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\n"
500 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.987688, 0.156434));\n"
501 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.156434, 0.891007));\n"
502 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.891007, 0.453990));\n"
503 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.707107, -0.707107));\n"
504 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.453990, -0.891007));\n"
505 " gl_FragColor /= 6;\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 = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1247 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1249 return shaderstring;
1252 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t 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 shaderpermutation_t 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(shadermode_t 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 shadermode_t 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];
1805 void R_SkinFrame_PrepareForPurge(void)
1807 r_skinframe.loadsequence++;
1808 // wrap it without hitting zero
1809 if (r_skinframe.loadsequence >= 200)
1810 r_skinframe.loadsequence = 1;
1813 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1817 // mark the skinframe as used for the purging code
1818 skinframe->loadsequence = r_skinframe.loadsequence;
1821 void R_SkinFrame_Purge(void)
1825 for (i = 0;i < SKINFRAME_HASH;i++)
1827 for (s = r_skinframe.hash[i];s;s = s->next)
1829 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1831 if (s->merged == s->base)
1833 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1834 R_PurgeTexture(s->stain );s->stain = NULL;
1835 R_PurgeTexture(s->merged);s->merged = NULL;
1836 R_PurgeTexture(s->base );s->base = NULL;
1837 R_PurgeTexture(s->pants );s->pants = NULL;
1838 R_PurgeTexture(s->shirt );s->shirt = NULL;
1839 R_PurgeTexture(s->nmap );s->nmap = NULL;
1840 R_PurgeTexture(s->gloss );s->gloss = NULL;
1841 R_PurgeTexture(s->glow );s->glow = NULL;
1842 R_PurgeTexture(s->fog );s->fog = NULL;
1843 s->loadsequence = 0;
1849 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1851 char basename[MAX_QPATH];
1853 Image_StripImageExtension(name, basename, sizeof(basename));
1855 if( last == NULL ) {
1857 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1858 item = r_skinframe.hash[hashindex];
1863 // linearly search through the hash bucket
1864 for( ; item ; item = item->next ) {
1865 if( !strcmp( item->basename, basename ) ) {
1872 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1876 char basename[MAX_QPATH];
1878 Image_StripImageExtension(name, basename, sizeof(basename));
1880 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1881 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1882 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1886 rtexture_t *dyntexture;
1887 // check whether its a dynamic texture
1888 dyntexture = CL_GetDynTexture( basename );
1889 if (!add && !dyntexture)
1891 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1892 memset(item, 0, sizeof(*item));
1893 strlcpy(item->basename, basename, sizeof(item->basename));
1894 item->base = dyntexture; // either NULL or dyntexture handle
1895 item->textureflags = textureflags;
1896 item->comparewidth = comparewidth;
1897 item->compareheight = compareheight;
1898 item->comparecrc = comparecrc;
1899 item->next = r_skinframe.hash[hashindex];
1900 r_skinframe.hash[hashindex] = item;
1902 else if( item->base == NULL )
1904 rtexture_t *dyntexture;
1905 // check whether its a dynamic texture
1906 // 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]
1907 dyntexture = CL_GetDynTexture( basename );
1908 item->base = dyntexture; // either NULL or dyntexture handle
1911 R_SkinFrame_MarkUsed(item);
1915 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1917 unsigned long long avgcolor[5], wsum; \
1925 for(pix = 0; pix < cnt; ++pix) \
1928 for(comp = 0; comp < 3; ++comp) \
1930 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1933 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1935 for(comp = 0; comp < 3; ++comp) \
1936 avgcolor[comp] += getpixel * w; \
1939 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1940 avgcolor[4] += getpixel; \
1942 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1944 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1945 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1946 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1947 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1950 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1952 // FIXME: it should be possible to disable loading various layers using
1953 // cvars, to prevent wasted loading time and memory usage if the user does
1955 qboolean loadnormalmap = true;
1956 qboolean loadgloss = true;
1957 qboolean loadpantsandshirt = true;
1958 qboolean loadglow = true;
1960 unsigned char *pixels;
1961 unsigned char *bumppixels;
1962 unsigned char *basepixels = NULL;
1963 int basepixels_width;
1964 int basepixels_height;
1965 skinframe_t *skinframe;
1969 if (cls.state == ca_dedicated)
1972 // return an existing skinframe if already loaded
1973 // if loading of the first image fails, don't make a new skinframe as it
1974 // would cause all future lookups of this to be missing
1975 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1976 if (skinframe && skinframe->base)
1979 basepixels = loadimagepixelsbgra(name, complain, true);
1980 if (basepixels == NULL)
1983 if (developer_loading.integer)
1984 Con_Printf("loading skin \"%s\"\n", name);
1986 // we've got some pixels to store, so really allocate this new texture now
1988 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1989 skinframe->stain = NULL;
1990 skinframe->merged = NULL;
1991 skinframe->base = r_texture_notexture;
1992 skinframe->pants = NULL;
1993 skinframe->shirt = NULL;
1994 skinframe->nmap = r_texture_blanknormalmap;
1995 skinframe->gloss = NULL;
1996 skinframe->glow = NULL;
1997 skinframe->fog = NULL;
1999 basepixels_width = image_width;
2000 basepixels_height = image_height;
2001 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);
2003 if (textureflags & TEXF_ALPHA)
2005 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2006 if (basepixels[j] < 255)
2008 if (j < basepixels_width * basepixels_height * 4)
2010 // has transparent pixels
2012 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2013 for (j = 0;j < image_width * image_height * 4;j += 4)
2018 pixels[j+3] = basepixels[j+3];
2020 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);
2025 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2026 //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]);
2028 // _norm is the name used by tenebrae and has been adopted as standard
2031 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2033 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);
2037 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2039 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2040 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2041 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);
2043 Mem_Free(bumppixels);
2045 else if (r_shadow_bumpscale_basetexture.value > 0)
2047 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2048 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2049 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);
2053 // _luma is supported for tenebrae compatibility
2054 // (I think it's a very stupid name, but oh well)
2055 // _glow is the preferred name
2056 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;}
2057 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;}
2058 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;}
2059 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;}
2062 Mem_Free(basepixels);
2067 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2070 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2073 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)
2078 for (i = 0;i < width*height;i++)
2079 if (((unsigned char *)&palette[in[i]])[3] > 0)
2081 if (i == width*height)
2084 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2087 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2088 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2091 unsigned char *temp1, *temp2;
2092 skinframe_t *skinframe;
2094 if (cls.state == ca_dedicated)
2097 // if already loaded just return it, otherwise make a new skinframe
2098 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2099 if (skinframe && skinframe->base)
2102 skinframe->stain = NULL;
2103 skinframe->merged = NULL;
2104 skinframe->base = r_texture_notexture;
2105 skinframe->pants = NULL;
2106 skinframe->shirt = NULL;
2107 skinframe->nmap = r_texture_blanknormalmap;
2108 skinframe->gloss = NULL;
2109 skinframe->glow = NULL;
2110 skinframe->fog = NULL;
2112 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2116 if (developer_loading.integer)
2117 Con_Printf("loading 32bit skin \"%s\"\n", name);
2119 if (r_shadow_bumpscale_basetexture.value > 0)
2121 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2122 temp2 = temp1 + width * height * 4;
2123 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2124 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2127 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2128 if (textureflags & TEXF_ALPHA)
2130 for (i = 3;i < width * height * 4;i += 4)
2131 if (skindata[i] < 255)
2133 if (i < width * height * 4)
2135 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2136 memcpy(fogpixels, skindata, width * height * 4);
2137 for (i = 0;i < width * height * 4;i += 4)
2138 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2139 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2140 Mem_Free(fogpixels);
2144 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2145 //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]);
2150 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2153 unsigned char *temp1, *temp2;
2154 unsigned int *palette;
2155 skinframe_t *skinframe;
2157 if (cls.state == ca_dedicated)
2160 // if already loaded just return it, otherwise make a new skinframe
2161 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2162 if (skinframe && skinframe->base)
2165 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2167 skinframe->stain = NULL;
2168 skinframe->merged = NULL;
2169 skinframe->base = r_texture_notexture;
2170 skinframe->pants = NULL;
2171 skinframe->shirt = NULL;
2172 skinframe->nmap = r_texture_blanknormalmap;
2173 skinframe->gloss = NULL;
2174 skinframe->glow = NULL;
2175 skinframe->fog = NULL;
2177 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2181 if (developer_loading.integer)
2182 Con_Printf("loading quake skin \"%s\"\n", name);
2184 if (r_shadow_bumpscale_basetexture.value > 0)
2186 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2187 temp2 = temp1 + width * height * 4;
2188 // use either a custom palette or the quake palette
2189 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2190 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2191 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2194 // use either a custom palette, or the quake palette
2195 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2196 if (loadglowtexture)
2197 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2198 if (loadpantsandshirt)
2200 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2201 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2203 if (skinframe->pants || skinframe->shirt)
2204 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
2205 if (textureflags & TEXF_ALPHA)
2207 for (i = 0;i < width * height;i++)
2208 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2210 if (i < width * height)
2211 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2214 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2215 //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]);
2220 skinframe_t *R_SkinFrame_LoadMissing(void)
2222 skinframe_t *skinframe;
2224 if (cls.state == ca_dedicated)
2227 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2228 skinframe->stain = NULL;
2229 skinframe->merged = NULL;
2230 skinframe->base = r_texture_notexture;
2231 skinframe->pants = NULL;
2232 skinframe->shirt = NULL;
2233 skinframe->nmap = r_texture_blanknormalmap;
2234 skinframe->gloss = NULL;
2235 skinframe->glow = NULL;
2236 skinframe->fog = NULL;
2238 skinframe->avgcolor[0] = rand() / RAND_MAX;
2239 skinframe->avgcolor[1] = rand() / RAND_MAX;
2240 skinframe->avgcolor[2] = rand() / RAND_MAX;
2241 skinframe->avgcolor[3] = 1;
2246 void gl_main_start(void)
2248 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2249 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2251 // set up r_skinframe loading system for textures
2252 memset(&r_skinframe, 0, sizeof(r_skinframe));
2253 r_skinframe.loadsequence = 1;
2254 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2256 r_main_texturepool = R_AllocTexturePool();
2257 R_BuildBlankTextures();
2259 if (gl_texturecubemap)
2262 R_BuildNormalizationCube();
2264 r_texture_fogattenuation = NULL;
2265 r_texture_gammaramps = NULL;
2266 //r_texture_fogintensity = NULL;
2267 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2268 memset(&r_waterstate, 0, sizeof(r_waterstate));
2269 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2270 memset(&r_svbsp, 0, sizeof (r_svbsp));
2272 r_refdef.fogmasktable_density = 0;
2275 void gl_main_shutdown(void)
2277 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2278 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2280 // clear out the r_skinframe state
2281 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2282 memset(&r_skinframe, 0, sizeof(r_skinframe));
2285 Mem_Free(r_svbsp.nodes);
2286 memset(&r_svbsp, 0, sizeof (r_svbsp));
2287 R_FreeTexturePool(&r_main_texturepool);
2288 r_texture_blanknormalmap = NULL;
2289 r_texture_white = NULL;
2290 r_texture_grey128 = NULL;
2291 r_texture_black = NULL;
2292 r_texture_whitecube = NULL;
2293 r_texture_normalizationcube = NULL;
2294 r_texture_fogattenuation = NULL;
2295 r_texture_gammaramps = NULL;
2296 //r_texture_fogintensity = NULL;
2297 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2298 memset(&r_waterstate, 0, sizeof(r_waterstate));
2302 extern void CL_ParseEntityLump(char *entitystring);
2303 void gl_main_newmap(void)
2305 // FIXME: move this code to client
2307 char *entities, entname[MAX_QPATH];
2310 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2311 l = (int)strlen(entname) - 4;
2312 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2314 memcpy(entname + l, ".ent", 5);
2315 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2317 CL_ParseEntityLump(entities);
2322 if (cl.worldmodel->brush.entities)
2323 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2327 void GL_Main_Init(void)
2329 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2331 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2332 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2333 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2334 if (gamemode == GAME_NEHAHRA)
2336 Cvar_RegisterVariable (&gl_fogenable);
2337 Cvar_RegisterVariable (&gl_fogdensity);
2338 Cvar_RegisterVariable (&gl_fogred);
2339 Cvar_RegisterVariable (&gl_foggreen);
2340 Cvar_RegisterVariable (&gl_fogblue);
2341 Cvar_RegisterVariable (&gl_fogstart);
2342 Cvar_RegisterVariable (&gl_fogend);
2343 Cvar_RegisterVariable (&gl_skyclip);
2345 Cvar_RegisterVariable(&r_depthfirst);
2346 Cvar_RegisterVariable(&r_useinfinitefarclip);
2347 Cvar_RegisterVariable(&r_nearclip);
2348 Cvar_RegisterVariable(&r_showbboxes);
2349 Cvar_RegisterVariable(&r_showsurfaces);
2350 Cvar_RegisterVariable(&r_showtris);
2351 Cvar_RegisterVariable(&r_shownormals);
2352 Cvar_RegisterVariable(&r_showlighting);
2353 Cvar_RegisterVariable(&r_showshadowvolumes);
2354 Cvar_RegisterVariable(&r_showcollisionbrushes);
2355 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2356 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2357 Cvar_RegisterVariable(&r_showdisabledepthtest);
2358 Cvar_RegisterVariable(&r_drawportals);
2359 Cvar_RegisterVariable(&r_drawentities);
2360 Cvar_RegisterVariable(&r_cullentities_trace);
2361 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2362 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2363 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2364 Cvar_RegisterVariable(&r_drawviewmodel);
2365 Cvar_RegisterVariable(&r_speeds);
2366 Cvar_RegisterVariable(&r_fullbrights);
2367 Cvar_RegisterVariable(&r_wateralpha);
2368 Cvar_RegisterVariable(&r_dynamic);
2369 Cvar_RegisterVariable(&r_fullbright);
2370 Cvar_RegisterVariable(&r_shadows);
2371 Cvar_RegisterVariable(&r_shadows_throwdistance);
2372 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2373 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2374 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2375 Cvar_RegisterVariable(&r_fog_exp2);
2376 Cvar_RegisterVariable(&r_drawfog);
2377 Cvar_RegisterVariable(&r_textureunits);
2378 Cvar_RegisterVariable(&r_glsl);
2379 Cvar_RegisterVariable(&r_glsl_contrastboost);
2380 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2381 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2382 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2383 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2384 Cvar_RegisterVariable(&r_glsl_postprocess);
2385 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2386 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2387 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2388 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2389 Cvar_RegisterVariable(&r_glsl_usegeneric);
2390 Cvar_RegisterVariable(&r_water);
2391 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2392 Cvar_RegisterVariable(&r_water_clippingplanebias);
2393 Cvar_RegisterVariable(&r_water_refractdistort);
2394 Cvar_RegisterVariable(&r_water_reflectdistort);
2395 Cvar_RegisterVariable(&r_lerpsprites);
2396 Cvar_RegisterVariable(&r_lerpmodels);
2397 Cvar_RegisterVariable(&r_lerplightstyles);
2398 Cvar_RegisterVariable(&r_waterscroll);
2399 Cvar_RegisterVariable(&r_bloom);
2400 Cvar_RegisterVariable(&r_bloom_colorscale);
2401 Cvar_RegisterVariable(&r_bloom_brighten);
2402 Cvar_RegisterVariable(&r_bloom_blur);
2403 Cvar_RegisterVariable(&r_bloom_resolution);
2404 Cvar_RegisterVariable(&r_bloom_colorexponent);
2405 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2406 Cvar_RegisterVariable(&r_hdr);
2407 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2408 Cvar_RegisterVariable(&r_hdr_glowintensity);
2409 Cvar_RegisterVariable(&r_hdr_range);
2410 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2411 Cvar_RegisterVariable(&developer_texturelogging);
2412 Cvar_RegisterVariable(&gl_lightmaps);
2413 Cvar_RegisterVariable(&r_test);
2414 Cvar_RegisterVariable(&r_batchmode);
2415 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2416 Cvar_SetValue("r_fullbrights", 0);
2417 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2419 Cvar_RegisterVariable(&r_track_sprites);
2420 Cvar_RegisterVariable(&r_track_sprites_flags);
2421 Cvar_RegisterVariable(&r_track_sprites_scalew);
2422 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2425 extern void R_Textures_Init(void);
2426 extern void GL_Draw_Init(void);
2427 extern void GL_Main_Init(void);
2428 extern void R_Shadow_Init(void);
2429 extern void R_Sky_Init(void);
2430 extern void GL_Surf_Init(void);
2431 extern void R_Particles_Init(void);
2432 extern void R_Explosion_Init(void);
2433 extern void gl_backend_init(void);
2434 extern void Sbar_Init(void);
2435 extern void R_LightningBeams_Init(void);
2436 extern void Mod_RenderInit(void);
2438 void Render_Init(void)
2450 R_LightningBeams_Init();
2459 extern char *ENGINE_EXTENSIONS;
2462 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2463 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2464 gl_version = (const char *)qglGetString(GL_VERSION);
2465 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2469 if (!gl_platformextensions)
2470 gl_platformextensions = "";
2472 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2473 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2474 Con_Printf("GL_VERSION: %s\n", gl_version);
2475 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2476 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2478 VID_CheckExtensions();
2480 // LordHavoc: report supported extensions
2481 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2483 // clear to black (loading plaque will be seen over this)
2485 qglClearColor(0,0,0,1);CHECKGLERROR
2486 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2489 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2493 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2495 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2498 p = r_refdef.view.frustum + i;
2503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2539 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2543 for (i = 0;i < numplanes;i++)
2550 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2554 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2558 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2562 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2566 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2570 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2574 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2578 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2586 //==================================================================================
2588 static void R_View_UpdateEntityVisible (void)
2591 entity_render_t *ent;
2593 if (!r_drawentities.integer)
2596 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2597 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2599 // worldmodel can check visibility
2600 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2601 for (i = 0;i < r_refdef.scene.numentities;i++)
2603 ent = r_refdef.scene.entities[i];
2604 if (!(ent->flags & renderimask))
2605 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)))
2606 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))
2607 r_refdef.viewcache.entityvisible[i] = true;
2609 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2611 for (i = 0;i < r_refdef.scene.numentities;i++)
2613 ent = r_refdef.scene.entities[i];
2614 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2616 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))
2617 ent->last_trace_visibility = realtime;
2618 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2619 r_refdef.viewcache.entityvisible[i] = 0;
2626 // no worldmodel or it can't check visibility
2627 for (i = 0;i < r_refdef.scene.numentities;i++)
2629 ent = r_refdef.scene.entities[i];
2630 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));
2635 // only used if skyrendermasked, and normally returns false
2636 int R_DrawBrushModelsSky (void)
2639 entity_render_t *ent;
2641 if (!r_drawentities.integer)
2645 for (i = 0;i < r_refdef.scene.numentities;i++)
2647 if (!r_refdef.viewcache.entityvisible[i])
2649 ent = r_refdef.scene.entities[i];
2650 if (!ent->model || !ent->model->DrawSky)
2652 ent->model->DrawSky(ent);
2658 static void R_DrawNoModel(entity_render_t *ent);
2659 static void R_DrawModels(void)
2662 entity_render_t *ent;
2664 if (!r_drawentities.integer)
2667 for (i = 0;i < r_refdef.scene.numentities;i++)
2669 if (!r_refdef.viewcache.entityvisible[i])
2671 ent = r_refdef.scene.entities[i];
2672 r_refdef.stats.entities++;
2673 if (ent->model && ent->model->Draw != NULL)
2674 ent->model->Draw(ent);
2680 static void R_DrawModelsDepth(void)
2683 entity_render_t *ent;
2685 if (!r_drawentities.integer)
2688 for (i = 0;i < r_refdef.scene.numentities;i++)
2690 if (!r_refdef.viewcache.entityvisible[i])
2692 ent = r_refdef.scene.entities[i];
2693 if (ent->model && ent->model->DrawDepth != NULL)
2694 ent->model->DrawDepth(ent);
2698 static void R_DrawModelsDebug(void)
2701 entity_render_t *ent;
2703 if (!r_drawentities.integer)
2706 for (i = 0;i < r_refdef.scene.numentities;i++)
2708 if (!r_refdef.viewcache.entityvisible[i])
2710 ent = r_refdef.scene.entities[i];
2711 if (ent->model && ent->model->DrawDebug != NULL)
2712 ent->model->DrawDebug(ent);
2716 static void R_DrawModelsAddWaterPlanes(void)
2719 entity_render_t *ent;
2721 if (!r_drawentities.integer)
2724 for (i = 0;i < r_refdef.scene.numentities;i++)
2726 if (!r_refdef.viewcache.entityvisible[i])
2728 ent = r_refdef.scene.entities[i];
2729 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2730 ent->model->DrawAddWaterPlanes(ent);
2734 static void R_View_SetFrustum(void)
2737 double slopex, slopey;
2738 vec3_t forward, left, up, origin;
2740 // we can't trust r_refdef.view.forward and friends in reflected scenes
2741 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2744 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2745 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2746 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2747 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2748 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2749 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2750 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2751 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2752 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2753 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2754 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2755 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2759 zNear = r_refdef.nearclip;
2760 nudge = 1.0 - 1.0 / (1<<23);
2761 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2762 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2763 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2764 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2765 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2766 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2767 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2768 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2774 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2775 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2776 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2777 r_refdef.view.frustum[0].dist = m[15] - m[12];
2779 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2780 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2781 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2782 r_refdef.view.frustum[1].dist = m[15] + m[12];
2784 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2785 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2786 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2787 r_refdef.view.frustum[2].dist = m[15] - m[13];
2789 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2790 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2791 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2792 r_refdef.view.frustum[3].dist = m[15] + m[13];
2794 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2795 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2796 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2797 r_refdef.view.frustum[4].dist = m[15] - m[14];
2799 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2800 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2801 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2802 r_refdef.view.frustum[5].dist = m[15] + m[14];
2805 if (r_refdef.view.useperspective)
2807 slopex = 1.0 / r_refdef.view.frustum_x;
2808 slopey = 1.0 / r_refdef.view.frustum_y;
2809 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2810 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2811 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2812 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2813 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2815 // Leaving those out was a mistake, those were in the old code, and they
2816 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2817 // I couldn't reproduce it after adding those normalizations. --blub
2818 VectorNormalize(r_refdef.view.frustum[0].normal);
2819 VectorNormalize(r_refdef.view.frustum[1].normal);
2820 VectorNormalize(r_refdef.view.frustum[2].normal);
2821 VectorNormalize(r_refdef.view.frustum[3].normal);
2823 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2824 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2825 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2826 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2827 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2829 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2830 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2831 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2832 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2833 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2837 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2838 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2839 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2840 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2841 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2842 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2843 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2844 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2845 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2846 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2848 r_refdef.view.numfrustumplanes = 5;
2850 if (r_refdef.view.useclipplane)
2852 r_refdef.view.numfrustumplanes = 6;
2853 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2856 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2857 PlaneClassify(r_refdef.view.frustum + i);
2859 // LordHavoc: note to all quake engine coders, Quake had a special case
2860 // for 90 degrees which assumed a square view (wrong), so I removed it,
2861 // Quake2 has it disabled as well.
2863 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2864 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2865 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2866 //PlaneClassify(&frustum[0]);
2868 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2869 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2870 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2871 //PlaneClassify(&frustum[1]);
2873 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2874 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2875 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2876 //PlaneClassify(&frustum[2]);
2878 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2879 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2880 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2881 //PlaneClassify(&frustum[3]);
2884 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2885 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2886 //PlaneClassify(&frustum[4]);
2889 void R_View_Update(void)
2891 R_View_SetFrustum();
2892 R_View_WorldVisibility(r_refdef.view.useclipplane);
2893 R_View_UpdateEntityVisible();
2896 void R_SetupView(qboolean allowwaterclippingplane)
2898 if (!r_refdef.view.useperspective)
2899 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);
2900 else if (gl_stencil && r_useinfinitefarclip.integer)
2901 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2903 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2905 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2907 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2909 // LordHavoc: couldn't figure out how to make this approach the
2910 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2911 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2912 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2913 dist = r_refdef.view.clipplane.dist;
2914 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2918 void R_ResetViewRendering2D(void)
2922 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2923 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2924 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2925 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2926 GL_Color(1, 1, 1, 1);
2927 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2928 GL_BlendFunc(GL_ONE, GL_ZERO);
2929 GL_AlphaTest(false);
2930 GL_ScissorTest(false);
2931 GL_DepthMask(false);
2932 GL_DepthRange(0, 1);
2933 GL_DepthTest(false);
2934 R_Mesh_Matrix(&identitymatrix);
2935 R_Mesh_ResetTextureState();
2936 GL_PolygonOffset(0, 0);
2937 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2938 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2939 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2940 qglStencilMask(~0);CHECKGLERROR
2941 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2942 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2943 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2944 R_SetupGenericShader(true);
2947 void R_ResetViewRendering3D(void)
2951 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2952 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2954 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2955 GL_Color(1, 1, 1, 1);
2956 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2957 GL_BlendFunc(GL_ONE, GL_ZERO);
2958 GL_AlphaTest(false);
2959 GL_ScissorTest(true);
2961 GL_DepthRange(0, 1);
2963 R_Mesh_Matrix(&identitymatrix);
2964 R_Mesh_ResetTextureState();
2965 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2966 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2967 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2968 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2969 qglStencilMask(~0);CHECKGLERROR
2970 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2971 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2972 GL_CullFace(r_refdef.view.cullface_back);
2973 R_SetupGenericShader(true);
2976 void R_RenderScene(qboolean addwaterplanes);
2978 static void R_Water_StartFrame(void)
2981 int waterwidth, waterheight, texturewidth, textureheight;
2982 r_waterstate_waterplane_t *p;
2984 // set waterwidth and waterheight to the water resolution that will be
2985 // used (often less than the screen resolution for faster rendering)
2986 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2987 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2989 // calculate desired texture sizes
2990 // can't use water if the card does not support the texture size
2991 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2992 texturewidth = textureheight = waterwidth = waterheight = 0;
2993 else if (gl_support_arb_texture_non_power_of_two)
2995 texturewidth = waterwidth;
2996 textureheight = waterheight;
3000 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3001 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3004 // allocate textures as needed
3005 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3007 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3008 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3010 if (p->texture_refraction)
3011 R_FreeTexture(p->texture_refraction);
3012 p->texture_refraction = NULL;
3013 if (p->texture_reflection)
3014 R_FreeTexture(p->texture_reflection);
3015 p->texture_reflection = NULL;
3017 memset(&r_waterstate, 0, sizeof(r_waterstate));
3018 r_waterstate.waterwidth = waterwidth;
3019 r_waterstate.waterheight = waterheight;
3020 r_waterstate.texturewidth = texturewidth;
3021 r_waterstate.textureheight = textureheight;
3024 if (r_waterstate.waterwidth)
3026 r_waterstate.enabled = true;
3028 // set up variables that will be used in shader setup
3029 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3030 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3031 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3032 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3035 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3036 r_waterstate.numwaterplanes = 0;
3039 static void R_Water_AddWaterPlane(msurface_t *surface)
3041 int triangleindex, planeindex;
3047 r_waterstate_waterplane_t *p;
3048 // just use the first triangle with a valid normal for any decisions
3049 VectorClear(normal);
3050 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3052 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3053 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3054 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3055 TriangleNormal(vert[0], vert[1], vert[2], normal);
3056 if (VectorLength2(normal) >= 0.001)
3060 VectorCopy(normal, plane.normal);
3061 VectorNormalize(plane.normal);
3062 plane.dist = DotProduct(vert[0], plane.normal);
3063 PlaneClassify(&plane);
3064 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3066 // skip backfaces (except if nocullface is set)
3067 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3069 VectorNegate(plane.normal, plane.normal);
3071 PlaneClassify(&plane);
3075 // find a matching plane if there is one
3076 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3077 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3079 if (planeindex >= r_waterstate.maxwaterplanes)
3080 return; // nothing we can do, out of planes
3082 // if this triangle does not fit any known plane rendered this frame, add one
3083 if (planeindex >= r_waterstate.numwaterplanes)
3085 // store the new plane
3086 r_waterstate.numwaterplanes++;
3088 // clear materialflags and pvs
3089 p->materialflags = 0;
3090 p->pvsvalid = false;
3092 // merge this surface's materialflags into the waterplane
3093 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3094 // merge this surface's PVS into the waterplane
3095 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3096 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3097 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3099 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3104 static void R_Water_ProcessPlanes(void)
3106 r_refdef_view_t originalview;
3108 r_waterstate_waterplane_t *p;
3110 originalview = r_refdef.view;
3112 // make sure enough textures are allocated
3113 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3115 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3117 if (!p->texture_refraction)
3118 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);
3119 if (!p->texture_refraction)
3123 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3125 if (!p->texture_reflection)
3126 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);
3127 if (!p->texture_reflection)
3133 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3135 r_refdef.view.showdebug = false;
3136 r_refdef.view.width = r_waterstate.waterwidth;
3137 r_refdef.view.height = r_waterstate.waterheight;
3138 r_refdef.view.useclipplane = true;
3139 r_waterstate.renderingscene = true;
3141 // render the normal view scene and copy into texture
3142 // (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)
3143 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3145 r_refdef.view.clipplane = p->plane;
3146 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3147 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3148 PlaneClassify(&r_refdef.view.clipplane);
3150 R_RenderScene(false);
3152 // copy view into the screen texture
3153 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3154 GL_ActiveTexture(0);
3156 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
3159 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3161 // render reflected scene and copy into texture
3162 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3163 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3164 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3165 r_refdef.view.clipplane = p->plane;
3166 // reverse the cullface settings for this render
3167 r_refdef.view.cullface_front = GL_FRONT;
3168 r_refdef.view.cullface_back = GL_BACK;
3169 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3171 r_refdef.view.usecustompvs = true;
3173 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3175 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3178 R_ResetViewRendering3D();
3179 R_ClearScreen(r_refdef.fogenabled);
3180 if (r_timereport_active)
3181 R_TimeReport("viewclear");
3183 R_RenderScene(false);
3185 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3186 GL_ActiveTexture(0);
3188 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
3190 R_ResetViewRendering3D();
3191 R_ClearScreen(r_refdef.fogenabled);
3192 if (r_timereport_active)
3193 R_TimeReport("viewclear");
3196 r_refdef.view = originalview;
3197 r_refdef.view.clear = true;
3198 r_waterstate.renderingscene = false;
3202 r_refdef.view = originalview;
3203 r_waterstate.renderingscene = false;
3204 Cvar_SetValueQuick(&r_water, 0);
3205 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3209 void R_Bloom_StartFrame(void)
3211 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3213 // set bloomwidth and bloomheight to the bloom resolution that will be
3214 // used (often less than the screen resolution for faster rendering)
3215 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3216 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3217 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3218 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3219 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3221 // calculate desired texture sizes
3222 if (gl_support_arb_texture_non_power_of_two)
3224 screentexturewidth = r_refdef.view.width;
3225 screentextureheight = r_refdef.view.height;
3226 bloomtexturewidth = r_bloomstate.bloomwidth;
3227 bloomtextureheight = r_bloomstate.bloomheight;
3231 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3232 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3233 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3234 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3237 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))
3239 Cvar_SetValueQuick(&r_hdr, 0);
3240 Cvar_SetValueQuick(&r_bloom, 0);
3243 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3244 screentexturewidth = screentextureheight = 0;
3245 if (!r_hdr.integer && !r_bloom.integer)
3246 bloomtexturewidth = bloomtextureheight = 0;
3248 // allocate textures as needed
3249 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3251 if (r_bloomstate.texture_screen)
3252 R_FreeTexture(r_bloomstate.texture_screen);
3253 r_bloomstate.texture_screen = NULL;
3254 r_bloomstate.screentexturewidth = screentexturewidth;
3255 r_bloomstate.screentextureheight = screentextureheight;
3256 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3257 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);
3259 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3261 if (r_bloomstate.texture_bloom)
3262 R_FreeTexture(r_bloomstate.texture_bloom);
3263 r_bloomstate.texture_bloom = NULL;
3264 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3265 r_bloomstate.bloomtextureheight = bloomtextureheight;
3266 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3267 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);
3270 // set up a texcoord array for the full resolution screen image
3271 // (we have to keep this around to copy back during final render)
3272 r_bloomstate.screentexcoord2f[0] = 0;
3273 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3274 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3275 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3276 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3277 r_bloomstate.screentexcoord2f[5] = 0;
3278 r_bloomstate.screentexcoord2f[6] = 0;
3279 r_bloomstate.screentexcoord2f[7] = 0;
3281 // set up a texcoord array for the reduced resolution bloom image
3282 // (which will be additive blended over the screen image)
3283 r_bloomstate.bloomtexcoord2f[0] = 0;
3284 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3285 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3286 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3287 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3288 r_bloomstate.bloomtexcoord2f[5] = 0;
3289 r_bloomstate.bloomtexcoord2f[6] = 0;
3290 r_bloomstate.bloomtexcoord2f[7] = 0;
3292 if (r_hdr.integer || r_bloom.integer)
3294 r_bloomstate.enabled = true;
3295 r_bloomstate.hdr = r_hdr.integer != 0;
3299 void R_Bloom_CopyBloomTexture(float colorscale)
3301 r_refdef.stats.bloom++;
3303 // scale down screen texture to the bloom texture size
3305 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3306 GL_BlendFunc(GL_ONE, GL_ZERO);
3307 GL_Color(colorscale, colorscale, colorscale, 1);
3308 // TODO: optimize with multitexture or GLSL
3309 R_SetupGenericShader(true);
3310 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3311 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3312 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3313 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3315 // we now have a bloom image in the framebuffer
3316 // copy it into the bloom image texture for later processing
3317 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3318 GL_ActiveTexture(0);
3320 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
3321 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3324 void R_Bloom_CopyHDRTexture(void)
3326 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3327 GL_ActiveTexture(0);
3329 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
3330 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3333 void R_Bloom_MakeTexture(void)
3336 float xoffset, yoffset, r, brighten;
3338 r_refdef.stats.bloom++;
3340 R_ResetViewRendering2D();
3341 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3342 R_Mesh_ColorPointer(NULL, 0, 0);
3343 R_SetupGenericShader(true);
3345 // we have a bloom image in the framebuffer
3347 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3349 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3352 r = bound(0, r_bloom_colorexponent.value / x, 1);
3353 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3354 GL_Color(r, r, r, 1);
3355 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3356 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3357 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3358 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3360 // copy the vertically blurred bloom view to a texture
3361 GL_ActiveTexture(0);
3363 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
3364 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3367 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3368 brighten = r_bloom_brighten.value;
3370 brighten *= r_hdr_range.value;
3371 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3372 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3374 for (dir = 0;dir < 2;dir++)
3376 // blend on at multiple vertical offsets to achieve a vertical blur
3377 // TODO: do offset blends using GLSL
3378 GL_BlendFunc(GL_ONE, GL_ZERO);
3379 for (x = -range;x <= range;x++)
3381 if (!dir){xoffset = 0;yoffset = x;}
3382 else {xoffset = x;yoffset = 0;}
3383 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3384 yoffset /= (float)r_bloomstate.bloomtextureheight;
3385 // compute a texcoord array with the specified x and y offset
3386 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3387 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3388 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3389 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3390 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3391 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3392 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3393 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3394 // this r value looks like a 'dot' particle, fading sharply to
3395 // black at the edges
3396 // (probably not realistic but looks good enough)
3397 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3398 //r = (dir ? 1.0f : brighten)/(range*2+1);
3399 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3400 GL_Color(r, r, r, 1);
3401 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3402 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3403 GL_BlendFunc(GL_ONE, GL_ONE);
3406 // copy the vertically blurred bloom view to a texture
3407 GL_ActiveTexture(0);
3409 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
3410 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3413 // apply subtract last
3414 // (just like it would be in a GLSL shader)
3415 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3417 GL_BlendFunc(GL_ONE, GL_ZERO);
3418 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3419 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3420 GL_Color(1, 1, 1, 1);
3421 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3422 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3424 GL_BlendFunc(GL_ONE, GL_ONE);
3425 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3426 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3427 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3428 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3429 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3430 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3431 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3433 // copy the darkened bloom view to a texture
3434 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3435 GL_ActiveTexture(0);
3437 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
3438 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3442 void R_HDR_RenderBloomTexture(void)
3444 int oldwidth, oldheight;
3445 float oldcolorscale;
3447 oldcolorscale = r_refdef.view.colorscale;
3448 oldwidth = r_refdef.view.width;
3449 oldheight = r_refdef.view.height;
3450 r_refdef.view.width = r_bloomstate.bloomwidth;
3451 r_refdef.view.height = r_bloomstate.bloomheight;
3453 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3454 // TODO: add exposure compensation features
3455 // TODO: add fp16 framebuffer support
3457 r_refdef.view.showdebug = false;
3458 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3460 R_ClearScreen(r_refdef.fogenabled);
3461 if (r_timereport_active)
3462 R_TimeReport("HDRclear");
3464 r_waterstate.numwaterplanes = 0;
3465 R_RenderScene(r_waterstate.enabled);
3466 r_refdef.view.showdebug = true;
3468 R_ResetViewRendering2D();
3470 R_Bloom_CopyHDRTexture();
3471 R_Bloom_MakeTexture();
3473 // restore the view settings
3474 r_refdef.view.width = oldwidth;
3475 r_refdef.view.height = oldheight;
3476 r_refdef.view.colorscale = oldcolorscale;
3478 R_ResetViewRendering3D();
3480 R_ClearScreen(r_refdef.fogenabled);
3481 if (r_timereport_active)
3482 R_TimeReport("viewclear");
3485 static void R_BlendView(void)
3487 if (r_bloomstate.texture_screen)
3489 // copy view into the screen texture
3490 R_ResetViewRendering2D();
3491 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492 R_Mesh_ColorPointer(NULL, 0, 0);
3493 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3494 GL_ActiveTexture(0);CHECKGLERROR
3495 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
3496 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3499 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3501 unsigned int permutation =
3502 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3503 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3504 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3505 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3507 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3509 // render simple bloom effect
3510 // copy the screen and shrink it and darken it for the bloom process
3511 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3512 // make the bloom texture
3513 R_Bloom_MakeTexture();
3516 R_ResetViewRendering2D();
3517 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3518 R_Mesh_ColorPointer(NULL, 0, 0);
3519 GL_Color(1, 1, 1, 1);
3520 GL_BlendFunc(GL_ONE, GL_ZERO);
3521 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3522 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3523 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3524 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3525 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3526 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3527 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3528 if (r_glsl_permutation->loc_TintColor >= 0)
3529 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3530 if (r_glsl_permutation->loc_ClientTime >= 0)
3531 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3532 if (r_glsl_permutation->loc_PixelSize >= 0)
3533 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3534 if (r_glsl_permutation->loc_UserVec1 >= 0)
3536 float a=0, b=0, c=0, d=0;
3537 #if _MSC_VER >= 1400
3538 #define sscanf sscanf_s
3540 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3541 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3543 if (r_glsl_permutation->loc_UserVec2 >= 0)
3545 float a=0, b=0, c=0, d=0;
3546 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3547 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3549 if (r_glsl_permutation->loc_UserVec3 >= 0)
3551 float a=0, b=0, c=0, d=0;
3552 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3553 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3555 if (r_glsl_permutation->loc_UserVec4 >= 0)
3557 float a=0, b=0, c=0, d=0;
3558 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3559 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3561 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3562 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3568 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3570 // render high dynamic range bloom effect
3571 // the bloom texture was made earlier this render, so we just need to
3572 // blend it onto the screen...
3573 R_ResetViewRendering2D();
3574 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3575 R_Mesh_ColorPointer(NULL, 0, 0);
3576 R_SetupGenericShader(true);
3577 GL_Color(1, 1, 1, 1);
3578 GL_BlendFunc(GL_ONE, GL_ONE);
3579 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3580 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3581 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3582 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3584 else if (r_bloomstate.texture_bloom)
3586 // render simple bloom effect
3587 // copy the screen and shrink it and darken it for the bloom process
3588 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3589 // make the bloom texture
3590 R_Bloom_MakeTexture();
3591 // put the original screen image back in place and blend the bloom
3593 R_ResetViewRendering2D();
3594 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3595 R_Mesh_ColorPointer(NULL, 0, 0);
3596 GL_Color(1, 1, 1, 1);
3597 GL_BlendFunc(GL_ONE, GL_ZERO);
3598 // do both in one pass if possible
3599 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3600 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3601 if (r_textureunits.integer >= 2 && gl_combine.integer)
3603 R_SetupGenericTwoTextureShader(GL_ADD);
3604 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3605 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3609 R_SetupGenericShader(true);
3610 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3611 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3612 // now blend on the bloom texture
3613 GL_BlendFunc(GL_ONE, GL_ONE);
3614 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3615 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3617 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3618 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3620 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3622 // apply a color tint to the whole view
3623 R_ResetViewRendering2D();
3624 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3625 R_Mesh_ColorPointer(NULL, 0, 0);
3626 R_SetupGenericShader(false);
3627 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3628 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3629 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3633 void R_RenderScene(qboolean addwaterplanes);
3635 matrix4x4_t r_waterscrollmatrix;
3637 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3639 if (r_refdef.fog_density)
3641 r_refdef.fogcolor[0] = r_refdef.fog_red;
3642 r_refdef.fogcolor[1] = r_refdef.fog_green;
3643 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3647 VectorCopy(r_refdef.fogcolor, fogvec);
3648 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3650 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3651 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3652 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3653 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3655 // color.rgb *= ContrastBoost * SceneBrightness;
3656 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3657 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3658 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3659 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3664 void R_UpdateVariables(void)
3668 r_refdef.scene.ambient = r_ambient.value;
3670 r_refdef.farclip = 4096;
3671 if (r_refdef.scene.worldmodel)
3672 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3673 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3675 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3676 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3677 r_refdef.polygonfactor = 0;
3678 r_refdef.polygonoffset = 0;
3679 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3680 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3682 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3683 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3684 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3685 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3686 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3687 if (r_showsurfaces.integer)
3689 r_refdef.scene.rtworld = false;
3690 r_refdef.scene.rtworldshadows = false;
3691 r_refdef.scene.rtdlight = false;
3692 r_refdef.scene.rtdlightshadows = false;
3693 r_refdef.lightmapintensity = 0;
3696 if (gamemode == GAME_NEHAHRA)
3698 if (gl_fogenable.integer)
3700 r_refdef.oldgl_fogenable = true;
3701 r_refdef.fog_density = gl_fogdensity.value;
3702 r_refdef.fog_red = gl_fogred.value;
3703 r_refdef.fog_green = gl_foggreen.value;
3704 r_refdef.fog_blue = gl_fogblue.value;
3705 r_refdef.fog_alpha = 1;
3706 r_refdef.fog_start = 0;
3707 r_refdef.fog_end = gl_skyclip.value;
3709 else if (r_refdef.oldgl_fogenable)
3711 r_refdef.oldgl_fogenable = false;
3712 r_refdef.fog_density = 0;
3713 r_refdef.fog_red = 0;
3714 r_refdef.fog_green = 0;
3715 r_refdef.fog_blue = 0;
3716 r_refdef.fog_alpha = 0;
3717 r_refdef.fog_start = 0;
3718 r_refdef.fog_end = 0;
3722 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3723 r_refdef.fog_start = max(0, r_refdef.fog_start);
3724 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3726 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3728 if (r_refdef.fog_density && r_drawfog.integer)
3730 r_refdef.fogenabled = true;
3731 // this is the point where the fog reaches 0.9986 alpha, which we
3732 // consider a good enough cutoff point for the texture
3733 // (0.9986 * 256 == 255.6)
3734 if (r_fog_exp2.integer)
3735 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3737 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3738 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3739 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3740 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3741 // fog color was already set
3742 // update the fog texture
3743 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)
3744 R_BuildFogTexture();
3747 r_refdef.fogenabled = false;
3749 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3751 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3753 // build GLSL gamma texture
3754 #define RAMPWIDTH 256
3755 unsigned short ramp[RAMPWIDTH * 3];
3756 unsigned char ramprgb[RAMPWIDTH][4];
3759 r_texture_gammaramps_serial = vid_gammatables_serial;
3761 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3762 for(i = 0; i < RAMPWIDTH; ++i)
3764 ramprgb[i][0] = ramp[i] >> 8;
3765 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3766 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3769 if (r_texture_gammaramps)
3771 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3775 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);
3781 // remove GLSL gamma texture
3785 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3786 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3792 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3793 if( scenetype != r_currentscenetype ) {
3794 // store the old scenetype
3795 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3796 r_currentscenetype = scenetype;
3797 // move in the new scene
3798 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3807 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3809 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3810 if( scenetype == r_currentscenetype ) {
3811 return &r_refdef.scene;
3813 return &r_scenes_store[ scenetype ];
3822 void R_RenderView(void)
3824 if (r_refdef.view.isoverlay)
3826 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3827 GL_Clear( GL_DEPTH_BUFFER_BIT );
3828 R_TimeReport("depthclear");
3830 r_refdef.view.showdebug = false;
3832 r_waterstate.enabled = false;
3833 r_waterstate.numwaterplanes = 0;
3835 R_RenderScene(false);
3841 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3842 return; //Host_Error ("R_RenderView: NULL worldmodel");
3844 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3846 // break apart the view matrix into vectors for various purposes
3847 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3848 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3849 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3850 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3851 // make an inverted copy of the view matrix for tracking sprites
3852 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3854 R_Shadow_UpdateWorldLightSelection();
3856 R_Bloom_StartFrame();
3857 R_Water_StartFrame();
3860 if (r_timereport_active)
3861 R_TimeReport("viewsetup");
3863 R_ResetViewRendering3D();
3865 if (r_refdef.view.clear || r_refdef.fogenabled)
3867 R_ClearScreen(r_refdef.fogenabled);
3868 if (r_timereport_active)
3869 R_TimeReport("viewclear");
3871 r_refdef.view.clear = true;
3873 r_refdef.view.showdebug = true;
3875 // this produces a bloom texture to be used in R_BlendView() later
3877 R_HDR_RenderBloomTexture();
3879 r_waterstate.numwaterplanes = 0;
3880 R_RenderScene(r_waterstate.enabled);
3883 if (r_timereport_active)
3884 R_TimeReport("blendview");
3886 GL_Scissor(0, 0, vid.width, vid.height);
3887 GL_ScissorTest(false);
3891 extern void R_DrawLightningBeams (void);
3892 extern void VM_CL_AddPolygonsToMeshQueue (void);
3893 extern void R_DrawPortals (void);
3894 extern cvar_t cl_locs_show;
3895 static void R_DrawLocs(void);
3896 static void R_DrawEntityBBoxes(void);
3897 void R_RenderScene(qboolean addwaterplanes)
3899 r_refdef.stats.renders++;
3905 R_ResetViewRendering3D();
3908 if (r_timereport_active)
3909 R_TimeReport("watervis");
3911 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3913 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3914 if (r_timereport_active)
3915 R_TimeReport("waterworld");
3918 // don't let sound skip if going slow
3919 if (r_refdef.scene.extraupdate)
3922 R_DrawModelsAddWaterPlanes();
3923 if (r_timereport_active)
3924 R_TimeReport("watermodels");
3926 R_Water_ProcessPlanes();
3927 if (r_timereport_active)
3928 R_TimeReport("waterscenes");
3931 R_ResetViewRendering3D();
3933 // don't let sound skip if going slow
3934 if (r_refdef.scene.extraupdate)
3937 R_MeshQueue_BeginScene();
3942 if (r_timereport_active)
3943 R_TimeReport("visibility");
3945 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);
3947 if (cl.csqc_vidvars.drawworld)
3949 // don't let sound skip if going slow
3950 if (r_refdef.scene.extraupdate)
3953 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3955 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3956 if (r_timereport_active)
3957 R_TimeReport("worldsky");
3960 if (R_DrawBrushModelsSky() && r_timereport_active)
3961 R_TimeReport("bmodelsky");
3964 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3966 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3967 if (r_timereport_active)
3968 R_TimeReport("worlddepth");
3970 if (r_depthfirst.integer >= 2)
3972 R_DrawModelsDepth();
3973 if (r_timereport_active)
3974 R_TimeReport("modeldepth");
3977 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3979 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3980 if (r_timereport_active)
3981 R_TimeReport("world");
3984 // don't let sound skip if going slow
3985 if (r_refdef.scene.extraupdate)
3989 if (r_timereport_active)
3990 R_TimeReport("models");
3992 // don't let sound skip if going slow
3993 if (r_refdef.scene.extraupdate)
3996 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3998 R_DrawModelShadows();
4000 R_ResetViewRendering3D();
4002 // don't let sound skip if going slow
4003 if (r_refdef.scene.extraupdate)
4007 R_ShadowVolumeLighting(false);
4008 if (r_timereport_active)
4009 R_TimeReport("rtlights");
4011 // don't let sound skip if going slow
4012 if (r_refdef.scene.extraupdate)
4015 if (cl.csqc_vidvars.drawworld)
4017 R_DrawLightningBeams();
4018 if (r_timereport_active)
4019 R_TimeReport("lightning");
4022 if (r_timereport_active)
4023 R_TimeReport("decals");
4026 if (r_timereport_active)
4027 R_TimeReport("particles");
4030 if (r_timereport_active)
4031 R_TimeReport("explosions");
4034 R_SetupGenericShader(true);
4035 VM_CL_AddPolygonsToMeshQueue();
4037 if (r_refdef.view.showdebug)
4039 if (cl_locs_show.integer)
4042 if (r_timereport_active)
4043 R_TimeReport("showlocs");
4046 if (r_drawportals.integer)
4049 if (r_timereport_active)
4050 R_TimeReport("portals");
4053 if (r_showbboxes.value > 0)
4055 R_DrawEntityBBoxes();
4056 if (r_timereport_active)
4057 R_TimeReport("bboxes");
4061 R_SetupGenericShader(true);
4062 R_MeshQueue_RenderTransparent();
4063 if (r_timereport_active)
4064 R_TimeReport("drawtrans");
4066 R_SetupGenericShader(true);
4068 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))
4070 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4071 if (r_timereport_active)
4072 R_TimeReport("worlddebug");
4073 R_DrawModelsDebug();
4074 if (r_timereport_active)
4075 R_TimeReport("modeldebug");
4078 R_SetupGenericShader(true);
4080 if (cl.csqc_vidvars.drawworld)
4083 if (r_timereport_active)
4084 R_TimeReport("coronas");
4087 // don't let sound skip if going slow
4088 if (r_refdef.scene.extraupdate)
4091 R_ResetViewRendering2D();
4094 static const unsigned short bboxelements[36] =
4104 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4107 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4108 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4109 GL_DepthMask(false);
4110 GL_DepthRange(0, 1);
4111 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4112 R_Mesh_Matrix(&identitymatrix);
4113 R_Mesh_ResetTextureState();
4115 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4116 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4117 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4118 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4119 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4120 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4121 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4122 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4123 R_FillColors(color4f, 8, cr, cg, cb, ca);
4124 if (r_refdef.fogenabled)
4126 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4128 f1 = FogPoint_World(v);
4130 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4131 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4132 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4135 R_Mesh_VertexPointer(vertex3f, 0, 0);
4136 R_Mesh_ColorPointer(color4f, 0, 0);
4137 R_Mesh_ResetTextureState();
4138 R_SetupGenericShader(false);
4139 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4142 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4146 prvm_edict_t *edict;
4147 prvm_prog_t *prog_save = prog;
4149 // this function draws bounding boxes of server entities
4153 GL_CullFace(GL_NONE);
4154 R_SetupGenericShader(false);
4158 for (i = 0;i < numsurfaces;i++)
4160 edict = PRVM_EDICT_NUM(surfacelist[i]);
4161 switch ((int)edict->fields.server->solid)
4163 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4164 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4165 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4166 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4167 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4168 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4170 color[3] *= r_showbboxes.value;
4171 color[3] = bound(0, color[3], 1);
4172 GL_DepthTest(!r_showdisabledepthtest.integer);
4173 GL_CullFace(r_refdef.view.cullface_front);
4174 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4180 static void R_DrawEntityBBoxes(void)
4183 prvm_edict_t *edict;
4185 prvm_prog_t *prog_save = prog;
4187 // this function draws bounding boxes of server entities
4193 for (i = 0;i < prog->num_edicts;i++)
4195 edict = PRVM_EDICT_NUM(i);
4196 if (edict->priv.server->free)
4198 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4199 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4201 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4203 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4204 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4210 unsigned short nomodelelements[24] =
4222 float nomodelvertex3f[6*3] =
4232 float nomodelcolor4f[6*4] =
4234 0.0f, 0.0f, 0.5f, 1.0f,
4235 0.0f, 0.0f, 0.5f, 1.0f,
4236 0.0f, 0.5f, 0.0f, 1.0f,
4237 0.0f, 0.5f, 0.0f, 1.0f,
4238 0.5f, 0.0f, 0.0f, 1.0f,
4239 0.5f, 0.0f, 0.0f, 1.0f
4242 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4247 // this is only called once per entity so numsurfaces is always 1, and
4248 // surfacelist is always {0}, so this code does not handle batches
4249 R_Mesh_Matrix(&ent->matrix);
4251 if (ent->flags & EF_ADDITIVE)
4253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4254 GL_DepthMask(false);
4256 else if (ent->alpha < 1)
4258 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4259 GL_DepthMask(false);
4263 GL_BlendFunc(GL_ONE, GL_ZERO);
4266 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4267 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4268 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4269 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4270 R_SetupGenericShader(false);
4271 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4272 if (r_refdef.fogenabled)
4275 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4276 R_Mesh_ColorPointer(color4f, 0, 0);
4277 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4278 f1 = FogPoint_World(org);
4280 for (i = 0, c = color4f;i < 6;i++, c += 4)
4282 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4283 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4284 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4288 else if (ent->alpha != 1)
4290 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4291 R_Mesh_ColorPointer(color4f, 0, 0);
4292 for (i = 0, c = color4f;i < 6;i++, c += 4)
4296 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4297 R_Mesh_ResetTextureState();
4298 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4301 void R_DrawNoModel(entity_render_t *ent)
4304 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4305 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4306 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4308 // R_DrawNoModelCallback(ent, 0);
4311 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4313 vec3_t right1, right2, diff, normal;
4315 VectorSubtract (org2, org1, normal);
4317 // calculate 'right' vector for start
4318 VectorSubtract (r_refdef.view.origin, org1, diff);
4319 CrossProduct (normal, diff, right1);
4320 VectorNormalize (right1);
4322 // calculate 'right' vector for end
4323 VectorSubtract (r_refdef.view.origin, org2, diff);
4324 CrossProduct (normal, diff, right2);
4325 VectorNormalize (right2);
4327 vert[ 0] = org1[0] + width * right1[0];
4328 vert[ 1] = org1[1] + width * right1[1];
4329 vert[ 2] = org1[2] + width * right1[2];
4330 vert[ 3] = org1[0] - width * right1[0];
4331 vert[ 4] = org1[1] - width * right1[1];
4332 vert[ 5] = org1[2] - width * right1[2];
4333 vert[ 6] = org2[0] - width * right2[0];
4334 vert[ 7] = org2[1] - width * right2[1];
4335 vert[ 8] = org2[2] - width * right2[2];
4336 vert[ 9] = org2[0] + width * right2[0];
4337 vert[10] = org2[1] + width * right2[1];
4338 vert[11] = org2[2] + width * right2[2];
4341 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4343 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)
4348 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4349 fog = FogPoint_World(origin);
4351 R_Mesh_Matrix(&identitymatrix);
4352 GL_BlendFunc(blendfunc1, blendfunc2);
4358 GL_CullFace(r_refdef.view.cullface_front);
4361 GL_CullFace(r_refdef.view.cullface_back);
4362 GL_CullFace(GL_NONE);
4364 GL_DepthMask(false);
4365 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4366 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4367 GL_DepthTest(!depthdisable);
4369 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4370 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4371 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4372 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4373 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4374 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4375 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4376 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4377 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4378 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4379 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4380 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4382 R_Mesh_VertexPointer(vertex3f, 0, 0);
4383 R_Mesh_ColorPointer(NULL, 0, 0);
4384 R_Mesh_ResetTextureState();
4385 R_SetupGenericShader(true);
4386 R_Mesh_TexBind(0, R_GetTexture(texture));
4387 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4388 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4389 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4390 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4392 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4394 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4395 GL_BlendFunc(blendfunc1, GL_ONE);
4397 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4398 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4402 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4407 VectorSet(v, x, y, z);
4408 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4409 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4411 if (i == mesh->numvertices)
4413 if (mesh->numvertices < mesh->maxvertices)
4415 VectorCopy(v, vertex3f);
4416 mesh->numvertices++;
4418 return mesh->numvertices;
4424 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4428 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4429 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4430 e = mesh->element3i + mesh->numtriangles * 3;
4431 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4433 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4434 if (mesh->numtriangles < mesh->maxtriangles)
4439 mesh->numtriangles++;
4441 element[1] = element[2];
4445 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4449 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4450 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4451 e = mesh->element3i + mesh->numtriangles * 3;
4452 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4454 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4455 if (mesh->numtriangles < mesh->maxtriangles)
4460 mesh->numtriangles++;
4462 element[1] = element[2];
4466 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4467 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4469 int planenum, planenum2;
4472 mplane_t *plane, *plane2;
4474 double temppoints[2][256*3];
4475 // figure out how large a bounding box we need to properly compute this brush
4477 for (w = 0;w < numplanes;w++)
4478 maxdist = max(maxdist, planes[w].dist);
4479 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4480 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4481 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4485 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4486 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4488 if (planenum2 == planenum)
4490 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);
4493 if (tempnumpoints < 3)
4495 // generate elements forming a triangle fan for this polygon
4496 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4500 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)
4502 texturelayer_t *layer;
4503 layer = t->currentlayers + t->currentnumlayers++;
4505 layer->depthmask = depthmask;
4506 layer->blendfunc1 = blendfunc1;
4507 layer->blendfunc2 = blendfunc2;
4508 layer->texture = texture;
4509 layer->texmatrix = *matrix;
4510 layer->color[0] = r * r_refdef.view.colorscale;
4511 layer->color[1] = g * r_refdef.view.colorscale;
4512 layer->color[2] = b * r_refdef.view.colorscale;
4513 layer->color[3] = a;
4516 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4519 index = parms[2] + r_refdef.scene.time * parms[3];
4520 index -= floor(index);
4524 case Q3WAVEFUNC_NONE:
4525 case Q3WAVEFUNC_NOISE:
4526 case Q3WAVEFUNC_COUNT:
4529 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4530 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4531 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4532 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4533 case Q3WAVEFUNC_TRIANGLE:
4535 f = index - floor(index);
4546 return (float)(parms[0] + parms[1] * f);
4549 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4553 dp_model_t *model = ent->model;
4556 q3shaderinfo_layer_tcmod_t *tcmod;
4558 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4560 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4564 // switch to an alternate material if this is a q1bsp animated material
4566 texture_t *texture = t;
4567 int s = ent->skinnum;
4568 if ((unsigned int)s >= (unsigned int)model->numskins)
4570 if (model->skinscenes)
4572 if (model->skinscenes[s].framecount > 1)
4573 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4575 s = model->skinscenes[s].firstframe;
4578 t = t + s * model->num_surfaces;
4581 // use an alternate animation if the entity's frame is not 0,
4582 // and only if the texture has an alternate animation
4583 if (ent->frame2 != 0 && t->anim_total[1])
4584 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4586 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4588 texture->currentframe = t;
4591 // update currentskinframe to be a qw skin or animation frame
4592 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"))
4594 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4596 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4597 if (developer_loading.integer)
4598 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4599 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);
4601 t->currentskinframe = r_qwskincache_skinframe[i];
4602 if (t->currentskinframe == NULL)
4603 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4605 else if (t->numskinframes >= 2)
4606 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4607 if (t->backgroundnumskinframes >= 2)
4608 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4610 t->currentmaterialflags = t->basematerialflags;
4611 t->currentalpha = ent->alpha;
4612 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4613 t->currentalpha *= r_wateralpha.value;
4614 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4615 t->currentalpha *= t->r_water_wateralpha;
4616 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4617 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4618 if (!(ent->flags & RENDER_LIGHT))
4619 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4620 else if (rsurface.modeltexcoordlightmap2f == NULL)
4622 // pick a model lighting mode
4623 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4624 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4626 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4628 if (ent->effects & EF_ADDITIVE)
4629 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4630 else if (t->currentalpha < 1)
4631 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4632 if (ent->effects & EF_DOUBLESIDED)
4633 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4634 if (ent->effects & EF_NODEPTHTEST)
4635 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4636 if (ent->flags & RENDER_VIEWMODEL)
4637 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4638 if (t->backgroundnumskinframes)
4639 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4640 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4642 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4643 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4646 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4648 // there is no tcmod
4649 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4650 t->currenttexmatrix = r_waterscrollmatrix;
4652 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4655 switch(tcmod->tcmod)
4659 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4660 matrix = r_waterscrollmatrix;
4662 matrix = identitymatrix;
4664 case Q3TCMOD_ENTITYTRANSLATE:
4665 // this is used in Q3 to allow the gamecode to control texcoord
4666 // scrolling on the entity, which is not supported in darkplaces yet.
4667 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4669 case Q3TCMOD_ROTATE:
4670 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4671 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4672 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4675 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4677 case Q3TCMOD_SCROLL:
4678 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4680 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4681 w = tcmod->parms[0];
4682 h = tcmod->parms[1];
4683 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4685 idx = floor(f * w * h);
4686 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4688 case Q3TCMOD_STRETCH:
4689 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4690 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4692 case Q3TCMOD_TRANSFORM:
4693 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4694 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4695 VectorSet(tcmat + 6, 0 , 0 , 1);
4696 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4697 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4699 case Q3TCMOD_TURBULENT:
4700 // this is handled in the RSurf_PrepareVertices function
4701 matrix = identitymatrix;
4704 // either replace or concatenate the transformation
4706 t->currenttexmatrix = matrix;
4709 matrix4x4_t temp = t->currenttexmatrix;
4710 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4714 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4715 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4716 t->glosstexture = r_texture_black;
4717 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4718 t->backgroundglosstexture = r_texture_black;
4719 t->specularpower = r_shadow_glossexponent.value;
4720 // TODO: store reference values for these in the texture?
4721 t->specularscale = 0;
4722 if (r_shadow_gloss.integer > 0)
4724 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4726 if (r_shadow_glossintensity.value > 0)
4728 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4729 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4730 t->specularscale = r_shadow_glossintensity.value;
4733 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4735 t->glosstexture = r_texture_white;
4736 t->backgroundglosstexture = r_texture_white;
4737 t->specularscale = r_shadow_gloss2intensity.value;
4741 // lightmaps mode looks bad with dlights using actual texturing, so turn
4742 // off the colormap and glossmap, but leave the normalmap on as it still
4743 // accurately represents the shading involved
4744 if (gl_lightmaps.integer)
4746 t->basetexture = r_texture_grey128;
4747 t->backgroundbasetexture = NULL;
4748 t->specularscale = 0;
4749 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4752 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4753 VectorClear(t->dlightcolor);
4754 t->currentnumlayers = 0;
4755 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4758 int blendfunc1, blendfunc2, depthmask;
4759 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4761 blendfunc1 = GL_SRC_ALPHA;
4762 blendfunc2 = GL_ONE;
4764 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4766 blendfunc1 = GL_SRC_ALPHA;
4767 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4769 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4771 blendfunc1 = t->customblendfunc[0];
4772 blendfunc2 = t->customblendfunc[1];
4776 blendfunc1 = GL_ONE;
4777 blendfunc2 = GL_ZERO;
4779 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4780 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4781 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4782 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4784 // fullbright is not affected by r_refdef.lightmapintensity
4785 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]);
4786 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4787 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]);
4788 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4789 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]);
4793 vec3_t ambientcolor;
4795 // set the color tint used for lights affecting this surface
4796 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4798 // q3bsp has no lightmap updates, so the lightstylevalue that
4799 // would normally be baked into the lightmap must be
4800 // applied to the color
4801 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4802 if (ent->model->type == mod_brushq3)
4803 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4804 colorscale *= r_refdef.lightmapintensity;
4805 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4806 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4807 // basic lit geometry
4808 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]);
4809 // add pants/shirt if needed
4810 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4811 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]);
4812 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4813 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]);
4814 // now add ambient passes if needed
4815 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4817 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]);
4818 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4819 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]);
4820 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4821 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]);
4824 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4825 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]);
4826 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4828 // if this is opaque use alpha blend which will darken the earlier
4831 // if this is an alpha blended material, all the earlier passes
4832 // were darkened by fog already, so we only need to add the fog
4833 // color ontop through the fog mask texture
4835 // if this is an additive blended material, all the earlier passes
4836 // were darkened by fog already, and we should not add fog color
4837 // (because the background was not darkened, there is no fog color
4838 // that was lost behind it).
4839 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]);
4844 void R_UpdateAllTextureInfo(entity_render_t *ent)
4848 for (i = 0;i < ent->model->num_texturesperskin;i++)
4849 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4852 rsurfacestate_t rsurface;
4854 void R_Mesh_ResizeArrays(int newvertices)
4857 if (rsurface.array_size >= newvertices)
4859 if (rsurface.array_modelvertex3f)
4860 Mem_Free(rsurface.array_modelvertex3f);
4861 rsurface.array_size = (newvertices + 1023) & ~1023;
4862 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4863 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4864 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4865 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4866 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4867 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4868 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4869 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4870 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4871 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4872 rsurface.array_color4f = base + rsurface.array_size * 27;
4873 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4876 void RSurf_ActiveWorldEntity(void)
4878 dp_model_t *model = r_refdef.scene.worldmodel;
4879 if (rsurface.array_size < model->surfmesh.num_vertices)
4880 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4881 rsurface.matrix = identitymatrix;
4882 rsurface.inversematrix = identitymatrix;
4883 R_Mesh_Matrix(&identitymatrix);
4884 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4885 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4886 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4887 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4888 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4889 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4890 rsurface.frameblend[0].frame = 0;
4891 rsurface.frameblend[0].lerp = 1;
4892 rsurface.frameblend[1].frame = 0;
4893 rsurface.frameblend[1].lerp = 0;
4894 rsurface.frameblend[2].frame = 0;
4895 rsurface.frameblend[2].lerp = 0;
4896 rsurface.frameblend[3].frame = 0;
4897 rsurface.frameblend[3].lerp = 0;
4898 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4899 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4900 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4901 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4902 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4903 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4904 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4905 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4906 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4907 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4908 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4909 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4910 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4911 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4912 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4913 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4914 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4915 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4916 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4917 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4918 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4919 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4920 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4921 rsurface.modelelement3i = model->surfmesh.data_element3i;
4922 rsurface.modelelement3s = model->surfmesh.data_element3s;
4923 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4924 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4925 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4926 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4927 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4928 rsurface.modelsurfaces = model->data_surfaces;
4929 rsurface.generatedvertex = false;
4930 rsurface.vertex3f = rsurface.modelvertex3f;
4931 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4932 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4933 rsurface.svector3f = rsurface.modelsvector3f;
4934 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4935 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4936 rsurface.tvector3f = rsurface.modeltvector3f;
4937 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4938 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4939 rsurface.normal3f = rsurface.modelnormal3f;
4940 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4941 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4942 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4945 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4947 dp_model_t *model = ent->model;
4948 if (rsurface.array_size < model->surfmesh.num_vertices)
4949 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4950 rsurface.matrix = ent->matrix;
4951 rsurface.inversematrix = ent->inversematrix;
4952 R_Mesh_Matrix(&rsurface.matrix);
4953 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4954 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4955 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4956 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4957 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4958 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4959 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4960 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4961 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4962 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4963 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4964 rsurface.frameblend[0] = ent->frameblend[0];
4965 rsurface.frameblend[1] = ent->frameblend[1];
4966 rsurface.frameblend[2] = ent->frameblend[2];
4967 rsurface.frameblend[3] = ent->frameblend[3];
4968 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4969 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4970 if (ent->model->brush.submodel)
4972 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4973 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4975 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4979 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4980 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4981 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4982 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4983 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4985 else if (wantnormals)
4987 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4988 rsurface.modelsvector3f = NULL;
4989 rsurface.modeltvector3f = NULL;
4990 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4991 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4995 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4996 rsurface.modelsvector3f = NULL;
4997 rsurface.modeltvector3f = NULL;
4998 rsurface.modelnormal3f = NULL;
4999 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5001 rsurface.modelvertex3f_bufferobject = 0;
5002 rsurface.modelvertex3f_bufferoffset = 0;
5003 rsurface.modelsvector3f_bufferobject = 0;
5004 rsurface.modelsvector3f_bufferoffset = 0;
5005 rsurface.modeltvector3f_bufferobject = 0;
5006 rsurface.modeltvector3f_bufferoffset = 0;
5007 rsurface.modelnormal3f_bufferobject = 0;
5008 rsurface.modelnormal3f_bufferoffset = 0;
5009 rsurface.generatedvertex = true;
5013 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5014 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5015 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5016 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5017 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5018 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5019 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5020 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5021 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5022 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5023 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5024 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5025 rsurface.generatedvertex = false;
5027 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5028 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5029 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5030 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5031 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5032 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5033 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5034 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5035 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5036 rsurface.modelelement3i = model->surfmesh.data_element3i;
5037 rsurface.modelelement3s = model->surfmesh.data_element3s;
5038 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5039 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5040 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5041 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5042 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5043 rsurface.modelsurfaces = model->data_surfaces;
5044 rsurface.vertex3f = rsurface.modelvertex3f;
5045 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5046 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5047 rsurface.svector3f = rsurface.modelsvector3f;
5048 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5049 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5050 rsurface.tvector3f = rsurface.modeltvector3f;
5051 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5052 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5053 rsurface.normal3f = rsurface.modelnormal3f;
5054 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5055 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5056 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5059 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5060 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5063 int texturesurfaceindex;
5068 const float *v1, *in_tc;
5070 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5072 q3shaderinfo_deform_t *deform;
5073 // 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
5074 if (rsurface.generatedvertex)
5076 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5077 generatenormals = true;
5078 for (i = 0;i < Q3MAXDEFORMS;i++)
5080 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5082 generatetangents = true;
5083 generatenormals = true;
5085 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5086 generatenormals = true;
5088 if (generatenormals && !rsurface.modelnormal3f)
5090 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5091 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5092 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5093 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5095 if (generatetangents && !rsurface.modelsvector3f)
5097 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5098 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5099 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5100 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5101 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5102 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5103 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);
5106 rsurface.vertex3f = rsurface.modelvertex3f;
5107 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5108 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5109 rsurface.svector3f = rsurface.modelsvector3f;
5110 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5111 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5112 rsurface.tvector3f = rsurface.modeltvector3f;
5113 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5114 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5115 rsurface.normal3f = rsurface.modelnormal3f;
5116 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5117 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5118 // if vertices are deformed (sprite flares and things in maps, possibly
5119 // water waves, bulges and other deformations), generate them into
5120 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5121 // (may be static model data or generated data for an animated model, or
5122 // the previous deform pass)
5123 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5125 switch (deform->deform)
5128 case Q3DEFORM_PROJECTIONSHADOW:
5129 case Q3DEFORM_TEXT0:
5130 case Q3DEFORM_TEXT1:
5131 case Q3DEFORM_TEXT2:
5132 case Q3DEFORM_TEXT3:
5133 case Q3DEFORM_TEXT4:
5134 case Q3DEFORM_TEXT5:
5135 case Q3DEFORM_TEXT6:
5136 case Q3DEFORM_TEXT7:
5139 case Q3DEFORM_AUTOSPRITE:
5140 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5141 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5142 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5143 VectorNormalize(newforward);
5144 VectorNormalize(newright);
5145 VectorNormalize(newup);
5146 // make deformed versions of only the model vertices used by the specified surfaces
5147 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5149 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5150 // a single autosprite surface can contain multiple sprites...
5151 for (j = 0;j < surface->num_vertices - 3;j += 4)
5153 VectorClear(center);
5154 for (i = 0;i < 4;i++)
5155 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5156 VectorScale(center, 0.25f, center);
5157 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5158 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5159 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5160 for (i = 0;i < 4;i++)
5162 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5163 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5166 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);
5167 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);
5169 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5170 rsurface.vertex3f_bufferobject = 0;
5171 rsurface.vertex3f_bufferoffset = 0;
5172 rsurface.svector3f = rsurface.array_deformedsvector3f;
5173 rsurface.svector3f_bufferobject = 0;
5174 rsurface.svector3f_bufferoffset = 0;
5175 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5176 rsurface.tvector3f_bufferobject = 0;
5177 rsurface.tvector3f_bufferoffset = 0;
5178 rsurface.normal3f = rsurface.array_deformednormal3f;
5179 rsurface.normal3f_bufferobject = 0;
5180 rsurface.normal3f_bufferoffset = 0;
5182 case Q3DEFORM_AUTOSPRITE2:
5183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5184 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5185 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5186 VectorNormalize(newforward);
5187 VectorNormalize(newright);
5188 VectorNormalize(newup);
5189 // make deformed versions of only the model vertices used by the specified surfaces
5190 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5192 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5193 const float *v1, *v2;
5203 memset(shortest, 0, sizeof(shortest));
5204 // a single autosprite surface can contain multiple sprites...
5205 for (j = 0;j < surface->num_vertices - 3;j += 4)
5207 VectorClear(center);
5208 for (i = 0;i < 4;i++)
5209 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5210 VectorScale(center, 0.25f, center);
5211 // find the two shortest edges, then use them to define the
5212 // axis vectors for rotating around the central axis
5213 for (i = 0;i < 6;i++)
5215 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5216 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5218 Debug_PolygonBegin(NULL, 0);
5219 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5220 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);
5221 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5224 l = VectorDistance2(v1, v2);
5225 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5227 l += (1.0f / 1024.0f);
5228 if (shortest[0].length2 > l || i == 0)
5230 shortest[1] = shortest[0];
5231 shortest[0].length2 = l;
5232 shortest[0].v1 = v1;
5233 shortest[0].v2 = v2;
5235 else if (shortest[1].length2 > l || i == 1)
5237 shortest[1].length2 = l;
5238 shortest[1].v1 = v1;
5239 shortest[1].v2 = v2;
5242 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5243 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5245 Debug_PolygonBegin(NULL, 0);
5246 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5247 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);
5248 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5251 // this calculates the right vector from the shortest edge
5252 // and the up vector from the edge midpoints
5253 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5254 VectorNormalize(right);
5255 VectorSubtract(end, start, up);
5256 VectorNormalize(up);
5257 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5258 //VectorSubtract(rsurface.modelorg, center, forward);
5259 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5260 VectorNegate(forward, forward);
5261 VectorReflect(forward, 0, up, forward);
5262 VectorNormalize(forward);
5263 CrossProduct(up, forward, newright);
5264 VectorNormalize(newright);
5266 Debug_PolygonBegin(NULL, 0);
5267 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);
5268 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5269 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5273 Debug_PolygonBegin(NULL, 0);
5274 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5275 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5276 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5279 // rotate the quad around the up axis vector, this is made
5280 // especially easy by the fact we know the quad is flat,
5281 // so we only have to subtract the center position and
5282 // measure distance along the right vector, and then
5283 // multiply that by the newright vector and add back the
5285 // we also need to subtract the old position to undo the
5286 // displacement from the center, which we do with a
5287 // DotProduct, the subtraction/addition of center is also
5288 // optimized into DotProducts here
5289 l = DotProduct(right, center);
5290 for (i = 0;i < 4;i++)
5292 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5293 f = DotProduct(right, v1) - l;
5294 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5297 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);
5298 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);
5300 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5301 rsurface.vertex3f_bufferobject = 0;
5302 rsurface.vertex3f_bufferoffset = 0;
5303 rsurface.svector3f = rsurface.array_deformedsvector3f;
5304 rsurface.svector3f_bufferobject = 0;
5305 rsurface.svector3f_bufferoffset = 0;
5306 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5307 rsurface.tvector3f_bufferobject = 0;
5308 rsurface.tvector3f_bufferoffset = 0;
5309 rsurface.normal3f = rsurface.array_deformednormal3f;
5310 rsurface.normal3f_bufferobject = 0;
5311 rsurface.normal3f_bufferoffset = 0;
5313 case Q3DEFORM_NORMAL:
5314 // deform the normals to make reflections wavey
5315 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5317 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5318 for (j = 0;j < surface->num_vertices;j++)
5321 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5322 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5323 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5324 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5325 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5326 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5327 VectorNormalize(normal);
5329 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);
5331 rsurface.svector3f = rsurface.array_deformedsvector3f;
5332 rsurface.svector3f_bufferobject = 0;
5333 rsurface.svector3f_bufferoffset = 0;
5334 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5335 rsurface.tvector3f_bufferobject = 0;
5336 rsurface.tvector3f_bufferoffset = 0;
5337 rsurface.normal3f = rsurface.array_deformednormal3f;
5338 rsurface.normal3f_bufferobject = 0;
5339 rsurface.normal3f_bufferoffset = 0;
5342 // deform vertex array to make wavey water and flags and such
5343 waveparms[0] = deform->waveparms[0];
5344 waveparms[1] = deform->waveparms[1];
5345 waveparms[2] = deform->waveparms[2];
5346 waveparms[3] = deform->waveparms[3];
5347 // this is how a divisor of vertex influence on deformation
5348 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5349 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5350 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5352 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5353 for (j = 0;j < surface->num_vertices;j++)
5355 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5356 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5357 // if the wavefunc depends on time, evaluate it per-vertex
5360 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5361 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5363 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5366 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5367 rsurface.vertex3f_bufferobject = 0;
5368 rsurface.vertex3f_bufferoffset = 0;
5370 case Q3DEFORM_BULGE:
5371 // deform vertex array to make the surface have moving bulges
5372 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5374 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5375 for (j = 0;j < surface->num_vertices;j++)
5377 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5378 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5381 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5382 rsurface.vertex3f_bufferobject = 0;
5383 rsurface.vertex3f_bufferoffset = 0;
5386 // deform vertex array
5387 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5388 VectorScale(deform->parms, scale, waveparms);
5389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5392 for (j = 0;j < surface->num_vertices;j++)
5393 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5395 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5396 rsurface.vertex3f_bufferobject = 0;
5397 rsurface.vertex3f_bufferoffset = 0;
5401 // generate texcoords based on the chosen texcoord source
5402 switch(rsurface.texture->tcgen.tcgen)
5405 case Q3TCGEN_TEXTURE:
5406 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5407 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5408 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5410 case Q3TCGEN_LIGHTMAP:
5411 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5412 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5413 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5415 case Q3TCGEN_VECTOR:
5416 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5418 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5419 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)
5421 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5422 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5425 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5426 rsurface.texcoordtexture2f_bufferobject = 0;
5427 rsurface.texcoordtexture2f_bufferoffset = 0;
5429 case Q3TCGEN_ENVIRONMENT:
5430 // make environment reflections using a spheremap
5431 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5433 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5434 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5435 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5436 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5437 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5439 float l, d, eyedir[3];
5440 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5441 l = 0.5f / VectorLength(eyedir);
5442 d = DotProduct(normal, eyedir)*2;
5443 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5444 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5447 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5448 rsurface.texcoordtexture2f_bufferobject = 0;
5449 rsurface.texcoordtexture2f_bufferoffset = 0;
5452 // the only tcmod that needs software vertex processing is turbulent, so
5453 // check for it here and apply the changes if needed
5454 // and we only support that as the first one
5455 // (handling a mixture of turbulent and other tcmods would be problematic
5456 // without punting it entirely to a software path)
5457 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5459 amplitude = rsurface.texture->tcmods[0].parms[1];
5460 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5461 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5463 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5464 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)
5466 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5467 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5470 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5471 rsurface.texcoordtexture2f_bufferobject = 0;
5472 rsurface.texcoordtexture2f_bufferoffset = 0;
5474 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5475 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5476 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5477 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5480 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5483 const msurface_t *surface = texturesurfacelist[0];
5484 const msurface_t *surface2;
5489 // TODO: lock all array ranges before render, rather than on each surface
5490 if (texturenumsurfaces == 1)
5492 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5493 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);
5495 else if (r_batchmode.integer == 2)
5497 #define MAXBATCHTRIANGLES 4096
5498 int batchtriangles = 0;
5499 int batchelements[MAXBATCHTRIANGLES*3];
5500 for (i = 0;i < texturenumsurfaces;i = j)
5502 surface = texturesurfacelist[i];
5504 if (surface->num_triangles > MAXBATCHTRIANGLES)
5506 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);
5509 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5510 batchtriangles = surface->num_triangles;
5511 firstvertex = surface->num_firstvertex;
5512 endvertex = surface->num_firstvertex + surface->num_vertices;
5513 for (;j < texturenumsurfaces;j++)
5515 surface2 = texturesurfacelist[j];
5516 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5518 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5519 batchtriangles += surface2->num_triangles;
5520 firstvertex = min(firstvertex, surface2->num_firstvertex);
5521 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5523 surface2 = texturesurfacelist[j-1];
5524 numvertices = endvertex - firstvertex;
5525 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5528 else if (r_batchmode.integer == 1)
5530 for (i = 0;i < texturenumsurfaces;i = j)
5532 surface = texturesurfacelist[i];
5533 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5534 if (texturesurfacelist[j] != surface2)
5536 surface2 = texturesurfacelist[j-1];
5537 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5538 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5539 GL_LockArrays(surface->num_firstvertex, numvertices);
5540 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5545 for (i = 0;i < texturenumsurfaces;i++)
5547 surface = texturesurfacelist[i];
5548 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5549 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);
5554 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5556 int i, planeindex, vertexindex;
5560 r_waterstate_waterplane_t *p, *bestp;
5561 msurface_t *surface;
5562 if (r_waterstate.renderingscene)
5564 for (i = 0;i < texturenumsurfaces;i++)
5566 surface = texturesurfacelist[i];
5567 if (lightmaptexunit >= 0)
5568 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5569 if (deluxemaptexunit >= 0)
5570 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5571 // pick the closest matching water plane
5574 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5577 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5579 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5580 d += fabs(PlaneDiff(vert, &p->plane));
5582 if (bestd > d || !bestp)
5590 if (refractiontexunit >= 0)
5591 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5592 if (reflectiontexunit >= 0)
5593 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5597 if (refractiontexunit >= 0)
5598 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5599 if (reflectiontexunit >= 0)
5600 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5602 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5603 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);
5607 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5611 const msurface_t *surface = texturesurfacelist[0];
5612 const msurface_t *surface2;
5617 // TODO: lock all array ranges before render, rather than on each surface
5618 if (texturenumsurfaces == 1)
5620 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5621 if (deluxemaptexunit >= 0)
5622 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5623 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5624 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);
5626 else if (r_batchmode.integer == 2)
5628 #define MAXBATCHTRIANGLES 4096
5629 int batchtriangles = 0;
5630 int batchelements[MAXBATCHTRIANGLES*3];
5631 for (i = 0;i < texturenumsurfaces;i = j)
5633 surface = texturesurfacelist[i];
5634 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5635 if (deluxemaptexunit >= 0)
5636 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5638 if (surface->num_triangles > MAXBATCHTRIANGLES)
5640 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);
5643 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5644 batchtriangles = surface->num_triangles;
5645 firstvertex = surface->num_firstvertex;
5646 endvertex = surface->num_firstvertex + surface->num_vertices;
5647 for (;j < texturenumsurfaces;j++)
5649 surface2 = texturesurfacelist[j];
5650 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5652 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5653 batchtriangles += surface2->num_triangles;
5654 firstvertex = min(firstvertex, surface2->num_firstvertex);
5655 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5657 surface2 = texturesurfacelist[j-1];
5658 numvertices = endvertex - firstvertex;
5659 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5662 else if (r_batchmode.integer == 1)
5665 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5666 for (i = 0;i < texturenumsurfaces;i = j)
5668 surface = texturesurfacelist[i];
5669 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5670 if (texturesurfacelist[j] != surface2)
5672 Con_Printf(" %i", j - i);
5675 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5677 for (i = 0;i < texturenumsurfaces;i = j)
5679 surface = texturesurfacelist[i];
5680 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5681 if (deluxemaptexunit >= 0)
5682 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5683 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5684 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5687 Con_Printf(" %i", j - i);
5689 surface2 = texturesurfacelist[j-1];
5690 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5691 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5692 GL_LockArrays(surface->num_firstvertex, numvertices);
5693 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5701 for (i = 0;i < texturenumsurfaces;i++)
5703 surface = texturesurfacelist[i];
5704 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5705 if (deluxemaptexunit >= 0)
5706 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5707 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5708 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);
5713 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5716 int texturesurfaceindex;
5717 if (r_showsurfaces.integer == 2)
5719 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5721 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5722 for (j = 0;j < surface->num_triangles;j++)
5724 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5725 GL_Color(f, f, f, 1);
5726 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5735 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5736 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);
5737 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5738 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);
5743 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5745 int texturesurfaceindex;
5748 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5750 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5751 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)
5759 rsurface.lightmapcolor4f = rsurface.array_color4f;
5760 rsurface.lightmapcolor4f_bufferobject = 0;
5761 rsurface.lightmapcolor4f_bufferoffset = 0;
5764 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5766 int texturesurfaceindex;
5770 if (rsurface.lightmapcolor4f)
5772 // generate color arrays for the surfaces in this list
5773 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5775 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5776 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)
5778 f = FogPoint_Model(v);
5788 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5790 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5791 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)
5793 f = FogPoint_Model(v);
5801 rsurface.lightmapcolor4f = rsurface.array_color4f;
5802 rsurface.lightmapcolor4f_bufferobject = 0;
5803 rsurface.lightmapcolor4f_bufferoffset = 0;
5806 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5808 int texturesurfaceindex;
5812 if (!rsurface.lightmapcolor4f)
5814 // generate color arrays for the surfaces in this list
5815 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5817 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5818 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)
5820 f = FogPoint_Model(v);
5821 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5822 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5823 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5827 rsurface.lightmapcolor4f = rsurface.array_color4f;
5828 rsurface.lightmapcolor4f_bufferobject = 0;
5829 rsurface.lightmapcolor4f_bufferoffset = 0;
5832 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5834 int texturesurfaceindex;
5837 if (!rsurface.lightmapcolor4f)
5839 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5841 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5842 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)
5850 rsurface.lightmapcolor4f = rsurface.array_color4f;
5851 rsurface.lightmapcolor4f_bufferobject = 0;
5852 rsurface.lightmapcolor4f_bufferoffset = 0;
5855 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5857 int texturesurfaceindex;
5860 if (!rsurface.lightmapcolor4f)
5862 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5864 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5865 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)
5867 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5868 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5869 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5873 rsurface.lightmapcolor4f = rsurface.array_color4f;
5874 rsurface.lightmapcolor4f_bufferobject = 0;
5875 rsurface.lightmapcolor4f_bufferoffset = 0;
5878 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5881 rsurface.lightmapcolor4f = NULL;
5882 rsurface.lightmapcolor4f_bufferobject = 0;
5883 rsurface.lightmapcolor4f_bufferoffset = 0;
5884 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5885 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5886 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5887 GL_Color(r, g, b, a);
5888 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5891 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5893 // TODO: optimize applyfog && applycolor case
5894 // just apply fog if necessary, and tint the fog color array if necessary
5895 rsurface.lightmapcolor4f = NULL;
5896 rsurface.lightmapcolor4f_bufferobject = 0;
5897 rsurface.lightmapcolor4f_bufferoffset = 0;
5898 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5899 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5900 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5901 GL_Color(r, g, b, a);
5902 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5905 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5907 int texturesurfaceindex;
5911 if (texturesurfacelist[0]->lightmapinfo)
5913 // generate color arrays for the surfaces in this list
5914 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5916 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5917 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5919 if (surface->lightmapinfo->samples)
5921 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5922 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5923 VectorScale(lm, scale, c);
5924 if (surface->lightmapinfo->styles[1] != 255)
5926 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5928 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5929 VectorMA(c, scale, lm, c);
5930 if (surface->lightmapinfo->styles[2] != 255)
5933 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5934 VectorMA(c, scale, lm, c);
5935 if (surface->lightmapinfo->styles[3] != 255)
5938 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5939 VectorMA(c, scale, lm, c);
5949 rsurface.lightmapcolor4f = rsurface.array_color4f;
5950 rsurface.lightmapcolor4f_bufferobject = 0;
5951 rsurface.lightmapcolor4f_bufferoffset = 0;
5955 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5956 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5957 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5959 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5960 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5961 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5962 GL_Color(r, g, b, a);
5963 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5966 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5968 int texturesurfaceindex;
5971 float *v, *c, *c2, alpha;
5972 vec3_t ambientcolor;
5973 vec3_t diffusecolor;
5977 VectorCopy(rsurface.modellight_lightdir, lightdir);
5978 f = 0.5f * r_refdef.lightmapintensity;
5979 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5980 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5981 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5982 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5983 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5984 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5986 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5988 // generate color arrays for the surfaces in this list
5989 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5991 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5992 int numverts = surface->num_vertices;
5993 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5994 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5995 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5996 // q3-style directional shading
5997 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5999 if ((f = DotProduct(c2, lightdir)) > 0)
6000 VectorMA(ambientcolor, f, diffusecolor, c);
6002 VectorCopy(ambientcolor, c);
6010 rsurface.lightmapcolor4f = rsurface.array_color4f;
6011 rsurface.lightmapcolor4f_bufferobject = 0;
6012 rsurface.lightmapcolor4f_bufferoffset = 0;
6013 *applycolor = false;
6017 *r = ambientcolor[0];
6018 *g = ambientcolor[1];
6019 *b = ambientcolor[2];
6020 rsurface.lightmapcolor4f = NULL;
6021 rsurface.lightmapcolor4f_bufferobject = 0;
6022 rsurface.lightmapcolor4f_bufferoffset = 0;
6026 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6028 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6029 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6030 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6031 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6032 GL_Color(r, g, b, a);
6033 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6036 void RSurf_SetupDepthAndCulling(void)
6038 // submodels are biased to avoid z-fighting with world surfaces that they
6039 // may be exactly overlapping (avoids z-fighting artifacts on certain
6040 // doors and things in Quake maps)
6041 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6042 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6043 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6044 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6047 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6049 // transparent sky would be ridiculous
6050 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6052 R_SetupGenericShader(false);
6055 skyrendernow = false;
6056 // we have to force off the water clipping plane while rendering sky
6060 // restore entity matrix
6061 R_Mesh_Matrix(&rsurface.matrix);
6063 RSurf_SetupDepthAndCulling();
6065 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6066 // skymasking on them, and Quake3 never did sky masking (unlike
6067 // software Quake and software Quake2), so disable the sky masking
6068 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6069 // and skymasking also looks very bad when noclipping outside the
6070 // level, so don't use it then either.
6071 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6073 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6074 R_Mesh_ColorPointer(NULL, 0, 0);
6075 R_Mesh_ResetTextureState();
6076 if (skyrendermasked)
6078 R_SetupDepthOrShadowShader();
6079 // depth-only (masking)
6080 GL_ColorMask(0,0,0,0);
6081 // just to make sure that braindead drivers don't draw
6082 // anything despite that colormask...
6083 GL_BlendFunc(GL_ZERO, GL_ONE);
6087 R_SetupGenericShader(false);
6089 GL_BlendFunc(GL_ONE, GL_ZERO);
6091 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6092 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6093 if (skyrendermasked)
6094 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6096 R_Mesh_ResetTextureState();
6097 GL_Color(1, 1, 1, 1);
6100 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6102 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6105 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6106 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6107 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6108 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6109 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6110 if (rsurface.texture->backgroundcurrentskinframe)
6112 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6113 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6114 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6115 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6117 if(rsurface.texture->colormapping)
6119 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6120 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6122 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6123 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6124 R_Mesh_ColorPointer(NULL, 0, 0);
6126 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6128 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6130 // render background
6131 GL_BlendFunc(GL_ONE, GL_ZERO);
6133 GL_AlphaTest(false);
6135 GL_Color(1, 1, 1, 1);
6136 R_Mesh_ColorPointer(NULL, 0, 0);
6138 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6139 if (r_glsl_permutation)
6141 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6142 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6143 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6144 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6145 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6146 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6147 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);
6149 GL_LockArrays(0, 0);
6151 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6152 GL_DepthMask(false);
6153 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6154 R_Mesh_ColorPointer(NULL, 0, 0);
6156 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6157 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6158 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6161 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6162 if (!r_glsl_permutation)
6165 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6166 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6167 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6168 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6169 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6170 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6172 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6174 GL_BlendFunc(GL_ONE, GL_ZERO);
6176 GL_AlphaTest(false);
6180 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6181 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6182 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6185 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6187 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6188 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);
6190 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6194 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6195 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);
6197 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6199 GL_LockArrays(0, 0);
6202 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6204 // OpenGL 1.3 path - anything not completely ancient
6205 int texturesurfaceindex;
6206 qboolean applycolor;
6210 const texturelayer_t *layer;
6211 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6213 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6216 int layertexrgbscale;
6217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6219 if (layerindex == 0)
6223 GL_AlphaTest(false);
6224 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6227 GL_DepthMask(layer->depthmask && writedepth);
6228 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6229 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6231 layertexrgbscale = 4;
6232 VectorScale(layer->color, 0.25f, layercolor);
6234 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6236 layertexrgbscale = 2;
6237 VectorScale(layer->color, 0.5f, layercolor);
6241 layertexrgbscale = 1;
6242 VectorScale(layer->color, 1.0f, layercolor);
6244 layercolor[3] = layer->color[3];
6245 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6246 R_Mesh_ColorPointer(NULL, 0, 0);
6247 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6248 switch (layer->type)
6250 case TEXTURELAYERTYPE_LITTEXTURE:
6251 memset(&m, 0, sizeof(m));
6252 m.tex[0] = R_GetTexture(r_texture_white);
6253 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6254 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6255 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6256 m.tex[1] = R_GetTexture(layer->texture);
6257 m.texmatrix[1] = layer->texmatrix;
6258 m.texrgbscale[1] = layertexrgbscale;
6259 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6260 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6261 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6262 R_Mesh_TextureState(&m);
6263 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6264 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6265 else if (rsurface.uselightmaptexture)
6266 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6268 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6270 case TEXTURELAYERTYPE_TEXTURE:
6271 memset(&m, 0, sizeof(m));
6272 m.tex[0] = R_GetTexture(layer->texture);
6273 m.texmatrix[0] = layer->texmatrix;
6274 m.texrgbscale[0] = layertexrgbscale;
6275 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6276 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6277 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6278 R_Mesh_TextureState(&m);
6279 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6281 case TEXTURELAYERTYPE_FOG:
6282 memset(&m, 0, sizeof(m));
6283 m.texrgbscale[0] = layertexrgbscale;
6286 m.tex[0] = R_GetTexture(layer->texture);
6287 m.texmatrix[0] = layer->texmatrix;
6288 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6289 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6290 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6292 R_Mesh_TextureState(&m);
6293 // generate a color array for the fog pass
6294 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6295 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6299 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6300 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)
6302 f = 1 - FogPoint_Model(v);
6303 c[0] = layercolor[0];
6304 c[1] = layercolor[1];
6305 c[2] = layercolor[2];
6306 c[3] = f * layercolor[3];
6309 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6312 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6314 GL_LockArrays(0, 0);
6317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6319 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6320 GL_AlphaTest(false);
6324 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6326 // OpenGL 1.1 - crusty old voodoo path
6327 int texturesurfaceindex;
6331 const texturelayer_t *layer;
6332 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6334 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6336 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6338 if (layerindex == 0)
6342 GL_AlphaTest(false);
6343 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6346 GL_DepthMask(layer->depthmask && writedepth);
6347 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6348 R_Mesh_ColorPointer(NULL, 0, 0);
6349 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6350 switch (layer->type)
6352 case TEXTURELAYERTYPE_LITTEXTURE:
6353 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6355 // two-pass lit texture with 2x rgbscale
6356 // first the lightmap pass
6357 memset(&m, 0, sizeof(m));
6358 m.tex[0] = R_GetTexture(r_texture_white);
6359 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6360 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6361 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6362 R_Mesh_TextureState(&m);
6363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6364 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6365 else if (rsurface.uselightmaptexture)
6366 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6368 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6369 GL_LockArrays(0, 0);
6370 // then apply the texture to it
6371 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6372 memset(&m, 0, sizeof(m));
6373 m.tex[0] = R_GetTexture(layer->texture);
6374 m.texmatrix[0] = layer->texmatrix;
6375 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6376 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6377 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6378 R_Mesh_TextureState(&m);
6379 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);
6383 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6384 memset(&m, 0, sizeof(m));
6385 m.tex[0] = R_GetTexture(layer->texture);
6386 m.texmatrix[0] = layer->texmatrix;
6387 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6388 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6389 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6390 R_Mesh_TextureState(&m);
6391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6392 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);
6394 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);
6397 case TEXTURELAYERTYPE_TEXTURE:
6398 // singletexture unlit texture with transparency support
6399 memset(&m, 0, sizeof(m));
6400 m.tex[0] = R_GetTexture(layer->texture);
6401 m.texmatrix[0] = layer->texmatrix;
6402 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6403 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6404 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6405 R_Mesh_TextureState(&m);
6406 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);
6408 case TEXTURELAYERTYPE_FOG:
6409 // singletexture fogging
6410 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6413 memset(&m, 0, sizeof(m));
6414 m.tex[0] = R_GetTexture(layer->texture);
6415 m.texmatrix[0] = layer->texmatrix;
6416 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6417 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6418 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6419 R_Mesh_TextureState(&m);
6422 R_Mesh_ResetTextureState();
6423 // generate a color array for the fog pass
6424 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6428 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6429 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)
6431 f = 1 - FogPoint_Model(v);
6432 c[0] = layer->color[0];
6433 c[1] = layer->color[1];
6434 c[2] = layer->color[2];
6435 c[3] = f * layer->color[3];
6438 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6441 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6443 GL_LockArrays(0, 0);
6446 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6448 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6449 GL_AlphaTest(false);
6453 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6457 GL_AlphaTest(false);
6458 R_Mesh_ColorPointer(NULL, 0, 0);
6459 R_Mesh_ResetTextureState();
6460 R_SetupGenericShader(false);
6462 if(rsurface.texture && rsurface.texture->currentskinframe)
6463 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6472 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6474 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6475 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6476 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6479 // brighten it up (as texture value 127 means "unlit")
6480 c[0] *= 2 * r_refdef.view.colorscale;
6481 c[1] *= 2 * r_refdef.view.colorscale;
6482 c[2] *= 2 * r_refdef.view.colorscale;
6484 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6485 c[3] *= r_wateralpha.value;
6487 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6489 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6490 GL_DepthMask(false);
6492 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6494 GL_BlendFunc(GL_ONE, GL_ONE);
6495 GL_DepthMask(false);
6497 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6499 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6500 GL_DepthMask(false);
6502 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6504 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6505 GL_DepthMask(false);
6509 GL_BlendFunc(GL_ONE, GL_ZERO);
6510 GL_DepthMask(writedepth);
6513 rsurface.lightmapcolor4f = NULL;
6515 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6517 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6519 rsurface.lightmapcolor4f = NULL;
6520 rsurface.lightmapcolor4f_bufferobject = 0;
6521 rsurface.lightmapcolor4f_bufferoffset = 0;
6523 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6525 qboolean applycolor = true;
6528 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6530 r_refdef.lightmapintensity = 1;
6531 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6532 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6536 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6538 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6539 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6540 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6543 if(!rsurface.lightmapcolor4f)
6544 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6546 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6547 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6548 if(r_refdef.fogenabled)
6549 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6551 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6552 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6555 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6558 RSurf_SetupDepthAndCulling();
6559 if (r_showsurfaces.integer == 3)
6560 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6561 else if (r_glsl.integer && gl_support_fragment_shader)
6562 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6563 else if (gl_combine.integer && r_textureunits.integer >= 2)
6564 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6566 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6570 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6573 int texturenumsurfaces, endsurface;
6575 msurface_t *surface;
6576 msurface_t *texturesurfacelist[1024];
6578 // if the model is static it doesn't matter what value we give for
6579 // wantnormals and wanttangents, so this logic uses only rules applicable
6580 // to a model, knowing that they are meaningless otherwise
6581 if (ent == r_refdef.scene.worldentity)
6582 RSurf_ActiveWorldEntity();
6583 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6584 RSurf_ActiveModelEntity(ent, false, false);
6586 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6588 for (i = 0;i < numsurfaces;i = j)
6591 surface = rsurface.modelsurfaces + surfacelist[i];
6592 texture = surface->texture;
6593 R_UpdateTextureInfo(ent, texture);
6594 rsurface.texture = texture->currentframe;
6595 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6596 // scan ahead until we find a different texture
6597 endsurface = min(i + 1024, numsurfaces);
6598 texturenumsurfaces = 0;
6599 texturesurfacelist[texturenumsurfaces++] = surface;
6600 for (;j < endsurface;j++)
6602 surface = rsurface.modelsurfaces + surfacelist[j];
6603 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6605 texturesurfacelist[texturenumsurfaces++] = surface;
6607 // render the range of surfaces
6608 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6610 GL_AlphaTest(false);
6613 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6618 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6620 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6622 RSurf_SetupDepthAndCulling();
6623 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6624 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6626 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6628 RSurf_SetupDepthAndCulling();
6629 GL_AlphaTest(false);
6630 R_Mesh_ColorPointer(NULL, 0, 0);
6631 R_Mesh_ResetTextureState();
6632 R_SetupGenericShader(false);
6633 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6635 GL_BlendFunc(GL_ONE, GL_ZERO);
6636 GL_Color(0, 0, 0, 1);
6637 GL_DepthTest(writedepth);
6638 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6640 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6642 RSurf_SetupDepthAndCulling();
6643 GL_AlphaTest(false);
6644 R_Mesh_ColorPointer(NULL, 0, 0);
6645 R_Mesh_ResetTextureState();
6646 R_SetupGenericShader(false);
6647 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6649 GL_BlendFunc(GL_ONE, GL_ZERO);
6651 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6653 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6654 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6655 else if (!rsurface.texture->currentnumlayers)
6657 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6659 // transparent surfaces get pushed off into the transparent queue
6660 int surfacelistindex;
6661 const msurface_t *surface;
6662 vec3_t tempcenter, center;
6663 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6665 surface = texturesurfacelist[surfacelistindex];
6666 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6667 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6668 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6669 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6670 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6675 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6676 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6681 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6685 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6688 for (i = 0;i < numsurfaces;i++)
6689 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6690 R_Water_AddWaterPlane(surfacelist[i]);
6693 // break the surface list down into batches by texture and use of lightmapping
6694 for (i = 0;i < numsurfaces;i = j)
6697 // texture is the base texture pointer, rsurface.texture is the
6698 // current frame/skin the texture is directing us to use (for example
6699 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6700 // use skin 1 instead)
6701 texture = surfacelist[i]->texture;
6702 rsurface.texture = texture->currentframe;
6703 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6704 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6706 // if this texture is not the kind we want, skip ahead to the next one
6707 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6711 // simply scan ahead until we find a different texture or lightmap state
6712 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6714 // render the range of surfaces
6715 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6719 float locboxvertex3f[6*4*3] =
6721 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6722 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6723 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6724 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6725 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6726 1,0,0, 0,0,0, 0,1,0, 1,1,0
6729 unsigned short locboxelements[6*2*3] =
6739 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6742 cl_locnode_t *loc = (cl_locnode_t *)ent;
6744 float vertex3f[6*4*3];
6746 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6747 GL_DepthMask(false);
6748 GL_DepthRange(0, 1);
6749 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6751 GL_CullFace(GL_NONE);
6752 R_Mesh_Matrix(&identitymatrix);
6754 R_Mesh_VertexPointer(vertex3f, 0, 0);
6755 R_Mesh_ColorPointer(NULL, 0, 0);
6756 R_Mesh_ResetTextureState();
6757 R_SetupGenericShader(false);
6760 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6761 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6762 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6763 surfacelist[0] < 0 ? 0.5f : 0.125f);
6765 if (VectorCompare(loc->mins, loc->maxs))
6767 VectorSet(size, 2, 2, 2);
6768 VectorMA(loc->mins, -0.5f, size, mins);
6772 VectorCopy(loc->mins, mins);
6773 VectorSubtract(loc->maxs, loc->mins, size);
6776 for (i = 0;i < 6*4*3;)
6777 for (j = 0;j < 3;j++, i++)
6778 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6780 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6783 void R_DrawLocs(void)
6786 cl_locnode_t *loc, *nearestloc;
6788 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6789 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6791 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6792 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6796 void R_DrawDebugModel(entity_render_t *ent)
6798 int i, j, k, l, flagsmask;
6799 const int *elements;
6801 msurface_t *surface;
6802 dp_model_t *model = ent->model;
6805 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6807 R_Mesh_ColorPointer(NULL, 0, 0);
6808 R_Mesh_ResetTextureState();
6809 R_SetupGenericShader(false);
6810 GL_DepthRange(0, 1);
6811 GL_DepthTest(!r_showdisabledepthtest.integer);
6812 GL_DepthMask(false);
6813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6815 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6817 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6818 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6820 if (brush->colbrushf && brush->colbrushf->numtriangles)
6822 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6823 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);
6824 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6827 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6829 if (surface->num_collisiontriangles)
6831 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6832 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);
6833 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6838 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6840 if (r_showtris.integer || r_shownormals.integer)
6842 if (r_showdisabledepthtest.integer)
6844 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6845 GL_DepthMask(false);
6849 GL_BlendFunc(GL_ONE, GL_ZERO);
6852 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6854 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6856 rsurface.texture = surface->texture->currentframe;
6857 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6859 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6860 if (r_showtris.value > 0)
6862 if (!rsurface.texture->currentlayers->depthmask)
6863 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6864 else if (ent == r_refdef.scene.worldentity)
6865 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6867 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6868 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6871 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6873 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6874 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6875 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6876 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6881 if (r_shownormals.value > 0)
6884 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6886 VectorCopy(rsurface.vertex3f + l * 3, v);
6887 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6888 qglVertex3f(v[0], v[1], v[2]);
6889 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6890 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6891 qglVertex3f(v[0], v[1], v[2]);
6896 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6898 VectorCopy(rsurface.vertex3f + l * 3, v);
6899 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6900 qglVertex3f(v[0], v[1], v[2]);
6901 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6902 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6903 qglVertex3f(v[0], v[1], v[2]);
6908 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6910 VectorCopy(rsurface.vertex3f + l * 3, v);
6911 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6912 qglVertex3f(v[0], v[1], v[2]);
6913 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6914 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6915 qglVertex3f(v[0], v[1], v[2]);
6922 rsurface.texture = NULL;
6926 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6927 int r_maxsurfacelist = 0;
6928 msurface_t **r_surfacelist = NULL;
6929 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6931 int i, j, endj, f, flagsmask;
6933 dp_model_t *model = r_refdef.scene.worldmodel;
6934 msurface_t *surfaces;
6935 unsigned char *update;
6936 int numsurfacelist = 0;
6940 if (r_maxsurfacelist < model->num_surfaces)
6942 r_maxsurfacelist = model->num_surfaces;
6944 Mem_Free(r_surfacelist);
6945 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6948 RSurf_ActiveWorldEntity();
6950 surfaces = model->data_surfaces;
6951 update = model->brushq1.lightmapupdateflags;
6953 // update light styles on this submodel
6954 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6956 model_brush_lightstyleinfo_t *style;
6957 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6959 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6961 int *list = style->surfacelist;
6962 style->value = r_refdef.scene.lightstylevalue[style->style];
6963 for (j = 0;j < style->numsurfaces;j++)
6964 update[list[j]] = true;
6969 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6970 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6974 R_DrawDebugModel(r_refdef.scene.worldentity);
6980 rsurface.uselightmaptexture = false;
6981 rsurface.texture = NULL;
6982 rsurface.rtlight = NULL;
6984 // add visible surfaces to draw list
6985 j = model->firstmodelsurface;
6986 endj = j + model->nummodelsurfaces;
6991 if (r_refdef.viewcache.world_surfacevisible[j])
6993 r_surfacelist[numsurfacelist++] = surfaces + j;
6994 // update lightmap if needed
6996 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7002 if (r_refdef.viewcache.world_surfacevisible[j])
7003 r_surfacelist[numsurfacelist++] = surfaces + j;
7004 // don't do anything if there were no surfaces
7005 if (!numsurfacelist)
7007 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7008 GL_AlphaTest(false);
7010 // add to stats if desired
7011 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7013 r_refdef.stats.world_surfaces += numsurfacelist;
7014 for (j = 0;j < numsurfacelist;j++)
7015 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7019 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7021 int i, j, endj, f, flagsmask;
7023 dp_model_t *model = ent->model;
7024 msurface_t *surfaces;
7025 unsigned char *update;
7026 int numsurfacelist = 0;
7030 if (r_maxsurfacelist < model->num_surfaces)
7032 r_maxsurfacelist = model->num_surfaces;
7034 Mem_Free(r_surfacelist);
7035 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7038 // if the model is static it doesn't matter what value we give for
7039 // wantnormals and wanttangents, so this logic uses only rules applicable
7040 // to a model, knowing that they are meaningless otherwise
7041 if (ent == r_refdef.scene.worldentity)
7042 RSurf_ActiveWorldEntity();
7043 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7044 RSurf_ActiveModelEntity(ent, false, false);
7046 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7048 surfaces = model->data_surfaces;
7049 update = model->brushq1.lightmapupdateflags;
7051 // update light styles
7052 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7054 model_brush_lightstyleinfo_t *style;
7055 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7057 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7059 int *list = style->surfacelist;
7060 style->value = r_refdef.scene.lightstylevalue[style->style];
7061 for (j = 0;j < style->numsurfaces;j++)
7062 update[list[j]] = true;
7067 R_UpdateAllTextureInfo(ent);
7068 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7072 R_DrawDebugModel(ent);
7078 rsurface.uselightmaptexture = false;
7079 rsurface.texture = NULL;
7080 rsurface.rtlight = NULL;
7082 // add visible surfaces to draw list
7083 j = model->firstmodelsurface;
7084 endj = j + model->nummodelsurfaces;
7086 r_surfacelist[numsurfacelist++] = surfaces + j;
7087 // don't do anything if there were no surfaces
7088 if (!numsurfacelist)
7090 // update lightmaps if needed
7092 for (j = model->firstmodelsurface;j < endj;j++)
7094 R_BuildLightMap(ent, surfaces + j);
7095 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7096 GL_AlphaTest(false);
7098 // add to stats if desired
7099 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7101 r_refdef.stats.entities++;
7102 r_refdef.stats.entities_surfaces += numsurfacelist;
7103 for (j = 0;j < numsurfacelist;j++)
7104 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;