralpha;
4617 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4618 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4619 if (!(ent->flags & RENDER_LIGHT))
4620 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4621 else if (rsurface.modeltexcoordlightmap2f == NULL)
4623 // pick a model lighting mode
4624 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4625 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4627 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4629 if (ent->effects & EF_ADDITIVE)
4630 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4631 else if (t->currentalpha < 1)
4632 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4633 if (ent->effects & EF_DOUBLESIDED)
4634 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4635 if (ent->effects & EF_NODEPTHTEST)
4636 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4637 if (ent->flags & RENDER_VIEWMODEL)
4638 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4639 if (t->backgroundnumskinframes)
4640 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4641 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4643 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4644 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4647 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4649 // there is no tcmod
4650 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4651 t->currenttexmatrix = r_waterscrollmatrix;
4653 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4656 switch(tcmod->tcmod)
4660 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4661 matrix = r_waterscrollmatrix;
4663 matrix = identitymatrix;
4665 case Q3TCMOD_ENTITYTRANSLATE:
4666 // this is used in Q3 to allow the gamecode to control texcoord
4667 // scrolling on the entity, which is not supported in darkplaces yet.
4668 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4670 case Q3TCMOD_ROTATE:
4671 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4672 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4673 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4676 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4678 case Q3TCMOD_SCROLL:
4679 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4681 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4682 w = (int) tcmod->parms[0];
4683 h = (int) tcmod->parms[1];
4684 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4686 idx = (int) floor(f * w * h);
4687 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4689 case Q3TCMOD_STRETCH:
4690 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4691 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4693 case Q3TCMOD_TRANSFORM:
4694 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4695 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4696 VectorSet(tcmat + 6, 0 , 0 , 1);
4697 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4698 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4700 case Q3TCMOD_TURBULENT:
4701 // this is handled in the RSurf_PrepareVertices function
4702 matrix = identitymatrix;
4705 // either replace or concatenate the transformation
4707 t->currenttexmatrix = matrix;
4710 matrix4x4_t temp = t->currenttexmatrix;
4711 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4715 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4716 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4717 t->glosstexture = r_texture_black;
4718 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4719 t->backgroundglosstexture = r_texture_black;
4720 t->specularpower = r_shadow_glossexponent.value;
4721 // TODO: store reference values for these in the texture?
4722 t->specularscale = 0;
4723 if (r_shadow_gloss.integer > 0)
4725 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4727 if (r_shadow_glossintensity.value > 0)
4729 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4730 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4731 t->specularscale = r_shadow_glossintensity.value;
4734 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4736 t->glosstexture = r_texture_white;
4737 t->backgroundglosstexture = r_texture_white;
4738 t->specularscale = r_shadow_gloss2intensity.value;
4742 // lightmaps mode looks bad with dlights using actual texturing, so turn
4743 // off the colormap and glossmap, but leave the normalmap on as it still
4744 // accurately represents the shading involved
4745 if (gl_lightmaps.integer)
4747 t->basetexture = r_texture_grey128;
4748 t->backgroundbasetexture = NULL;
4749 t->specularscale = 0;
4750 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4753 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4754 VectorClear(t->dlightcolor);
4755 t->currentnumlayers = 0;
4756 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4759 int blendfunc1, blendfunc2, depthmask;
4760 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4762 blendfunc1 = GL_SRC_ALPHA;
4763 blendfunc2 = GL_ONE;
4765 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4767 blendfunc1 = GL_SRC_ALPHA;
4768 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4770 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4772 blendfunc1 = t->customblendfunc[0];
4773 blendfunc2 = t->customblendfunc[1];
4777 blendfunc1 = GL_ONE;
4778 blendfunc2 = GL_ZERO;
4780 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4781 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4782 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4783 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4785 // fullbright is not affected by r_refdef.lightmapintensity
4786 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4787 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4788 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4789 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4790 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4794 vec3_t ambientcolor;
4796 // set the color tint used for lights affecting this surface
4797 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4799 // q3bsp has no lightmap updates, so the lightstylevalue that
4800 // would normally be baked into the lightmap must be
4801 // applied to the color
4802 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4803 if (ent->model->type == mod_brushq3)
4804 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4805 colorscale *= r_refdef.lightmapintensity;
4806 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4807 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4808 // basic lit geometry
4809 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4810 // add pants/shirt if needed
4811 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4812 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4813 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4814 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4815 // now add ambient passes if needed
4816 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4818 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4819 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4820 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4821 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4822 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4825 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4826 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4827 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4829 // if this is opaque use alpha blend which will darken the earlier
4832 // if this is an alpha blended material, all the earlier passes
4833 // were darkened by fog already, so we only need to add the fog
4834 // color ontop through the fog mask texture
4836 // if this is an additive blended material, all the earlier passes
4837 // were darkened by fog already, and we should not add fog color
4838 // (because the background was not darkened, there is no fog color
4839 // that was lost behind it).
4840 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4845 void R_UpdateAllTextureInfo(entity_render_t *ent)
4849 for (i = 0;i < ent->model->num_texturesperskin;i++)
4850 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4853 rsurfacestate_t rsurface;
4855 void R_Mesh_ResizeArrays(int newvertices)
4858 if (rsurface.array_size >= newvertices)
4860 if (rsurface.array_modelvertex3f)
4861 Mem_Free(rsurface.array_modelvertex3f);
4862 rsurface.array_size = (newvertices + 1023) & ~1023;
4863 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4864 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4865 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4866 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4867 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4868 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4869 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4870 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4871 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4872 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4873 rsurface.array_color4f = base + rsurface.array_size * 27;
4874 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4877 void RSurf_ActiveWorldEntity(void)
4879 dp_model_t *model = r_refdef.scene.worldmodel;
4880 if (rsurface.array_size < model->surfmesh.num_vertices)
4881 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4882 rsurface.matrix = identitymatrix;
4883 rsurface.inversematrix = identitymatrix;
4884 R_Mesh_Matrix(&identitymatrix);
4885 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4886 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4887 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4888 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4889 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4890 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4891 rsurface.frameblend[0].frame = 0;
4892 rsurface.frameblend[0].lerp = 1;
4893 rsurface.frameblend[1].frame = 0;
4894 rsurface.frameblend[1].lerp = 0;
4895 rsurface.frameblend[2].frame = 0;
4896 rsurface.frameblend[2].lerp = 0;
4897 rsurface.frameblend[3].frame = 0;
4898 rsurface.frameblend[3].lerp = 0;
4899 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4900 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4901 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4902 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4903 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4904 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4905 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4906 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4907 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4908 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4910 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4911 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4912 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4913 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4914 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4915 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4916 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4917 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4918 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4919 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4920 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4921 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4922 rsurface.modelelement3i = model->surfmesh.data_element3i;
4923 rsurface.modelelement3s = model->surfmesh.data_element3s;
4924 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4925 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4926 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4927 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4928 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4929 rsurface.modelsurfaces = model->data_surfaces;
4930 rsurface.generatedvertex = false;
4931 rsurface.vertex3f = rsurface.modelvertex3f;
4932 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4933 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4934 rsurface.svector3f = rsurface.modelsvector3f;
4935 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4936 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4937 rsurface.tvector3f = rsurface.modeltvector3f;
4938 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4939 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4940 rsurface.normal3f = rsurface.modelnormal3f;
4941 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4942 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4943 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4946 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4948 dp_model_t *model = ent->model;
4949 if (rsurface.array_size < model->surfmesh.num_vertices)
4950 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4951 rsurface.matrix = ent->matrix;
4952 rsurface.inversematrix = ent->inversematrix;
4953 R_Mesh_Matrix(&rsurface.matrix);
4954 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4955 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4956 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4957 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4958 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4959 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4960 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4961 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4962 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4963 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4964 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4965 rsurface.frameblend[0] = ent->frameblend[0];
4966 rsurface.frameblend[1] = ent->frameblend[1];
4967 rsurface.frameblend[2] = ent->frameblend[2];
4968 rsurface.frameblend[3] = ent->frameblend[3];
4969 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4970 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4971 if (ent->model->brush.submodel)
4973 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4974 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4976 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4980 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4981 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4982 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4983 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4984 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4986 else if (wantnormals)
4988 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4989 rsurface.modelsvector3f = NULL;
4990 rsurface.modeltvector3f = NULL;
4991 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4992 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4996 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4997 rsurface.modelsvector3f = NULL;
4998 rsurface.modeltvector3f = NULL;
4999 rsurface.modelnormal3f = NULL;
5000 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5002 rsurface.modelvertex3f_bufferobject = 0;
5003 rsurface.modelvertex3f_bufferoffset = 0;
5004 rsurface.modelsvector3f_bufferobject = 0;
5005 rsurface.modelsvector3f_bufferoffset = 0;
5006 rsurface.modeltvector3f_bufferobject = 0;
5007 rsurface.modeltvector3f_bufferoffset = 0;
5008 rsurface.modelnormal3f_bufferobject = 0;
5009 rsurface.modelnormal3f_bufferoffset = 0;
5010 rsurface.generatedvertex = true;
5014 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5015 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5016 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5017 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5018 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5019 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5020 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5021 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5022 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5023 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5024 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5025 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5026 rsurface.generatedvertex = false;
5028 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5029 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5030 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5031 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5032 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5033 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5034 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5035 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5036 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5037 rsurface.modelelement3i = model->surfmesh.data_element3i;
5038 rsurface.modelelement3s = model->surfmesh.data_element3s;
5039 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5040 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5041 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5042 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5043 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5044 rsurface.modelsurfaces = model->data_surfaces;
5045 rsurface.vertex3f = rsurface.modelvertex3f;
5046 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5047 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5048 rsurface.svector3f = rsurface.modelsvector3f;
5049 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5050 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5051 rsurface.tvector3f = rsurface.modeltvector3f;
5052 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5053 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5054 rsurface.normal3f = rsurface.modelnormal3f;
5055 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5056 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5057 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5060 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5061 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5064 int texturesurfaceindex;
5069 const float *v1, *in_tc;
5071 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5073 q3shaderinfo_deform_t *deform;
5074 // 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
5075 if (rsurface.generatedvertex)
5077 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5078 generatenormals = true;
5079 for (i = 0;i < Q3MAXDEFORMS;i++)
5081 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5083 generatetangents = true;
5084 generatenormals = true;
5086 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5087 generatenormals = true;
5089 if (generatenormals && !rsurface.modelnormal3f)
5091 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5092 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5093 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5094 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5096 if (generatetangents && !rsurface.modelsvector3f)
5098 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5099 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5100 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5101 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5102 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5103 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5104 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5107 rsurface.vertex3f = rsurface.modelvertex3f;
5108 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5109 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5110 rsurface.svector3f = rsurface.modelsvector3f;
5111 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5112 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5113 rsurface.tvector3f = rsurface.modeltvector3f;
5114 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5115 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5116 rsurface.normal3f = rsurface.modelnormal3f;
5117 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5118 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5119 // if vertices are deformed (sprite flares and things in maps, possibly
5120 // water waves, bulges and other deformations), generate them into
5121 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5122 // (may be static model data or generated data for an animated model, or
5123 // the previous deform pass)
5124 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5126 switch (deform->deform)
5129 case Q3DEFORM_PROJECTIONSHADOW:
5130 case Q3DEFORM_TEXT0:
5131 case Q3DEFORM_TEXT1:
5132 case Q3DEFORM_TEXT2:
5133 case Q3DEFORM_TEXT3:
5134 case Q3DEFORM_TEXT4:
5135 case Q3DEFORM_TEXT5:
5136 case Q3DEFORM_TEXT6:
5137 case Q3DEFORM_TEXT7:
5140 case Q3DEFORM_AUTOSPRITE:
5141 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5142 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5143 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5144 VectorNormalize(newforward);
5145 VectorNormalize(newright);
5146 VectorNormalize(newup);
5147 // make deformed versions of only the model vertices used by the specified surfaces
5148 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5150 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5151 // a single autosprite surface can contain multiple sprites...
5152 for (j = 0;j < surface->num_vertices - 3;j += 4)
5154 VectorClear(center);
5155 for (i = 0;i < 4;i++)
5156 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5157 VectorScale(center, 0.25f, center);
5158 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5159 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5160 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5161 for (i = 0;i < 4;i++)
5163 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5164 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5167 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5168 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5170 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5171 rsurface.vertex3f_bufferobject = 0;
5172 rsurface.vertex3f_bufferoffset = 0;
5173 rsurface.svector3f = rsurface.array_deformedsvector3f;
5174 rsurface.svector3f_bufferobject = 0;
5175 rsurface.svector3f_bufferoffset = 0;
5176 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5177 rsurface.tvector3f_bufferobject = 0;
5178 rsurface.tvector3f_bufferoffset = 0;
5179 rsurface.normal3f = rsurface.array_deformednormal3f;
5180 rsurface.normal3f_bufferobject = 0;
5181 rsurface.normal3f_bufferoffset = 0;
5183 case Q3DEFORM_AUTOSPRITE2:
5184 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5185 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5186 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5187 VectorNormalize(newforward);
5188 VectorNormalize(newright);
5189 VectorNormalize(newup);
5190 // make deformed versions of only the model vertices used by the specified surfaces
5191 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5193 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5194 const float *v1, *v2;
5204 memset(shortest, 0, sizeof(shortest));
5205 // a single autosprite surface can contain multiple sprites...
5206 for (j = 0;j < surface->num_vertices - 3;j += 4)
5208 VectorClear(center);
5209 for (i = 0;i < 4;i++)
5210 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5211 VectorScale(center, 0.25f, center);
5212 // find the two shortest edges, then use them to define the
5213 // axis vectors for rotating around the central axis
5214 for (i = 0;i < 6;i++)
5216 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5217 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5219 Debug_PolygonBegin(NULL, 0);
5220 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5221 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5222 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5225 l = VectorDistance2(v1, v2);
5226 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5228 l += (1.0f / 1024.0f);
5229 if (shortest[0].length2 > l || i == 0)
5231 shortest[1] = shortest[0];
5232 shortest[0].length2 = l;
5233 shortest[0].v1 = v1;
5234 shortest[0].v2 = v2;
5236 else if (shortest[1].length2 > l || i == 1)
5238 shortest[1].length2 = l;
5239 shortest[1].v1 = v1;
5240 shortest[1].v2 = v2;
5243 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5244 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5246 Debug_PolygonBegin(NULL, 0);
5247 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5248 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5249 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5252 // this calculates the right vector from the shortest edge
5253 // and the up vector from the edge midpoints
5254 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5255 VectorNormalize(right);
5256 VectorSubtract(end, start, up);
5257 VectorNormalize(up);
5258 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5259 //VectorSubtract(rsurface.modelorg, center, forward);
5260 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5261 VectorNegate(forward, forward);
5262 VectorReflect(forward, 0, up, forward);
5263 VectorNormalize(forward);
5264 CrossProduct(up, forward, newright);
5265 VectorNormalize(newright);
5267 Debug_PolygonBegin(NULL, 0);
5268 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5269 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5270 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5274 Debug_PolygonBegin(NULL, 0);
5275 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5276 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5277 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5280 // rotate the quad around the up axis vector, this is made
5281 // especially easy by the fact we know the quad is flat,
5282 // so we only have to subtract the center position and
5283 // measure distance along the right vector, and then
5284 // multiply that by the newright vector and add back the
5286 // we also need to subtract the old position to undo the
5287 // displacement from the center, which we do with a
5288 // DotProduct, the subtraction/addition of center is also
5289 // optimized into DotProducts here
5290 l = DotProduct(right, center);
5291 for (i = 0;i < 4;i++)
5293 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5294 f = DotProduct(right, v1) - l;
5295 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5298 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5299 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5301 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5302 rsurface.vertex3f_bufferobject = 0;
5303 rsurface.vertex3f_bufferoffset = 0;
5304 rsurface.svector3f = rsurface.array_deformedsvector3f;
5305 rsurface.svector3f_bufferobject = 0;
5306 rsurface.svector3f_bufferoffset = 0;
5307 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5308 rsurface.tvector3f_bufferobject = 0;
5309 rsurface.tvector3f_bufferoffset = 0;
5310 rsurface.normal3f = rsurface.array_deformednormal3f;
5311 rsurface.normal3f_bufferobject = 0;
5312 rsurface.normal3f_bufferoffset = 0;
5314 case Q3DEFORM_NORMAL:
5315 // deform the normals to make reflections wavey
5316 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5318 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5319 for (j = 0;j < surface->num_vertices;j++)
5322 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5323 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5324 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5325 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5326 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5327 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5328 VectorNormalize(normal);
5330 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5332 rsurface.svector3f = rsurface.array_deformedsvector3f;
5333 rsurface.svector3f_bufferobject = 0;
5334 rsurface.svector3f_bufferoffset = 0;
5335 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5336 rsurface.tvector3f_bufferobject = 0;
5337 rsurface.tvector3f_bufferoffset = 0;
5338 rsurface.normal3f = rsurface.array_deformednormal3f;
5339 rsurface.normal3f_bufferobject = 0;
5340 rsurface.normal3f_bufferoffset = 0;
5343 // deform vertex array to make wavey water and flags and such
5344 waveparms[0] = deform->waveparms[0];
5345 waveparms[1] = deform->waveparms[1];
5346 waveparms[2] = deform->waveparms[2];
5347 waveparms[3] = deform->waveparms[3];
5348 // this is how a divisor of vertex influence on deformation
5349 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5350 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5351 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5353 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5354 for (j = 0;j < surface->num_vertices;j++)
5356 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5357 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5358 // if the wavefunc depends on time, evaluate it per-vertex
5361 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5362 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5364 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5367 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5368 rsurface.vertex3f_bufferobject = 0;
5369 rsurface.vertex3f_bufferoffset = 0;
5371 case Q3DEFORM_BULGE:
5372 // deform vertex array to make the surface have moving bulges
5373 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5375 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5376 for (j = 0;j < surface->num_vertices;j++)
5378 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5379 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5382 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5383 rsurface.vertex3f_bufferobject = 0;
5384 rsurface.vertex3f_bufferoffset = 0;
5387 // deform vertex array
5388 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5389 VectorScale(deform->parms, scale, waveparms);
5390 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5392 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5393 for (j = 0;j < surface->num_vertices;j++)
5394 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5396 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5397 rsurface.vertex3f_bufferobject = 0;
5398 rsurface.vertex3f_bufferoffset = 0;
5402 // generate texcoords based on the chosen texcoord source
5403 switch(rsurface.texture->tcgen.tcgen)
5406 case Q3TCGEN_TEXTURE:
5407 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5408 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5409 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5411 case Q3TCGEN_LIGHTMAP:
5412 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5413 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5414 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5416 case Q3TCGEN_VECTOR:
5417 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5419 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5420 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5422 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5423 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5426 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5427 rsurface.texcoordtexture2f_bufferobject = 0;
5428 rsurface.texcoordtexture2f_bufferoffset = 0;
5430 case Q3TCGEN_ENVIRONMENT:
5431 // make environment reflections using a spheremap
5432 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5434 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5435 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5436 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5437 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5438 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5440 float l, d, eyedir[3];
5441 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5442 l = 0.5f / VectorLength(eyedir);
5443 d = DotProduct(normal, eyedir)*2;
5444 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5445 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5448 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5449 rsurface.texcoordtexture2f_bufferobject = 0;
5450 rsurface.texcoordtexture2f_bufferoffset = 0;
5453 // the only tcmod that needs software vertex processing is turbulent, so
5454 // check for it here and apply the changes if needed
5455 // and we only support that as the first one
5456 // (handling a mixture of turbulent and other tcmods would be problematic
5457 // without punting it entirely to a software path)
5458 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5460 amplitude = rsurface.texture->tcmods[0].parms[1];
5461 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5462 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5464 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5465 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5467 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5468 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5471 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5472 rsurface.texcoordtexture2f_bufferobject = 0;
5473 rsurface.texcoordtexture2f_bufferoffset = 0;
5475 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5476 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5477 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5478 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5481 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5484 const msurface_t *surface = texturesurfacelist[0];
5485 const msurface_t *surface2;
5490 // TODO: lock all array ranges before render, rather than on each surface
5491 if (texturenumsurfaces == 1)
5493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5496 else if (r_batchmode.integer == 2)
5498 #define MAXBATCHTRIANGLES 4096
5499 int batchtriangles = 0;
5500 int batchelements[MAXBATCHTRIANGLES*3];
5501 for (i = 0;i < texturenumsurfaces;i = j)
5503 surface = texturesurfacelist[i];
5505 if (surface->num_triangles > MAXBATCHTRIANGLES)
5507 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5510 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5511 batchtriangles = surface->num_triangles;
5512 firstvertex = surface->num_firstvertex;
5513 endvertex = surface->num_firstvertex + surface->num_vertices;
5514 for (;j < texturenumsurfaces;j++)
5516 surface2 = texturesurfacelist[j];
5517 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5519 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5520 batchtriangles += surface2->num_triangles;
5521 firstvertex = min(firstvertex, surface2->num_firstvertex);
5522 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5524 surface2 = texturesurfacelist[j-1];
5525 numvertices = endvertex - firstvertex;
5526 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5529 else if (r_batchmode.integer == 1)
5531 for (i = 0;i < texturenumsurfaces;i = j)
5533 surface = texturesurfacelist[i];
5534 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5535 if (texturesurfacelist[j] != surface2)
5537 surface2 = texturesurfacelist[j-1];
5538 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5539 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5540 GL_LockArrays(surface->num_firstvertex, numvertices);
5541 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5546 for (i = 0;i < texturenumsurfaces;i++)
5548 surface = texturesurfacelist[i];
5549 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5555 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5557 int i, planeindex, vertexindex;
5561 r_waterstate_waterplane_t *p, *bestp;
5562 msurface_t *surface;
5563 if (r_waterstate.renderingscene)
5565 for (i = 0;i < texturenumsurfaces;i++)
5567 surface = texturesurfacelist[i];
5568 if (lightmaptexunit >= 0)
5569 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5570 if (deluxemaptexunit >= 0)
5571 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5572 // pick the closest matching water plane
5575 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5578 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5580 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5581 d += fabs(PlaneDiff(vert, &p->plane));
5583 if (bestd > d || !bestp)
5591 if (refractiontexunit >= 0)
5592 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5593 if (reflectiontexunit >= 0)
5594 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5598 if (refractiontexunit >= 0)
5599 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5600 if (reflectiontexunit >= 0)
5601 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5603 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5604 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5608 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5612 const msurface_t *surface = texturesurfacelist[0];
5613 const msurface_t *surface2;
5618 // TODO: lock all array ranges before render, rather than on each surface
5619 if (texturenumsurfaces == 1)
5621 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5622 if (deluxemaptexunit >= 0)
5623 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5624 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5625 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5627 else if (r_batchmode.integer == 2)
5629 #define MAXBATCHTRIANGLES 4096
5630 int batchtriangles = 0;
5631 int batchelements[MAXBATCHTRIANGLES*3];
5632 for (i = 0;i < texturenumsurfaces;i = j)
5634 surface = texturesurfacelist[i];
5635 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5636 if (deluxemaptexunit >= 0)
5637 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5639 if (surface->num_triangles > MAXBATCHTRIANGLES)
5641 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5644 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5645 batchtriangles = surface->num_triangles;
5646 firstvertex = surface->num_firstvertex;
5647 endvertex = surface->num_firstvertex + surface->num_vertices;
5648 for (;j < texturenumsurfaces;j++)
5650 surface2 = texturesurfacelist[j];
5651 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5653 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5654 batchtriangles += surface2->num_triangles;
5655 firstvertex = min(firstvertex, surface2->num_firstvertex);
5656 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5658 surface2 = texturesurfacelist[j-1];
5659 numvertices = endvertex - firstvertex;
5660 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5663 else if (r_batchmode.integer == 1)
5666 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5667 for (i = 0;i < texturenumsurfaces;i = j)
5669 surface = texturesurfacelist[i];
5670 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5671 if (texturesurfacelist[j] != surface2)
5673 Con_Printf(" %i", j - i);
5676 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5678 for (i = 0;i < texturenumsurfaces;i = j)
5680 surface = texturesurfacelist[i];
5681 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5682 if (deluxemaptexunit >= 0)
5683 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5684 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5685 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5688 Con_Printf(" %i", j - i);
5690 surface2 = texturesurfacelist[j-1];
5691 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5692 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5693 GL_LockArrays(surface->num_firstvertex, numvertices);
5694 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5702 for (i = 0;i < texturenumsurfaces;i++)
5704 surface = texturesurfacelist[i];
5705 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5706 if (deluxemaptexunit >= 0)
5707 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5708 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5709 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5714 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5717 int texturesurfaceindex;
5718 if (r_showsurfaces.integer == 2)
5720 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5722 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5723 for (j = 0;j < surface->num_triangles;j++)
5725 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5726 GL_Color(f, f, f, 1);
5727 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5736 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5737 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5738 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5739 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5744 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5746 int texturesurfaceindex;
5749 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5752 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)
5760 rsurface.lightmapcolor4f = rsurface.array_color4f;
5761 rsurface.lightmapcolor4f_bufferobject = 0;
5762 rsurface.lightmapcolor4f_bufferoffset = 0;
5765 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5767 int texturesurfaceindex;
5771 if (rsurface.lightmapcolor4f)
5773 // generate color arrays for the surfaces in this list
5774 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5776 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5777 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)
5779 f = FogPoint_Model(v);
5789 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5791 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5792 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)
5794 f = FogPoint_Model(v);
5802 rsurface.lightmapcolor4f = rsurface.array_color4f;
5803 rsurface.lightmapcolor4f_bufferobject = 0;
5804 rsurface.lightmapcolor4f_bufferoffset = 0;
5807 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5809 int texturesurfaceindex;
5813 if (!rsurface.lightmapcolor4f)
5815 // generate color arrays for the surfaces in this list
5816 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5818 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819 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)
5821 f = FogPoint_Model(v);
5822 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5823 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5824 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5828 rsurface.lightmapcolor4f = rsurface.array_color4f;
5829 rsurface.lightmapcolor4f_bufferobject = 0;
5830 rsurface.lightmapcolor4f_bufferoffset = 0;
5833 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5835 int texturesurfaceindex;
5838 if (!rsurface.lightmapcolor4f)
5840 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5842 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5843 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)
5851 rsurface.lightmapcolor4f = rsurface.array_color4f;
5852 rsurface.lightmapcolor4f_bufferobject = 0;
5853 rsurface.lightmapcolor4f_bufferoffset = 0;
5856 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5858 int texturesurfaceindex;
5861 if (!rsurface.lightmapcolor4f)
5863 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5865 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5866 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)
5868 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5869 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5870 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5874 rsurface.lightmapcolor4f = rsurface.array_color4f;
5875 rsurface.lightmapcolor4f_bufferobject = 0;
5876 rsurface.lightmapcolor4f_bufferoffset = 0;
5879 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5882 rsurface.lightmapcolor4f = NULL;
5883 rsurface.lightmapcolor4f_bufferobject = 0;
5884 rsurface.lightmapcolor4f_bufferoffset = 0;
5885 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5886 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5887 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5888 GL_Color(r, g, b, a);
5889 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5892 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5894 // TODO: optimize applyfog && applycolor case
5895 // just apply fog if necessary, and tint the fog color array if necessary
5896 rsurface.lightmapcolor4f = NULL;
5897 rsurface.lightmapcolor4f_bufferobject = 0;
5898 rsurface.lightmapcolor4f_bufferoffset = 0;
5899 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5900 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5901 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5902 GL_Color(r, g, b, a);
5903 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5906 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5908 int texturesurfaceindex;
5912 if (texturesurfacelist[0]->lightmapinfo)
5914 // generate color arrays for the surfaces in this list
5915 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5917 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5918 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5920 if (surface->lightmapinfo->samples)
5922 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5923 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5924 VectorScale(lm, scale, c);
5925 if (surface->lightmapinfo->styles[1] != 255)
5927 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5929 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5930 VectorMA(c, scale, lm, c);
5931 if (surface->lightmapinfo->styles[2] != 255)
5934 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5935 VectorMA(c, scale, lm, c);
5936 if (surface->lightmapinfo->styles[3] != 255)
5939 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5940 VectorMA(c, scale, lm, c);
5950 rsurface.lightmapcolor4f = rsurface.array_color4f;
5951 rsurface.lightmapcolor4f_bufferobject = 0;
5952 rsurface.lightmapcolor4f_bufferoffset = 0;
5956 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5957 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5958 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5960 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5961 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5962 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5963 GL_Color(r, g, b, a);
5964 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5967 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5969 int texturesurfaceindex;
5972 float *v, *c, *c2, alpha;
5973 vec3_t ambientcolor;
5974 vec3_t diffusecolor;
5978 VectorCopy(rsurface.modellight_lightdir, lightdir);
5979 f = 0.5f * r_refdef.lightmapintensity;
5980 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5981 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5982 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5983 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5984 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5985 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5987 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5989 // generate color arrays for the surfaces in this list
5990 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5992 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5993 int numverts = surface->num_vertices;
5994 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5995 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5996 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5997 // q3-style directional shading
5998 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6000 if ((f = DotProduct(c2, lightdir)) > 0)
6001 VectorMA(ambientcolor, f, diffusecolor, c);
6003 VectorCopy(ambientcolor, c);
6011 rsurface.lightmapcolor4f = rsurface.array_color4f;
6012 rsurface.lightmapcolor4f_bufferobject = 0;
6013 rsurface.lightmapcolor4f_bufferoffset = 0;
6014 *applycolor = false;
6018 *r = ambientcolor[0];
6019 *g = ambientcolor[1];
6020 *b = ambientcolor[2];
6021 rsurface.lightmapcolor4f = NULL;
6022 rsurface.lightmapcolor4f_bufferobject = 0;
6023 rsurface.lightmapcolor4f_bufferoffset = 0;
6027 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6029 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6030 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6031 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6032 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6033 GL_Color(r, g, b, a);
6034 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6037 void RSurf_SetupDepthAndCulling(void)
6039 // submodels are biased to avoid z-fighting with world surfaces that they
6040 // may be exactly overlapping (avoids z-fighting artifacts on certain
6041 // doors and things in Quake maps)
6042 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6043 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6044 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6045 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6048 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6050 // transparent sky would be ridiculous
6051 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6053 R_SetupGenericShader(false);
6056 skyrendernow = false;
6057 // we have to force off the water clipping plane while rendering sky
6061 // restore entity matrix
6062 R_Mesh_Matrix(&rsurface.matrix);
6064 RSurf_SetupDepthAndCulling();
6066 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6067 // skymasking on them, and Quake3 never did sky masking (unlike
6068 // software Quake and software Quake2), so disable the sky masking
6069 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6070 // and skymasking also looks very bad when noclipping outside the
6071 // level, so don't use it then either.
6072 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6074 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6075 R_Mesh_ColorPointer(NULL, 0, 0);
6076 R_Mesh_ResetTextureState();
6077 if (skyrendermasked)
6079 R_SetupDepthOrShadowShader();
6080 // depth-only (masking)
6081 GL_ColorMask(0,0,0,0);
6082 // just to make sure that braindead drivers don't draw
6083 // anything despite that colormask...
6084 GL_BlendFunc(GL_ZERO, GL_ONE);
6088 R_SetupGenericShader(false);
6090 GL_BlendFunc(GL_ONE, GL_ZERO);
6092 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6093 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6094 if (skyrendermasked)
6095 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6097 R_Mesh_ResetTextureState();
6098 GL_Color(1, 1, 1, 1);
6101 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6103 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6106 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6107 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6108 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6109 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6110 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6111 if (rsurface.texture->backgroundcurrentskinframe)
6113 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6114 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6115 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6116 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6118 if(rsurface.texture->colormapping)
6120 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6121 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6123 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6124 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6125 R_Mesh_ColorPointer(NULL, 0, 0);
6127 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6129 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6131 // render background
6132 GL_BlendFunc(GL_ONE, GL_ZERO);
6134 GL_AlphaTest(false);
6136 GL_Color(1, 1, 1, 1);
6137 R_Mesh_ColorPointer(NULL, 0, 0);
6139 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6140 if (r_glsl_permutation)
6142 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6143 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6144 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6145 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6146 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6147 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6148 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6150 GL_LockArrays(0, 0);
6152 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6153 GL_DepthMask(false);
6154 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6155 R_Mesh_ColorPointer(NULL, 0, 0);
6157 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6158 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6159 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6162 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6163 if (!r_glsl_permutation)
6166 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6167 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6168 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6169 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6170 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6171 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6173 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6175 GL_BlendFunc(GL_ONE, GL_ZERO);
6177 GL_AlphaTest(false);
6181 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6182 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6183 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6186 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6188 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6189 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6191 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6195 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6196 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6198 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6200 GL_LockArrays(0, 0);
6203 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6205 // OpenGL 1.3 path - anything not completely ancient
6206 int texturesurfaceindex;
6207 qboolean applycolor;
6211 const texturelayer_t *layer;
6212 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6214 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6217 int layertexrgbscale;
6218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6220 if (layerindex == 0)
6224 GL_AlphaTest(false);
6225 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6228 GL_DepthMask(layer->depthmask && writedepth);
6229 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6230 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6232 layertexrgbscale = 4;
6233 VectorScale(layer->color, 0.25f, layercolor);
6235 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6237 layertexrgbscale = 2;
6238 VectorScale(layer->color, 0.5f, layercolor);
6242 layertexrgbscale = 1;
6243 VectorScale(layer->color, 1.0f, layercolor);
6245 layercolor[3] = layer->color[3];
6246 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6247 R_Mesh_ColorPointer(NULL, 0, 0);
6248 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6249 switch (layer->type)
6251 case TEXTURELAYERTYPE_LITTEXTURE:
6252 memset(&m, 0, sizeof(m));
6253 m.tex[0] = R_GetTexture(r_texture_white);
6254 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6255 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6256 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6257 m.tex[1] = R_GetTexture(layer->texture);
6258 m.texmatrix[1] = layer->texmatrix;
6259 m.texrgbscale[1] = layertexrgbscale;
6260 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6261 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6262 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6263 R_Mesh_TextureState(&m);
6264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6265 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6266 else if (rsurface.uselightmaptexture)
6267 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6269 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6271 case TEXTURELAYERTYPE_TEXTURE:
6272 memset(&m, 0, sizeof(m));
6273 m.tex[0] = R_GetTexture(layer->texture);
6274 m.texmatrix[0] = layer->texmatrix;
6275 m.texrgbscale[0] = layertexrgbscale;
6276 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6277 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6278 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6279 R_Mesh_TextureState(&m);
6280 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6282 case TEXTURELAYERTYPE_FOG:
6283 memset(&m, 0, sizeof(m));
6284 m.texrgbscale[0] = layertexrgbscale;
6287 m.tex[0] = R_GetTexture(layer->texture);
6288 m.texmatrix[0] = layer->texmatrix;
6289 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6290 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6291 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6293 R_Mesh_TextureState(&m);
6294 // generate a color array for the fog pass
6295 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6296 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6300 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6301 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)
6303 f = 1 - FogPoint_Model(v);
6304 c[0] = layercolor[0];
6305 c[1] = layercolor[1];
6306 c[2] = layercolor[2];
6307 c[3] = f * layercolor[3];
6310 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6313 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6315 GL_LockArrays(0, 0);
6318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6320 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6321 GL_AlphaTest(false);
6325 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6327 // OpenGL 1.1 - crusty old voodoo path
6328 int texturesurfaceindex;
6332 const texturelayer_t *layer;
6333 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6335 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6337 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6339 if (layerindex == 0)
6343 GL_AlphaTest(false);
6344 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6347 GL_DepthMask(layer->depthmask && writedepth);
6348 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6349 R_Mesh_ColorPointer(NULL, 0, 0);
6350 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6351 switch (layer->type)
6353 case TEXTURELAYERTYPE_LITTEXTURE:
6354 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6356 // two-pass lit texture with 2x rgbscale
6357 // first the lightmap pass
6358 memset(&m, 0, sizeof(m));
6359 m.tex[0] = R_GetTexture(r_texture_white);
6360 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6361 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6362 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6363 R_Mesh_TextureState(&m);
6364 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6365 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6366 else if (rsurface.uselightmaptexture)
6367 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6369 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6370 GL_LockArrays(0, 0);
6371 // then apply the texture to it
6372 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6373 memset(&m, 0, sizeof(m));
6374 m.tex[0] = R_GetTexture(layer->texture);
6375 m.texmatrix[0] = layer->texmatrix;
6376 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6377 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6378 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6379 R_Mesh_TextureState(&m);
6380 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6384 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6385 memset(&m, 0, sizeof(m));
6386 m.tex[0] = R_GetTexture(layer->texture);
6387 m.texmatrix[0] = layer->texmatrix;
6388 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6389 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6390 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6391 R_Mesh_TextureState(&m);
6392 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6393 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6395 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6398 case TEXTURELAYERTYPE_TEXTURE:
6399 // singletexture unlit texture with transparency support
6400 memset(&m, 0, sizeof(m));
6401 m.tex[0] = R_GetTexture(layer->texture);
6402 m.texmatrix[0] = layer->texmatrix;
6403 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6404 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6405 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6406 R_Mesh_TextureState(&m);
6407 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6409 case TEXTURELAYERTYPE_FOG:
6410 // singletexture fogging
6411 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6414 memset(&m, 0, sizeof(m));
6415 m.tex[0] = R_GetTexture(layer->texture);
6416 m.texmatrix[0] = layer->texmatrix;
6417 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6418 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6419 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6420 R_Mesh_TextureState(&m);
6423 R_Mesh_ResetTextureState();
6424 // generate a color array for the fog pass
6425 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6429 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6430 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)
6432 f = 1 - FogPoint_Model(v);
6433 c[0] = layer->color[0];
6434 c[1] = layer->color[1];
6435 c[2] = layer->color[2];
6436 c[3] = f * layer->color[3];
6439 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6442 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6444 GL_LockArrays(0, 0);
6447 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6449 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6450 GL_AlphaTest(false);
6454 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6458 GL_AlphaTest(false);
6459 R_Mesh_ColorPointer(NULL, 0, 0);
6460 R_Mesh_ResetTextureState();
6461 R_SetupGenericShader(false);
6463 if(rsurface.texture && rsurface.texture->currentskinframe)
6464 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6473 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6475 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6476 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6477 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6480 // brighten it up (as texture value 127 means "unlit")
6481 c[0] *= 2 * r_refdef.view.colorscale;
6482 c[1] *= 2 * r_refdef.view.colorscale;
6483 c[2] *= 2 * r_refdef.view.colorscale;
6485 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6486 c[3] *= r_wateralpha.value;
6488 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6491 GL_DepthMask(false);
6493 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6495 GL_BlendFunc(GL_ONE, GL_ONE);
6496 GL_DepthMask(false);
6498 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6500 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6501 GL_DepthMask(false);
6503 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6505 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6506 GL_DepthMask(false);
6510 GL_BlendFunc(GL_ONE, GL_ZERO);
6511 GL_DepthMask(writedepth);
6514 rsurface.lightmapcolor4f = NULL;
6516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6518 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6520 rsurface.lightmapcolor4f = NULL;
6521 rsurface.lightmapcolor4f_bufferobject = 0;
6522 rsurface.lightmapcolor4f_bufferoffset = 0;
6524 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6526 qboolean applycolor = true;
6529 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6531 r_refdef.lightmapintensity = 1;
6532 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6533 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6537 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6539 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6540 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6541 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6544 if(!rsurface.lightmapcolor4f)
6545 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6547 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6548 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6549 if(r_refdef.fogenabled)
6550 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6552 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6553 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6556 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6559 RSurf_SetupDepthAndCulling();
6560 if (r_showsurfaces.integer == 3)
6561 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6562 else if (r_glsl.integer && gl_support_fragment_shader)
6563 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6564 else if (gl_combine.integer && r_textureunits.integer >= 2)
6565 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6567 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6571 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6574 int texturenumsurfaces, endsurface;
6576 msurface_t *surface;
6577 msurface_t *texturesurfacelist[1024];
6579 // if the model is static it doesn't matter what value we give for
6580 // wantnormals and wanttangents, so this logic uses only rules applicable
6581 // to a model, knowing that they are meaningless otherwise
6582 if (ent == r_refdef.scene.worldentity)
6583 RSurf_ActiveWorldEntity();
6584 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6585 RSurf_ActiveModelEntity(ent, false, false);
6587 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6589 for (i = 0;i < numsurfaces;i = j)
6592 surface = rsurface.modelsurfaces + surfacelist[i];
6593 texture = surface->texture;
6594 R_UpdateTextureInfo(ent, texture);
6595 rsurface.texture = texture->currentframe;
6596 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6597 // scan ahead until we find a different texture
6598 endsurface = min(i + 1024, numsurfaces);
6599 texturenumsurfaces = 0;
6600 texturesurfacelist[texturenumsurfaces++] = surface;
6601 for (;j < endsurface;j++)
6603 surface = rsurface.modelsurfaces + surfacelist[j];
6604 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6606 texturesurfacelist[texturenumsurfaces++] = surface;
6608 // render the range of surfaces
6609 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6611 GL_AlphaTest(false);
6614 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6619 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6621 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6623 RSurf_SetupDepthAndCulling();
6624 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6625 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6627 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6629 RSurf_SetupDepthAndCulling();
6630 GL_AlphaTest(false);
6631 R_Mesh_ColorPointer(NULL, 0, 0);
6632 R_Mesh_ResetTextureState();
6633 R_SetupGenericShader(false);
6634 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6636 GL_BlendFunc(GL_ONE, GL_ZERO);
6637 GL_Color(0, 0, 0, 1);
6638 GL_DepthTest(writedepth);
6639 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6641 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6643 RSurf_SetupDepthAndCulling();
6644 GL_AlphaTest(false);
6645 R_Mesh_ColorPointer(NULL, 0, 0);
6646 R_Mesh_ResetTextureState();
6647 R_SetupGenericShader(false);
6648 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6650 GL_BlendFunc(GL_ONE, GL_ZERO);
6652 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6654 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6655 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6656 else if (!rsurface.texture->currentnumlayers)
6658 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6660 // transparent surfaces get pushed off into the transparent queue
6661 int surfacelistindex;
6662 const msurface_t *surface;
6663 vec3_t tempcenter, center;
6664 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6666 surface = texturesurfacelist[surfacelistindex];
6667 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6668 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6669 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6670 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6671 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6676 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6677 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6682 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6686 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6689 for (i = 0;i < numsurfaces;i++)
6690 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6691 R_Water_AddWaterPlane(surfacelist[i]);
6694 // break the surface list down into batches by texture and use of lightmapping
6695 for (i = 0;i < numsurfaces;i = j)
6698 // texture is the base texture pointer, rsurface.texture is the
6699 // current frame/skin the texture is directing us to use (for example
6700 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6701 // use skin 1 instead)
6702 texture = surfacelist[i]->texture;
6703 rsurface.texture = texture->currentframe;
6704 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6705 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6707 // if this texture is not the kind we want, skip ahead to the next one
6708 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6712 // simply scan ahead until we find a different texture or lightmap state
6713 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6715 // render the range of surfaces
6716 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6720 float locboxvertex3f[6*4*3] =
6722 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6723 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6724 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6725 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6726 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6727 1,0,0, 0,0,0, 0,1,0, 1,1,0
6730 unsigned short locboxelements[6*2*3] =
6740 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6743 cl_locnode_t *loc = (cl_locnode_t *)ent;
6745 float vertex3f[6*4*3];
6747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6748 GL_DepthMask(false);
6749 GL_DepthRange(0, 1);
6750 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6752 GL_CullFace(GL_NONE);
6753 R_Mesh_Matrix(&identitymatrix);
6755 R_Mesh_VertexPointer(vertex3f, 0, 0);
6756 R_Mesh_ColorPointer(NULL, 0, 0);
6757 R_Mesh_ResetTextureState();
6758 R_SetupGenericShader(false);
6761 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6762 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6763 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6764 surfacelist[0] < 0 ? 0.5f : 0.125f);
6766 if (VectorCompare(loc->mins, loc->maxs))
6768 VectorSet(size, 2, 2, 2);
6769 VectorMA(loc->mins, -0.5f, size, mins);
6773 VectorCopy(loc->mins, mins);
6774 VectorSubtract(loc->maxs, loc->mins, size);
6777 for (i = 0;i < 6*4*3;)
6778 for (j = 0;j < 3;j++, i++)
6779 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6781 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6784 void R_DrawLocs(void)
6787 cl_locnode_t *loc, *nearestloc;
6789 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6790 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6792 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6793 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6797 void R_DrawDebugModel(entity_render_t *ent)
6799 int i, j, k, l, flagsmask;
6800 const int *elements;
6802 msurface_t *surface;
6803 dp_model_t *model = ent->model;
6806 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6808 R_Mesh_ColorPointer(NULL, 0, 0);
6809 R_Mesh_ResetTextureState();
6810 R_SetupGenericShader(false);
6811 GL_DepthRange(0, 1);
6812 GL_DepthTest(!r_showdisabledepthtest.integer);
6813 GL_DepthMask(false);
6814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6816 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6818 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6819 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6821 if (brush->colbrushf && brush->colbrushf->numtriangles)
6823 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6824 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6825 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6828 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6830 if (surface->num_collisiontriangles)
6832 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6833 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6834 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6839 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6841 if (r_showtris.integer || r_shownormals.integer)
6843 if (r_showdisabledepthtest.integer)
6845 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6846 GL_DepthMask(false);
6850 GL_BlendFunc(GL_ONE, GL_ZERO);
6853 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6855 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6857 rsurface.texture = surface->texture->currentframe;
6858 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6860 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6861 if (r_showtris.value > 0)
6863 if (!rsurface.texture->currentlayers->depthmask)
6864 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6865 else if (ent == r_refdef.scene.worldentity)
6866 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6868 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6869 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6872 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6874 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6875 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6876 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6877 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6882 if (r_shownormals.value > 0)
6885 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6887 VectorCopy(rsurface.vertex3f + l * 3, v);
6888 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6889 qglVertex3f(v[0], v[1], v[2]);
6890 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6891 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6892 qglVertex3f(v[0], v[1], v[2]);
6897 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6899 VectorCopy(rsurface.vertex3f + l * 3, v);
6900 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6901 qglVertex3f(v[0], v[1], v[2]);
6902 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6903 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6904 qglVertex3f(v[0], v[1], v[2]);
6909 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6911 VectorCopy(rsurface.vertex3f + l * 3, v);
6912 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6913 qglVertex3f(v[0], v[1], v[2]);
6914 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6915 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6916 qglVertex3f(v[0], v[1], v[2]);
6923 rsurface.texture = NULL;
6927 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6928 int r_maxsurfacelist = 0;
6929 msurface_t **r_surfacelist = NULL;
6930 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6932 int i, j, endj, f, flagsmask;
6934 dp_model_t *model = r_refdef.scene.worldmodel;
6935 msurface_t *surfaces;
6936 unsigned char *update;
6937 int numsurfacelist = 0;
6941 if (r_maxsurfacelist < model->num_surfaces)
6943 r_maxsurfacelist = model->num_surfaces;
6945 Mem_Free(r_surfacelist);
6946 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6949 RSurf_ActiveWorldEntity();
6951 surfaces = model->data_surfaces;
6952 update = model->brushq1.lightmapupdateflags;
6954 // update light styles on this submodel
6955 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6957 model_brush_lightstyleinfo_t *style;
6958 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6960 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6962 int *list = style->surfacelist;
6963 style->value = r_refdef.scene.lightstylevalue[style->style];
6964 for (j = 0;j < style->numsurfaces;j++)
6965 update[list[j]] = true;
6970 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6971 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6975 R_DrawDebugModel(r_refdef.scene.worldentity);
6981 rsurface.uselightmaptexture = false;
6982 rsurface.texture = NULL;
6983 rsurface.rtlight = NULL;
6985 // add visible surfaces to draw list
6986 j = model->firstmodelsurface;
6987 endj = j + model->nummodelsurfaces;
6992 if (r_refdef.viewcache.world_surfacevisible[j])
6994 r_surfacelist[numsurfacelist++] = surfaces + j;
6995 // update lightmap if needed
6997 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7003 if (r_refdef.viewcache.world_surfacevisible[j])
7004 r_surfacelist[numsurfacelist++] = surfaces + j;
7005 // don't do anything if there were no surfaces
7006 if (!numsurfacelist)
7008 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7009 GL_AlphaTest(false);
7011 // add to stats if desired
7012 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7014 r_refdef.stats.world_surfaces += numsurfacelist;
7015 for (j = 0;j < numsurfacelist;j++)
7016 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7020 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7022 int i, j, endj, f, flagsmask;
7024 dp_model_t *model = ent->model;
7025 msurface_t *surfaces;
7026 unsigned char *update;
7027 int numsurfacelist = 0;
7031 if (r_maxsurfacelist < model->num_surfaces)
7033 r_maxsurfacelist = model->num_surfaces;
7035 Mem_Free(r_surfacelist);
7036 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7039 // if the model is static it doesn't matter what value we give for
7040 // wantnormals and wanttangents, so this logic uses only rules applicable
7041 // to a model, knowing that they are meaningless otherwise
7042 if (ent == r_refdef.scene.worldentity)
7043 RSurf_ActiveWorldEntity();
7044 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7045 RSurf_ActiveModelEntity(ent, false, false);
7047 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7049 surfaces = model->data_surfaces;
7050 update = model->brushq1.lightmapupdateflags;
7052 // update light styles
7053 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7055 model_brush_lightstyleinfo_t *style;
7056 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7058 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7060 int *list = style->surfacelist;
7061 style->value = r_refdef.scene.lightstylevalue[style->style];
7062 for (j = 0;j < style->numsurfaces;j++)
7063 update[list[j]] = true;
7068 R_UpdateAllTextureInfo(ent);
7069 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7073 R_DrawDebugModel(ent);
7079 rsurface.uselightmaptexture = false;
7080 rsurface.texture = NULL;
7081 rsurface.rtlight = NULL;
7083 // add visible surfaces to draw list
7084 j = model->firstmodelsurface;
7085 endj = j + model->nummodelsurfaces;
7087 r_surfacelist[numsurfacelist++] = surfaces + j;
7088 // don't do anything if there were no surfaces
7089 if (!numsurfacelist)
7091 // update lightmaps if needed
7093 for (j = model->firstmodelsurface;j < endj;j++)
7095 R_BuildLightMap(ent, surfaces + j);
7096 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7097 GL_AlphaTest(false);
7099 // add to stats if desired
7100 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7102 r_refdef.stats.entities++;
7103 r_refdef.stats.entities_surfaces += numsurfacelist;
7104 for (j = 0;j < numsurfacelist;j++)
7105 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;