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 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// 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"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " 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"
892 " 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"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // 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"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 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");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 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))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 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]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 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);
1719 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);
1720 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);
1721 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]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 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]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 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);
1740 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]);
1741 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]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // 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]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1910 unsigned long long avgcolor[5], wsum; \
1918 for(pix = 0; pix < cnt; ++pix) \
1921 for(comp = 0; comp < 3; ++comp) \
1923 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1926 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1928 for(comp = 0; comp < 3; ++comp) \
1929 avgcolor[comp] += getpixel * w; \
1932 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1933 avgcolor[4] += getpixel; \
1935 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1937 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1938 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1939 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1940 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1943 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1945 // FIXME: it should be possible to disable loading various layers using
1946 // cvars, to prevent wasted loading time and memory usage if the user does
1948 qboolean loadnormalmap = true;
1949 qboolean loadgloss = true;
1950 qboolean loadpantsandshirt = true;
1951 qboolean loadglow = true;
1953 unsigned char *pixels;
1954 unsigned char *bumppixels;
1955 unsigned char *basepixels = NULL;
1956 int basepixels_width;
1957 int basepixels_height;
1958 skinframe_t *skinframe;
1962 if (cls.state == ca_dedicated)
1965 // return an existing skinframe if already loaded
1966 // if loading of the first image fails, don't make a new skinframe as it
1967 // would cause all future lookups of this to be missing
1968 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1969 if (skinframe && skinframe->base)
1972 basepixels = loadimagepixelsbgra(name, complain, true);
1973 if (basepixels == NULL)
1976 if (developer_loading.integer)
1977 Con_Printf("loading skin \"%s\"\n", name);
1979 // we've got some pixels to store, so really allocate this new texture now
1981 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1982 skinframe->stain = NULL;
1983 skinframe->merged = NULL;
1984 skinframe->base = r_texture_notexture;
1985 skinframe->pants = NULL;
1986 skinframe->shirt = NULL;
1987 skinframe->nmap = r_texture_blanknormalmap;
1988 skinframe->gloss = NULL;
1989 skinframe->glow = NULL;
1990 skinframe->fog = NULL;
1992 basepixels_width = image_width;
1993 basepixels_height = image_height;
1994 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);
1996 if (textureflags & TEXF_ALPHA)
1998 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1999 if (basepixels[j] < 255)
2001 if (j < basepixels_width * basepixels_height * 4)
2003 // has transparent pixels
2005 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2006 for (j = 0;j < image_width * image_height * 4;j += 4)
2011 pixels[j+3] = basepixels[j+3];
2013 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);
2018 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2019 //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]);
2021 // _norm is the name used by tenebrae and has been adopted as standard
2024 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2026 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);
2030 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2032 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2033 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2034 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2036 Mem_Free(bumppixels);
2038 else if (r_shadow_bumpscale_basetexture.value > 0)
2040 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2041 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2042 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);
2046 // _luma is supported for tenebrae compatibility
2047 // (I think it's a very stupid name, but oh well)
2048 // _glow is the preferred name
2049 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;}
2050 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;}
2051 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;}
2052 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;}
2055 Mem_Free(basepixels);
2060 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2063 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2066 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)
2071 for (i = 0;i < width*height;i++)
2072 if (((unsigned char *)&palette[in[i]])[3] > 0)
2074 if (i == width*height)
2077 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2080 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2081 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2084 unsigned char *temp1, *temp2;
2085 skinframe_t *skinframe;
2087 if (cls.state == ca_dedicated)
2090 // if already loaded just return it, otherwise make a new skinframe
2091 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2092 if (skinframe && skinframe->base)
2095 skinframe->stain = NULL;
2096 skinframe->merged = NULL;
2097 skinframe->base = r_texture_notexture;
2098 skinframe->pants = NULL;
2099 skinframe->shirt = NULL;
2100 skinframe->nmap = r_texture_blanknormalmap;
2101 skinframe->gloss = NULL;
2102 skinframe->glow = NULL;
2103 skinframe->fog = NULL;
2105 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2109 if (developer_loading.integer)
2110 Con_Printf("loading 32bit skin \"%s\"\n", name);
2112 if (r_shadow_bumpscale_basetexture.value > 0)
2114 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2115 temp2 = temp1 + width * height * 4;
2116 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2117 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2120 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2121 if (textureflags & TEXF_ALPHA)
2123 for (i = 3;i < width * height * 4;i += 4)
2124 if (skindata[i] < 255)
2126 if (i < width * height * 4)
2128 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2129 memcpy(fogpixels, skindata, width * height * 4);
2130 for (i = 0;i < width * height * 4;i += 4)
2131 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2132 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2133 Mem_Free(fogpixels);
2137 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2142 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2145 unsigned char *temp1, *temp2;
2146 skinframe_t *skinframe;
2148 if (cls.state == ca_dedicated)
2151 // if already loaded just return it, otherwise make a new skinframe
2152 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2153 if (skinframe && skinframe->base)
2156 skinframe->stain = NULL;
2157 skinframe->merged = NULL;
2158 skinframe->base = r_texture_notexture;
2159 skinframe->pants = NULL;
2160 skinframe->shirt = NULL;
2161 skinframe->nmap = r_texture_blanknormalmap;
2162 skinframe->gloss = NULL;
2163 skinframe->glow = NULL;
2164 skinframe->fog = NULL;
2166 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2170 if (developer_loading.integer)
2171 Con_Printf("loading quake skin \"%s\"\n", name);
2173 if (r_shadow_bumpscale_basetexture.value > 0)
2175 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2176 temp2 = temp1 + width * height * 4;
2177 // use either a custom palette or the quake palette
2178 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2179 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2180 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2183 // use either a custom palette, or the quake palette
2184 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2185 if (loadglowtexture)
2186 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2187 if (loadpantsandshirt)
2189 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2190 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2192 if (skinframe->pants || skinframe->shirt)
2193 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
2194 if (textureflags & TEXF_ALPHA)
2196 for (i = 0;i < width * height;i++)
2197 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2199 if (i < width * height)
2200 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2203 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_alpha)[skindata[pix]*4 + comp]);
2208 skinframe_t *R_SkinFrame_LoadMissing(void)
2210 skinframe_t *skinframe;
2212 if (cls.state == ca_dedicated)
2215 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2216 skinframe->stain = NULL;
2217 skinframe->merged = NULL;
2218 skinframe->base = r_texture_notexture;
2219 skinframe->pants = NULL;
2220 skinframe->shirt = NULL;
2221 skinframe->nmap = r_texture_blanknormalmap;
2222 skinframe->gloss = NULL;
2223 skinframe->glow = NULL;
2224 skinframe->fog = NULL;
2226 skinframe->avgcolor[0] = rand() / RAND_MAX;
2227 skinframe->avgcolor[1] = rand() / RAND_MAX;
2228 skinframe->avgcolor[2] = rand() / RAND_MAX;
2229 skinframe->avgcolor[3] = 1;
2234 void gl_main_start(void)
2236 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2237 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2239 // set up r_skinframe loading system for textures
2240 memset(&r_skinframe, 0, sizeof(r_skinframe));
2241 r_skinframe.loadsequence = 1;
2242 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2244 r_main_texturepool = R_AllocTexturePool();
2245 R_BuildBlankTextures();
2247 if (gl_texturecubemap)
2250 R_BuildNormalizationCube();
2252 r_texture_fogattenuation = NULL;
2253 r_texture_gammaramps = NULL;
2254 //r_texture_fogintensity = NULL;
2255 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2256 memset(&r_waterstate, 0, sizeof(r_waterstate));
2257 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2258 memset(&r_svbsp, 0, sizeof (r_svbsp));
2260 r_refdef.fogmasktable_density = 0;
2263 void gl_main_shutdown(void)
2265 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2266 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2268 // clear out the r_skinframe state
2269 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2270 memset(&r_skinframe, 0, sizeof(r_skinframe));
2273 Mem_Free(r_svbsp.nodes);
2274 memset(&r_svbsp, 0, sizeof (r_svbsp));
2275 R_FreeTexturePool(&r_main_texturepool);
2276 r_texture_blanknormalmap = NULL;
2277 r_texture_white = NULL;
2278 r_texture_grey128 = NULL;
2279 r_texture_black = NULL;
2280 r_texture_whitecube = NULL;
2281 r_texture_normalizationcube = NULL;
2282 r_texture_fogattenuation = NULL;
2283 r_texture_gammaramps = NULL;
2284 //r_texture_fogintensity = NULL;
2285 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2286 memset(&r_waterstate, 0, sizeof(r_waterstate));
2290 extern void CL_ParseEntityLump(char *entitystring);
2291 void gl_main_newmap(void)
2293 // FIXME: move this code to client
2295 char *entities, entname[MAX_QPATH];
2298 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2299 l = (int)strlen(entname) - 4;
2300 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2302 memcpy(entname + l, ".ent", 5);
2303 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2305 CL_ParseEntityLump(entities);
2310 if (cl.worldmodel->brush.entities)
2311 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2315 void GL_Main_Init(void)
2317 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2319 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2320 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2321 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2322 if (gamemode == GAME_NEHAHRA)
2324 Cvar_RegisterVariable (&gl_fogenable);
2325 Cvar_RegisterVariable (&gl_fogdensity);
2326 Cvar_RegisterVariable (&gl_fogred);
2327 Cvar_RegisterVariable (&gl_foggreen);
2328 Cvar_RegisterVariable (&gl_fogblue);
2329 Cvar_RegisterVariable (&gl_fogstart);
2330 Cvar_RegisterVariable (&gl_fogend);
2331 Cvar_RegisterVariable (&gl_skyclip);
2333 Cvar_RegisterVariable(&r_depthfirst);
2334 Cvar_RegisterVariable(&r_useinfinitefarclip);
2335 Cvar_RegisterVariable(&r_nearclip);
2336 Cvar_RegisterVariable(&r_showbboxes);
2337 Cvar_RegisterVariable(&r_showsurfaces);
2338 Cvar_RegisterVariable(&r_showtris);
2339 Cvar_RegisterVariable(&r_shownormals);
2340 Cvar_RegisterVariable(&r_showlighting);
2341 Cvar_RegisterVariable(&r_showshadowvolumes);
2342 Cvar_RegisterVariable(&r_showcollisionbrushes);
2343 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2344 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2345 Cvar_RegisterVariable(&r_showdisabledepthtest);
2346 Cvar_RegisterVariable(&r_drawportals);
2347 Cvar_RegisterVariable(&r_drawentities);
2348 Cvar_RegisterVariable(&r_cullentities_trace);
2349 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2350 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2351 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2352 Cvar_RegisterVariable(&r_drawviewmodel);
2353 Cvar_RegisterVariable(&r_speeds);
2354 Cvar_RegisterVariable(&r_fullbrights);
2355 Cvar_RegisterVariable(&r_wateralpha);
2356 Cvar_RegisterVariable(&r_dynamic);
2357 Cvar_RegisterVariable(&r_fullbright);
2358 Cvar_RegisterVariable(&r_shadows);
2359 Cvar_RegisterVariable(&r_shadows_throwdistance);
2360 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2361 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2362 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2363 Cvar_RegisterVariable(&r_fog_exp2);
2364 Cvar_RegisterVariable(&r_drawfog);
2365 Cvar_RegisterVariable(&r_textureunits);
2366 Cvar_RegisterVariable(&r_glsl);
2367 Cvar_RegisterVariable(&r_glsl_contrastboost);
2368 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2369 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2370 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2371 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2372 Cvar_RegisterVariable(&r_glsl_postprocess);
2373 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2374 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2375 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2376 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2377 Cvar_RegisterVariable(&r_glsl_usegeneric);
2378 Cvar_RegisterVariable(&r_water);
2379 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2380 Cvar_RegisterVariable(&r_water_clippingplanebias);
2381 Cvar_RegisterVariable(&r_water_refractdistort);
2382 Cvar_RegisterVariable(&r_water_reflectdistort);
2383 Cvar_RegisterVariable(&r_lerpsprites);
2384 Cvar_RegisterVariable(&r_lerpmodels);
2385 Cvar_RegisterVariable(&r_lerplightstyles);
2386 Cvar_RegisterVariable(&r_waterscroll);
2387 Cvar_RegisterVariable(&r_bloom);
2388 Cvar_RegisterVariable(&r_bloom_colorscale);
2389 Cvar_RegisterVariable(&r_bloom_brighten);
2390 Cvar_RegisterVariable(&r_bloom_blur);
2391 Cvar_RegisterVariable(&r_bloom_resolution);
2392 Cvar_RegisterVariable(&r_bloom_colorexponent);
2393 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2394 Cvar_RegisterVariable(&r_hdr);
2395 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2396 Cvar_RegisterVariable(&r_hdr_glowintensity);
2397 Cvar_RegisterVariable(&r_hdr_range);
2398 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2399 Cvar_RegisterVariable(&developer_texturelogging);
2400 Cvar_RegisterVariable(&gl_lightmaps);
2401 Cvar_RegisterVariable(&r_test);
2402 Cvar_RegisterVariable(&r_batchmode);
2403 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2404 Cvar_SetValue("r_fullbrights", 0);
2405 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2407 Cvar_RegisterVariable(&r_track_sprites);
2408 Cvar_RegisterVariable(&r_track_sprites_flags);
2409 Cvar_RegisterVariable(&r_track_sprites_scalew);
2410 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2413 extern void R_Textures_Init(void);
2414 extern void GL_Draw_Init(void);
2415 extern void GL_Main_Init(void);
2416 extern void R_Shadow_Init(void);
2417 extern void R_Sky_Init(void);
2418 extern void GL_Surf_Init(void);
2419 extern void R_Particles_Init(void);
2420 extern void R_Explosion_Init(void);
2421 extern void gl_backend_init(void);
2422 extern void Sbar_Init(void);
2423 extern void R_LightningBeams_Init(void);
2424 extern void Mod_RenderInit(void);
2426 void Render_Init(void)
2438 R_LightningBeams_Init();
2447 extern char *ENGINE_EXTENSIONS;
2450 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2451 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2452 gl_version = (const char *)qglGetString(GL_VERSION);
2453 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2457 if (!gl_platformextensions)
2458 gl_platformextensions = "";
2460 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2461 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2462 Con_Printf("GL_VERSION: %s\n", gl_version);
2463 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2464 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2466 VID_CheckExtensions();
2468 // LordHavoc: report supported extensions
2469 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2471 // clear to black (loading plaque will be seen over this)
2473 qglClearColor(0,0,0,1);CHECKGLERROR
2474 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2477 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2481 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2483 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2486 p = r_refdef.view.frustum + i;
2491 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2495 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2499 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2503 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2507 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2511 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2515 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2519 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2527 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2531 for (i = 0;i < numplanes;i++)
2538 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2542 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2546 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2550 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2554 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2558 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2562 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2566 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2574 //==================================================================================
2576 static void R_View_UpdateEntityVisible (void)
2579 entity_render_t *ent;
2581 if (!r_drawentities.integer)
2584 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2585 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2587 // worldmodel can check visibility
2588 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2589 for (i = 0;i < r_refdef.scene.numentities;i++)
2591 ent = r_refdef.scene.entities[i];
2592 if (!(ent->flags & renderimask))
2593 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)))
2594 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))
2595 r_refdef.viewcache.entityvisible[i] = true;
2597 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2599 for (i = 0;i < r_refdef.scene.numentities;i++)
2601 ent = r_refdef.scene.entities[i];
2602 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2604 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))
2605 ent->last_trace_visibility = realtime;
2606 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2607 r_refdef.viewcache.entityvisible[i] = 0;
2614 // no worldmodel or it can't check visibility
2615 for (i = 0;i < r_refdef.scene.numentities;i++)
2617 ent = r_refdef.scene.entities[i];
2618 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));
2623 // only used if skyrendermasked, and normally returns false
2624 int R_DrawBrushModelsSky (void)
2627 entity_render_t *ent;
2629 if (!r_drawentities.integer)
2633 for (i = 0;i < r_refdef.scene.numentities;i++)
2635 if (!r_refdef.viewcache.entityvisible[i])
2637 ent = r_refdef.scene.entities[i];
2638 if (!ent->model || !ent->model->DrawSky)
2640 ent->model->DrawSky(ent);
2646 static void R_DrawNoModel(entity_render_t *ent);
2647 static void R_DrawModels(void)
2650 entity_render_t *ent;
2652 if (!r_drawentities.integer)
2655 for (i = 0;i < r_refdef.scene.numentities;i++)
2657 if (!r_refdef.viewcache.entityvisible[i])
2659 ent = r_refdef.scene.entities[i];
2660 r_refdef.stats.entities++;
2661 if (ent->model && ent->model->Draw != NULL)
2662 ent->model->Draw(ent);
2668 static void R_DrawModelsDepth(void)
2671 entity_render_t *ent;
2673 if (!r_drawentities.integer)
2676 for (i = 0;i < r_refdef.scene.numentities;i++)
2678 if (!r_refdef.viewcache.entityvisible[i])
2680 ent = r_refdef.scene.entities[i];
2681 if (ent->model && ent->model->DrawDepth != NULL)
2682 ent->model->DrawDepth(ent);
2686 static void R_DrawModelsDebug(void)
2689 entity_render_t *ent;
2691 if (!r_drawentities.integer)
2694 for (i = 0;i < r_refdef.scene.numentities;i++)
2696 if (!r_refdef.viewcache.entityvisible[i])
2698 ent = r_refdef.scene.entities[i];
2699 if (ent->model && ent->model->DrawDebug != NULL)
2700 ent->model->DrawDebug(ent);
2704 static void R_DrawModelsAddWaterPlanes(void)
2707 entity_render_t *ent;
2709 if (!r_drawentities.integer)
2712 for (i = 0;i < r_refdef.scene.numentities;i++)
2714 if (!r_refdef.viewcache.entityvisible[i])
2716 ent = r_refdef.scene.entities[i];
2717 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2718 ent->model->DrawAddWaterPlanes(ent);
2722 static void R_View_SetFrustum(void)
2725 double slopex, slopey;
2726 vec3_t forward, left, up, origin;
2728 // we can't trust r_refdef.view.forward and friends in reflected scenes
2729 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2732 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2733 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2734 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2735 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2736 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2737 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2738 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2739 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2740 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2741 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2742 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2743 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2747 zNear = r_refdef.nearclip;
2748 nudge = 1.0 - 1.0 / (1<<23);
2749 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2750 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2751 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2752 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2753 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2754 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2755 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2756 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2762 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2763 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2764 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2765 r_refdef.view.frustum[0].dist = m[15] - m[12];
2767 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2768 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2769 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2770 r_refdef.view.frustum[1].dist = m[15] + m[12];
2772 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2773 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2774 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2775 r_refdef.view.frustum[2].dist = m[15] - m[13];
2777 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2778 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2779 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2780 r_refdef.view.frustum[3].dist = m[15] + m[13];
2782 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2783 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2784 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2785 r_refdef.view.frustum[4].dist = m[15] - m[14];
2787 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2788 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2789 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2790 r_refdef.view.frustum[5].dist = m[15] + m[14];
2793 if (r_refdef.view.useperspective)
2795 slopex = 1.0 / r_refdef.view.frustum_x;
2796 slopey = 1.0 / r_refdef.view.frustum_y;
2797 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2798 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2799 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2800 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2801 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2803 // Leaving those out was a mistake, those were in the old code, and they
2804 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2805 // I couldn't reproduce it after adding those normalizations. --blub
2806 VectorNormalize(r_refdef.view.frustum[0].normal);
2807 VectorNormalize(r_refdef.view.frustum[1].normal);
2808 VectorNormalize(r_refdef.view.frustum[2].normal);
2809 VectorNormalize(r_refdef.view.frustum[3].normal);
2811 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2812 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2813 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2814 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2815 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2817 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2818 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2819 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2820 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2821 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2825 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2826 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2827 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2828 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2829 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2830 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2831 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2832 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2833 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2834 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2836 r_refdef.view.numfrustumplanes = 5;
2838 if (r_refdef.view.useclipplane)
2840 r_refdef.view.numfrustumplanes = 6;
2841 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2844 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2845 PlaneClassify(r_refdef.view.frustum + i);
2847 // LordHavoc: note to all quake engine coders, Quake had a special case
2848 // for 90 degrees which assumed a square view (wrong), so I removed it,
2849 // Quake2 has it disabled as well.
2851 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2852 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2853 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2854 //PlaneClassify(&frustum[0]);
2856 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2857 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2858 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2859 //PlaneClassify(&frustum[1]);
2861 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2862 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2863 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2864 //PlaneClassify(&frustum[2]);
2866 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2867 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2868 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2869 //PlaneClassify(&frustum[3]);
2872 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2873 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2874 //PlaneClassify(&frustum[4]);
2877 void R_View_Update(void)
2879 R_View_SetFrustum();
2880 R_View_WorldVisibility(r_refdef.view.useclipplane);
2881 R_View_UpdateEntityVisible();
2884 void R_SetupView(qboolean allowwaterclippingplane)
2886 if (!r_refdef.view.useperspective)
2887 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);
2888 else if (gl_stencil && r_useinfinitefarclip.integer)
2889 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2891 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2893 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2895 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2897 // LordHavoc: couldn't figure out how to make this approach the
2898 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2899 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2900 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2901 dist = r_refdef.view.clipplane.dist;
2902 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2906 void R_ResetViewRendering2D(void)
2910 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2911 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2912 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2913 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2914 GL_Color(1, 1, 1, 1);
2915 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2916 GL_BlendFunc(GL_ONE, GL_ZERO);
2917 GL_AlphaTest(false);
2918 GL_ScissorTest(false);
2919 GL_DepthMask(false);
2920 GL_DepthRange(0, 1);
2921 GL_DepthTest(false);
2922 R_Mesh_Matrix(&identitymatrix);
2923 R_Mesh_ResetTextureState();
2924 GL_PolygonOffset(0, 0);
2925 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2926 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2927 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2928 qglStencilMask(~0);CHECKGLERROR
2929 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2930 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2931 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2932 R_SetupGenericShader(true);
2935 void R_ResetViewRendering3D(void)
2939 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2940 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2942 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2943 GL_Color(1, 1, 1, 1);
2944 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2945 GL_BlendFunc(GL_ONE, GL_ZERO);
2946 GL_AlphaTest(false);
2947 GL_ScissorTest(true);
2949 GL_DepthRange(0, 1);
2951 R_Mesh_Matrix(&identitymatrix);
2952 R_Mesh_ResetTextureState();
2953 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2954 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2955 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2956 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2957 qglStencilMask(~0);CHECKGLERROR
2958 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2959 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2960 GL_CullFace(r_refdef.view.cullface_back);
2961 R_SetupGenericShader(true);
2964 void R_RenderScene(qboolean addwaterplanes);
2966 static void R_Water_StartFrame(void)
2969 int waterwidth, waterheight, texturewidth, textureheight;
2970 r_waterstate_waterplane_t *p;
2972 // set waterwidth and waterheight to the water resolution that will be
2973 // used (often less than the screen resolution for faster rendering)
2974 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2975 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2977 // calculate desired texture sizes
2978 // can't use water if the card does not support the texture size
2979 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2980 texturewidth = textureheight = waterwidth = waterheight = 0;
2981 else if (gl_support_arb_texture_non_power_of_two)
2983 texturewidth = waterwidth;
2984 textureheight = waterheight;
2988 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2989 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2992 // allocate textures as needed
2993 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2995 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2996 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2998 if (p->texture_refraction)
2999 R_FreeTexture(p->texture_refraction);
3000 p->texture_refraction = NULL;
3001 if (p->texture_reflection)
3002 R_FreeTexture(p->texture_reflection);
3003 p->texture_reflection = NULL;
3005 memset(&r_waterstate, 0, sizeof(r_waterstate));
3006 r_waterstate.waterwidth = waterwidth;
3007 r_waterstate.waterheight = waterheight;
3008 r_waterstate.texturewidth = texturewidth;
3009 r_waterstate.textureheight = textureheight;
3012 if (r_waterstate.waterwidth)
3014 r_waterstate.enabled = true;
3016 // set up variables that will be used in shader setup
3017 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3018 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3019 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3020 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3023 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3024 r_waterstate.numwaterplanes = 0;
3027 static void R_Water_AddWaterPlane(msurface_t *surface)
3029 int triangleindex, planeindex;
3035 r_waterstate_waterplane_t *p;
3036 // just use the first triangle with a valid normal for any decisions
3037 VectorClear(normal);
3038 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3040 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3041 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3042 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3043 TriangleNormal(vert[0], vert[1], vert[2], normal);
3044 if (VectorLength2(normal) >= 0.001)
3048 VectorCopy(normal, plane.normal);
3049 VectorNormalize(plane.normal);
3050 plane.dist = DotProduct(vert[0], plane.normal);
3051 PlaneClassify(&plane);
3052 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3054 // skip backfaces (except if nocullface is set)
3055 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3057 VectorNegate(plane.normal, plane.normal);
3059 PlaneClassify(&plane);
3063 // find a matching plane if there is one
3064 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3065 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3067 if (planeindex >= r_waterstate.maxwaterplanes)
3068 return; // nothing we can do, out of planes
3070 // if this triangle does not fit any known plane rendered this frame, add one
3071 if (planeindex >= r_waterstate.numwaterplanes)
3073 // store the new plane
3074 r_waterstate.numwaterplanes++;
3076 // clear materialflags and pvs
3077 p->materialflags = 0;
3078 p->pvsvalid = false;
3080 // merge this surface's materialflags into the waterplane
3081 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3082 // merge this surface's PVS into the waterplane
3083 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3084 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3085 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3087 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3092 static void R_Water_ProcessPlanes(void)
3094 r_refdef_view_t originalview;
3096 r_waterstate_waterplane_t *p;
3098 originalview = r_refdef.view;
3100 // make sure enough textures are allocated
3101 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3103 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3105 if (!p->texture_refraction)
3106 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);
3107 if (!p->texture_refraction)
3111 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3113 if (!p->texture_reflection)
3114 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);
3115 if (!p->texture_reflection)
3121 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3123 r_refdef.view.showdebug = false;
3124 r_refdef.view.width = r_waterstate.waterwidth;
3125 r_refdef.view.height = r_waterstate.waterheight;
3126 r_refdef.view.useclipplane = true;
3127 r_waterstate.renderingscene = true;
3129 // render the normal view scene and copy into texture
3130 // (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)
3131 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3133 r_refdef.view.clipplane = p->plane;
3134 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3135 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3136 PlaneClassify(&r_refdef.view.clipplane);
3138 R_RenderScene(false);
3140 // copy view into the screen texture
3141 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3142 GL_ActiveTexture(0);
3144 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
3147 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3149 // render reflected scene and copy into texture
3150 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3151 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3152 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3153 r_refdef.view.clipplane = p->plane;
3154 // reverse the cullface settings for this render
3155 r_refdef.view.cullface_front = GL_FRONT;
3156 r_refdef.view.cullface_back = GL_BACK;
3157 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3159 r_refdef.view.usecustompvs = true;
3161 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3163 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3166 R_ResetViewRendering3D();
3167 R_ClearScreen(r_refdef.fogenabled);
3168 if (r_timereport_active)
3169 R_TimeReport("viewclear");
3171 R_RenderScene(false);
3173 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3174 GL_ActiveTexture(0);
3176 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
3178 R_ResetViewRendering3D();
3179 R_ClearScreen(r_refdef.fogenabled);
3180 if (r_timereport_active)
3181 R_TimeReport("viewclear");
3184 r_refdef.view = originalview;
3185 r_refdef.view.clear = true;
3186 r_waterstate.renderingscene = false;
3190 r_refdef.view = originalview;
3191 r_waterstate.renderingscene = false;
3192 Cvar_SetValueQuick(&r_water, 0);
3193 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3197 void R_Bloom_StartFrame(void)
3199 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3201 // set bloomwidth and bloomheight to the bloom resolution that will be
3202 // used (often less than the screen resolution for faster rendering)
3203 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3204 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3205 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3206 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3207 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3209 // calculate desired texture sizes
3210 if (gl_support_arb_texture_non_power_of_two)
3212 screentexturewidth = r_refdef.view.width;
3213 screentextureheight = r_refdef.view.height;
3214 bloomtexturewidth = r_bloomstate.bloomwidth;
3215 bloomtextureheight = r_bloomstate.bloomheight;
3219 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3220 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3221 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3222 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3225 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))
3227 Cvar_SetValueQuick(&r_hdr, 0);
3228 Cvar_SetValueQuick(&r_bloom, 0);
3231 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3232 screentexturewidth = screentextureheight = 0;
3233 if (!r_hdr.integer && !r_bloom.integer)
3234 bloomtexturewidth = bloomtextureheight = 0;
3236 // allocate textures as needed
3237 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3239 if (r_bloomstate.texture_screen)
3240 R_FreeTexture(r_bloomstate.texture_screen);
3241 r_bloomstate.texture_screen = NULL;
3242 r_bloomstate.screentexturewidth = screentexturewidth;
3243 r_bloomstate.screentextureheight = screentextureheight;
3244 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3245 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);
3247 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3249 if (r_bloomstate.texture_bloom)
3250 R_FreeTexture(r_bloomstate.texture_bloom);
3251 r_bloomstate.texture_bloom = NULL;
3252 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3253 r_bloomstate.bloomtextureheight = bloomtextureheight;
3254 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3255 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);
3258 // set up a texcoord array for the full resolution screen image
3259 // (we have to keep this around to copy back during final render)
3260 r_bloomstate.screentexcoord2f[0] = 0;
3261 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3262 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3263 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3264 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3265 r_bloomstate.screentexcoord2f[5] = 0;
3266 r_bloomstate.screentexcoord2f[6] = 0;
3267 r_bloomstate.screentexcoord2f[7] = 0;
3269 // set up a texcoord array for the reduced resolution bloom image
3270 // (which will be additive blended over the screen image)
3271 r_bloomstate.bloomtexcoord2f[0] = 0;
3272 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3273 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3274 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3275 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3276 r_bloomstate.bloomtexcoord2f[5] = 0;
3277 r_bloomstate.bloomtexcoord2f[6] = 0;
3278 r_bloomstate.bloomtexcoord2f[7] = 0;
3280 if (r_hdr.integer || r_bloom.integer)
3282 r_bloomstate.enabled = true;
3283 r_bloomstate.hdr = r_hdr.integer != 0;
3287 void R_Bloom_CopyBloomTexture(float colorscale)
3289 r_refdef.stats.bloom++;
3291 // scale down screen texture to the bloom texture size
3293 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3294 GL_BlendFunc(GL_ONE, GL_ZERO);
3295 GL_Color(colorscale, colorscale, colorscale, 1);
3296 // TODO: optimize with multitexture or GLSL
3297 R_SetupGenericShader(true);
3298 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3299 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3300 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3301 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3303 // we now have a bloom image in the framebuffer
3304 // copy it into the bloom image texture for later processing
3305 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3306 GL_ActiveTexture(0);
3308 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
3309 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3312 void R_Bloom_CopyHDRTexture(void)
3314 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3315 GL_ActiveTexture(0);
3317 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
3318 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3321 void R_Bloom_MakeTexture(void)
3324 float xoffset, yoffset, r, brighten;
3326 r_refdef.stats.bloom++;
3328 R_ResetViewRendering2D();
3329 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3330 R_Mesh_ColorPointer(NULL, 0, 0);
3331 R_SetupGenericShader(true);
3333 // we have a bloom image in the framebuffer
3335 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3337 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3340 r = bound(0, r_bloom_colorexponent.value / x, 1);
3341 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3342 GL_Color(r, r, r, 1);
3343 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3344 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3345 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3346 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3348 // copy the vertically blurred bloom view to a texture
3349 GL_ActiveTexture(0);
3351 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
3352 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3355 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3356 brighten = r_bloom_brighten.value;
3358 brighten *= r_hdr_range.value;
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3360 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3362 for (dir = 0;dir < 2;dir++)
3364 // blend on at multiple vertical offsets to achieve a vertical blur
3365 // TODO: do offset blends using GLSL
3366 GL_BlendFunc(GL_ONE, GL_ZERO);
3367 for (x = -range;x <= range;x++)
3369 if (!dir){xoffset = 0;yoffset = x;}
3370 else {xoffset = x;yoffset = 0;}
3371 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3372 yoffset /= (float)r_bloomstate.bloomtextureheight;
3373 // compute a texcoord array with the specified x and y offset
3374 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3375 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3376 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3377 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3378 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3379 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3380 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3381 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3382 // this r value looks like a 'dot' particle, fading sharply to
3383 // black at the edges
3384 // (probably not realistic but looks good enough)
3385 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3386 //r = (dir ? 1.0f : brighten)/(range*2+1);
3387 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3388 GL_Color(r, r, r, 1);
3389 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3390 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3391 GL_BlendFunc(GL_ONE, GL_ONE);
3394 // copy the vertically blurred bloom view to a texture
3395 GL_ActiveTexture(0);
3397 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
3398 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3401 // apply subtract last
3402 // (just like it would be in a GLSL shader)
3403 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3405 GL_BlendFunc(GL_ONE, GL_ZERO);
3406 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3407 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3408 GL_Color(1, 1, 1, 1);
3409 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3410 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3412 GL_BlendFunc(GL_ONE, GL_ONE);
3413 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3414 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3415 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3416 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3417 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3418 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3419 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3421 // copy the darkened bloom view to a texture
3422 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3423 GL_ActiveTexture(0);
3425 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
3426 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3430 void R_HDR_RenderBloomTexture(void)
3432 int oldwidth, oldheight;
3433 float oldcolorscale;
3435 oldcolorscale = r_refdef.view.colorscale;
3436 oldwidth = r_refdef.view.width;
3437 oldheight = r_refdef.view.height;
3438 r_refdef.view.width = r_bloomstate.bloomwidth;
3439 r_refdef.view.height = r_bloomstate.bloomheight;
3441 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3442 // TODO: add exposure compensation features
3443 // TODO: add fp16 framebuffer support
3445 r_refdef.view.showdebug = false;
3446 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3448 R_ClearScreen(r_refdef.fogenabled);
3449 if (r_timereport_active)
3450 R_TimeReport("HDRclear");
3452 r_waterstate.numwaterplanes = 0;
3453 R_RenderScene(r_waterstate.enabled);
3454 r_refdef.view.showdebug = true;
3456 R_ResetViewRendering2D();
3458 R_Bloom_CopyHDRTexture();
3459 R_Bloom_MakeTexture();
3461 // restore the view settings
3462 r_refdef.view.width = oldwidth;
3463 r_refdef.view.height = oldheight;
3464 r_refdef.view.colorscale = oldcolorscale;
3466 R_ResetViewRendering3D();
3468 R_ClearScreen(r_refdef.fogenabled);
3469 if (r_timereport_active)
3470 R_TimeReport("viewclear");
3473 static void R_BlendView(void)
3475 if (r_bloomstate.texture_screen)
3477 // copy view into the screen texture
3478 R_ResetViewRendering2D();
3479 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3480 R_Mesh_ColorPointer(NULL, 0, 0);
3481 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3482 GL_ActiveTexture(0);CHECKGLERROR
3483 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
3484 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3487 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3489 unsigned int permutation =
3490 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3491 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3492 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3493 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3495 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3497 // render simple bloom effect
3498 // copy the screen and shrink it and darken it for the bloom process
3499 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3500 // make the bloom texture
3501 R_Bloom_MakeTexture();
3504 R_ResetViewRendering2D();
3505 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3506 R_Mesh_ColorPointer(NULL, 0, 0);
3507 GL_Color(1, 1, 1, 1);
3508 GL_BlendFunc(GL_ONE, GL_ZERO);
3509 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3510 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3511 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3512 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3513 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3514 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3515 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3516 if (r_glsl_permutation->loc_TintColor >= 0)
3517 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3518 if (r_glsl_permutation->loc_ClientTime >= 0)
3519 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3520 if (r_glsl_permutation->loc_PixelSize >= 0)
3521 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3522 if (r_glsl_permutation->loc_UserVec1 >= 0)
3524 float a=0, b=0, c=0, d=0;
3525 #if _MSC_VER >= 1400
3526 #define sscanf sscanf_s
3528 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3529 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3531 if (r_glsl_permutation->loc_UserVec2 >= 0)
3533 float a=0, b=0, c=0, d=0;
3534 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3535 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3537 if (r_glsl_permutation->loc_UserVec3 >= 0)
3539 float a=0, b=0, c=0, d=0;
3540 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3541 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3543 if (r_glsl_permutation->loc_UserVec4 >= 0)
3545 float a=0, b=0, c=0, d=0;
3546 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3547 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3549 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3550 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3556 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3558 // render high dynamic range bloom effect
3559 // the bloom texture was made earlier this render, so we just need to
3560 // blend it onto the screen...
3561 R_ResetViewRendering2D();
3562 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3563 R_Mesh_ColorPointer(NULL, 0, 0);
3564 R_SetupGenericShader(true);
3565 GL_Color(1, 1, 1, 1);
3566 GL_BlendFunc(GL_ONE, GL_ONE);
3567 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3568 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3569 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3570 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3572 else if (r_bloomstate.texture_bloom)
3574 // render simple bloom effect
3575 // copy the screen and shrink it and darken it for the bloom process
3576 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3577 // make the bloom texture
3578 R_Bloom_MakeTexture();
3579 // put the original screen image back in place and blend the bloom
3581 R_ResetViewRendering2D();
3582 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3583 R_Mesh_ColorPointer(NULL, 0, 0);
3584 GL_Color(1, 1, 1, 1);
3585 GL_BlendFunc(GL_ONE, GL_ZERO);
3586 // do both in one pass if possible
3587 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3588 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3589 if (r_textureunits.integer >= 2 && gl_combine.integer)
3591 R_SetupGenericTwoTextureShader(GL_ADD);
3592 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3593 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3597 R_SetupGenericShader(true);
3598 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3599 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3600 // now blend on the bloom texture
3601 GL_BlendFunc(GL_ONE, GL_ONE);
3602 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3603 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3605 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3606 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3608 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3610 // apply a color tint to the whole view
3611 R_ResetViewRendering2D();
3612 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3613 R_Mesh_ColorPointer(NULL, 0, 0);
3614 R_SetupGenericShader(false);
3615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3616 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3617 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3621 void R_RenderScene(qboolean addwaterplanes);
3623 matrix4x4_t r_waterscrollmatrix;
3625 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3627 if (r_refdef.fog_density)
3629 r_refdef.fogcolor[0] = r_refdef.fog_red;
3630 r_refdef.fogcolor[1] = r_refdef.fog_green;
3631 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3635 VectorCopy(r_refdef.fogcolor, fogvec);
3636 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3638 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3639 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3640 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3641 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3643 // color.rgb *= ContrastBoost * SceneBrightness;
3644 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3645 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3646 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3647 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3652 void R_UpdateVariables(void)
3656 r_refdef.scene.ambient = r_ambient.value;
3658 r_refdef.farclip = 4096;
3659 if (r_refdef.scene.worldmodel)
3660 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3661 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3663 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3664 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3665 r_refdef.polygonfactor = 0;
3666 r_refdef.polygonoffset = 0;
3667 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3668 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3670 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3671 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3672 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3673 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3674 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3675 if (r_showsurfaces.integer)
3677 r_refdef.scene.rtworld = false;
3678 r_refdef.scene.rtworldshadows = false;
3679 r_refdef.scene.rtdlight = false;
3680 r_refdef.scene.rtdlightshadows = false;
3681 r_refdef.lightmapintensity = 0;
3684 if (gamemode == GAME_NEHAHRA)
3686 if (gl_fogenable.integer)
3688 r_refdef.oldgl_fogenable = true;
3689 r_refdef.fog_density = gl_fogdensity.value;
3690 r_refdef.fog_red = gl_fogred.value;
3691 r_refdef.fog_green = gl_foggreen.value;
3692 r_refdef.fog_blue = gl_fogblue.value;
3693 r_refdef.fog_alpha = 1;
3694 r_refdef.fog_start = 0;
3695 r_refdef.fog_end = gl_skyclip.value;
3697 else if (r_refdef.oldgl_fogenable)
3699 r_refdef.oldgl_fogenable = false;
3700 r_refdef.fog_density = 0;
3701 r_refdef.fog_red = 0;
3702 r_refdef.fog_green = 0;
3703 r_refdef.fog_blue = 0;
3704 r_refdef.fog_alpha = 0;
3705 r_refdef.fog_start = 0;
3706 r_refdef.fog_end = 0;
3710 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3711 r_refdef.fog_start = max(0, r_refdef.fog_start);
3712 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3714 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3716 if (r_refdef.fog_density && r_drawfog.integer)
3718 r_refdef.fogenabled = true;
3719 // this is the point where the fog reaches 0.9986 alpha, which we
3720 // consider a good enough cutoff point for the texture
3721 // (0.9986 * 256 == 255.6)
3722 if (r_fog_exp2.integer)
3723 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3725 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3726 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3727 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3728 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3729 // fog color was already set
3730 // update the fog texture
3731 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)
3732 R_BuildFogTexture();
3735 r_refdef.fogenabled = false;
3737 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3739 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3741 // build GLSL gamma texture
3742 #define RAMPWIDTH 256
3743 unsigned short ramp[RAMPWIDTH * 3];
3744 unsigned char ramprgb[RAMPWIDTH][4];
3747 r_texture_gammaramps_serial = vid_gammatables_serial;
3749 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3750 for(i = 0; i < RAMPWIDTH; ++i)
3752 ramprgb[i][0] = ramp[i] >> 8;
3753 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3754 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3757 if (r_texture_gammaramps)
3759 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3763 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);
3769 // remove GLSL gamma texture
3773 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3774 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3780 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3781 if( scenetype != r_currentscenetype ) {
3782 // store the old scenetype
3783 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3784 r_currentscenetype = scenetype;
3785 // move in the new scene
3786 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3795 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3797 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3798 if( scenetype == r_currentscenetype ) {
3799 return &r_refdef.scene;
3801 return &r_scenes_store[ scenetype ];
3810 void R_RenderView(void)
3812 if (r_refdef.view.isoverlay)
3814 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3815 GL_Clear( GL_DEPTH_BUFFER_BIT );
3816 R_TimeReport("depthclear");
3818 r_refdef.view.showdebug = false;
3820 r_waterstate.enabled = false;
3821 r_waterstate.numwaterplanes = 0;
3823 R_RenderScene(false);
3829 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3830 return; //Host_Error ("R_RenderView: NULL worldmodel");
3832 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3834 // break apart the view matrix into vectors for various purposes
3835 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3836 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3837 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3838 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3839 // make an inverted copy of the view matrix for tracking sprites
3840 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3842 R_Shadow_UpdateWorldLightSelection();
3844 R_Bloom_StartFrame();
3845 R_Water_StartFrame();
3848 if (r_timereport_active)
3849 R_TimeReport("viewsetup");
3851 R_ResetViewRendering3D();
3853 if (r_refdef.view.clear || r_refdef.fogenabled)
3855 R_ClearScreen(r_refdef.fogenabled);
3856 if (r_timereport_active)
3857 R_TimeReport("viewclear");
3859 r_refdef.view.clear = true;
3861 r_refdef.view.showdebug = true;
3863 // this produces a bloom texture to be used in R_BlendView() later
3865 R_HDR_RenderBloomTexture();
3867 r_waterstate.numwaterplanes = 0;
3868 R_RenderScene(r_waterstate.enabled);
3871 if (r_timereport_active)
3872 R_TimeReport("blendview");
3874 GL_Scissor(0, 0, vid.width, vid.height);
3875 GL_ScissorTest(false);
3879 extern void R_DrawLightningBeams (void);
3880 extern void VM_CL_AddPolygonsToMeshQueue (void);
3881 extern void R_DrawPortals (void);
3882 extern cvar_t cl_locs_show;
3883 static void R_DrawLocs(void);
3884 static void R_DrawEntityBBoxes(void);
3885 void R_RenderScene(qboolean addwaterplanes)
3887 r_refdef.stats.renders++;
3893 R_ResetViewRendering3D();
3896 if (r_timereport_active)
3897 R_TimeReport("watervis");
3899 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3901 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3902 if (r_timereport_active)
3903 R_TimeReport("waterworld");
3906 // don't let sound skip if going slow
3907 if (r_refdef.scene.extraupdate)
3910 R_DrawModelsAddWaterPlanes();
3911 if (r_timereport_active)
3912 R_TimeReport("watermodels");
3914 R_Water_ProcessPlanes();
3915 if (r_timereport_active)
3916 R_TimeReport("waterscenes");
3919 R_ResetViewRendering3D();
3921 // don't let sound skip if going slow
3922 if (r_refdef.scene.extraupdate)
3925 R_MeshQueue_BeginScene();
3930 if (r_timereport_active)
3931 R_TimeReport("visibility");
3933 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);
3935 if (cl.csqc_vidvars.drawworld)
3937 // don't let sound skip if going slow
3938 if (r_refdef.scene.extraupdate)
3941 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3943 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3944 if (r_timereport_active)
3945 R_TimeReport("worldsky");
3948 if (R_DrawBrushModelsSky() && r_timereport_active)
3949 R_TimeReport("bmodelsky");
3952 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3954 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3955 if (r_timereport_active)
3956 R_TimeReport("worlddepth");
3958 if (r_depthfirst.integer >= 2)
3960 R_DrawModelsDepth();
3961 if (r_timereport_active)
3962 R_TimeReport("modeldepth");
3965 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3967 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3968 if (r_timereport_active)
3969 R_TimeReport("world");
3972 // don't let sound skip if going slow
3973 if (r_refdef.scene.extraupdate)
3977 if (r_timereport_active)
3978 R_TimeReport("models");
3980 // don't let sound skip if going slow
3981 if (r_refdef.scene.extraupdate)
3984 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3986 R_DrawModelShadows();
3988 R_ResetViewRendering3D();
3990 // don't let sound skip if going slow
3991 if (r_refdef.scene.extraupdate)
3995 R_ShadowVolumeLighting(false);
3996 if (r_timereport_active)
3997 R_TimeReport("rtlights");
3999 // don't let sound skip if going slow
4000 if (r_refdef.scene.extraupdate)
4003 if (cl.csqc_vidvars.drawworld)
4005 R_DrawLightningBeams();
4006 if (r_timereport_active)
4007 R_TimeReport("lightning");
4010 if (r_timereport_active)
4011 R_TimeReport("decals");
4014 if (r_timereport_active)
4015 R_TimeReport("particles");
4018 if (r_timereport_active)
4019 R_TimeReport("explosions");
4022 R_SetupGenericShader(true);
4023 VM_CL_AddPolygonsToMeshQueue();
4025 if (r_refdef.view.showdebug)
4027 if (cl_locs_show.integer)
4030 if (r_timereport_active)
4031 R_TimeReport("showlocs");
4034 if (r_drawportals.integer)
4037 if (r_timereport_active)
4038 R_TimeReport("portals");
4041 if (r_showbboxes.value > 0)
4043 R_DrawEntityBBoxes();
4044 if (r_timereport_active)
4045 R_TimeReport("bboxes");
4049 R_SetupGenericShader(true);
4050 R_MeshQueue_RenderTransparent();
4051 if (r_timereport_active)
4052 R_TimeReport("drawtrans");
4054 R_SetupGenericShader(true);
4056 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))
4058 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4059 if (r_timereport_active)
4060 R_TimeReport("worlddebug");
4061 R_DrawModelsDebug();
4062 if (r_timereport_active)
4063 R_TimeReport("modeldebug");
4066 R_SetupGenericShader(true);
4068 if (cl.csqc_vidvars.drawworld)
4071 if (r_timereport_active)
4072 R_TimeReport("coronas");
4075 // don't let sound skip if going slow
4076 if (r_refdef.scene.extraupdate)
4079 R_ResetViewRendering2D();
4082 static const unsigned short bboxelements[36] =
4092 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4095 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4096 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4097 GL_DepthMask(false);
4098 GL_DepthRange(0, 1);
4099 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4100 R_Mesh_Matrix(&identitymatrix);
4101 R_Mesh_ResetTextureState();
4103 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4104 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4105 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4106 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4107 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4108 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4109 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4110 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4111 R_FillColors(color4f, 8, cr, cg, cb, ca);
4112 if (r_refdef.fogenabled)
4114 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4116 f1 = FogPoint_World(v);
4118 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4119 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4120 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4123 R_Mesh_VertexPointer(vertex3f, 0, 0);
4124 R_Mesh_ColorPointer(color4f, 0, 0);
4125 R_Mesh_ResetTextureState();
4126 R_SetupGenericShader(false);
4127 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4130 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4134 prvm_edict_t *edict;
4135 prvm_prog_t *prog_save = prog;
4137 // this function draws bounding boxes of server entities
4141 GL_CullFace(GL_NONE);
4142 R_SetupGenericShader(false);
4146 for (i = 0;i < numsurfaces;i++)
4148 edict = PRVM_EDICT_NUM(surfacelist[i]);
4149 switch ((int)edict->fields.server->solid)
4151 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4152 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4153 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4154 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4155 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4156 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4158 color[3] *= r_showbboxes.value;
4159 color[3] = bound(0, color[3], 1);
4160 GL_DepthTest(!r_showdisabledepthtest.integer);
4161 GL_CullFace(r_refdef.view.cullface_front);
4162 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4168 static void R_DrawEntityBBoxes(void)
4171 prvm_edict_t *edict;
4173 prvm_prog_t *prog_save = prog;
4175 // this function draws bounding boxes of server entities
4181 for (i = 0;i < prog->num_edicts;i++)
4183 edict = PRVM_EDICT_NUM(i);
4184 if (edict->priv.server->free)
4186 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4187 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4189 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4191 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4192 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4198 unsigned short nomodelelements[24] =
4210 float nomodelvertex3f[6*3] =
4220 float nomodelcolor4f[6*4] =
4222 0.0f, 0.0f, 0.5f, 1.0f,
4223 0.0f, 0.0f, 0.5f, 1.0f,
4224 0.0f, 0.5f, 0.0f, 1.0f,
4225 0.0f, 0.5f, 0.0f, 1.0f,
4226 0.5f, 0.0f, 0.0f, 1.0f,
4227 0.5f, 0.0f, 0.0f, 1.0f
4230 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4235 // this is only called once per entity so numsurfaces is always 1, and
4236 // surfacelist is always {0}, so this code does not handle batches
4237 R_Mesh_Matrix(&ent->matrix);
4239 if (ent->flags & EF_ADDITIVE)
4241 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4242 GL_DepthMask(false);
4244 else if (ent->alpha < 1)
4246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4247 GL_DepthMask(false);
4251 GL_BlendFunc(GL_ONE, GL_ZERO);
4254 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4255 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4256 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4257 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4258 R_SetupGenericShader(false);
4259 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4260 if (r_refdef.fogenabled)
4263 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4264 R_Mesh_ColorPointer(color4f, 0, 0);
4265 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4266 f1 = FogPoint_World(org);
4268 for (i = 0, c = color4f;i < 6;i++, c += 4)
4270 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4271 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4272 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4276 else if (ent->alpha != 1)
4278 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4279 R_Mesh_ColorPointer(color4f, 0, 0);
4280 for (i = 0, c = color4f;i < 6;i++, c += 4)
4284 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4285 R_Mesh_ResetTextureState();
4286 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4289 void R_DrawNoModel(entity_render_t *ent)
4292 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4293 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4294 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4296 // R_DrawNoModelCallback(ent, 0);
4299 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4301 vec3_t right1, right2, diff, normal;
4303 VectorSubtract (org2, org1, normal);
4305 // calculate 'right' vector for start
4306 VectorSubtract (r_refdef.view.origin, org1, diff);
4307 CrossProduct (normal, diff, right1);
4308 VectorNormalize (right1);
4310 // calculate 'right' vector for end
4311 VectorSubtract (r_refdef.view.origin, org2, diff);
4312 CrossProduct (normal, diff, right2);
4313 VectorNormalize (right2);
4315 vert[ 0] = org1[0] + width * right1[0];
4316 vert[ 1] = org1[1] + width * right1[1];
4317 vert[ 2] = org1[2] + width * right1[2];
4318 vert[ 3] = org1[0] - width * right1[0];
4319 vert[ 4] = org1[1] - width * right1[1];
4320 vert[ 5] = org1[2] - width * right1[2];
4321 vert[ 6] = org2[0] - width * right2[0];
4322 vert[ 7] = org2[1] - width * right2[1];
4323 vert[ 8] = org2[2] - width * right2[2];
4324 vert[ 9] = org2[0] + width * right2[0];
4325 vert[10] = org2[1] + width * right2[1];
4326 vert[11] = org2[2] + width * right2[2];
4329 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4331 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)
4336 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4337 fog = FogPoint_World(origin);
4339 R_Mesh_Matrix(&identitymatrix);
4340 GL_BlendFunc(blendfunc1, blendfunc2);
4346 GL_CullFace(r_refdef.view.cullface_front);
4349 GL_CullFace(r_refdef.view.cullface_back);
4350 GL_CullFace(GL_NONE);
4352 GL_DepthMask(false);
4353 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4354 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4355 GL_DepthTest(!depthdisable);
4357 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4358 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4359 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4360 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4361 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4362 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4363 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4364 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4365 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4366 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4367 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4368 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4370 R_Mesh_VertexPointer(vertex3f, 0, 0);
4371 R_Mesh_ColorPointer(NULL, 0, 0);
4372 R_Mesh_ResetTextureState();
4373 R_SetupGenericShader(true);
4374 R_Mesh_TexBind(0, R_GetTexture(texture));
4375 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4376 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4377 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4378 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4380 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4382 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4383 GL_BlendFunc(blendfunc1, GL_ONE);
4385 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4386 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4390 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4395 VectorSet(v, x, y, z);
4396 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4397 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4399 if (i == mesh->numvertices)
4401 if (mesh->numvertices < mesh->maxvertices)
4403 VectorCopy(v, vertex3f);
4404 mesh->numvertices++;
4406 return mesh->numvertices;
4412 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4416 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4417 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4418 e = mesh->element3i + mesh->numtriangles * 3;
4419 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4421 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4422 if (mesh->numtriangles < mesh->maxtriangles)
4427 mesh->numtriangles++;
4429 element[1] = element[2];
4433 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4437 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4438 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4439 e = mesh->element3i + mesh->numtriangles * 3;
4440 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4442 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4443 if (mesh->numtriangles < mesh->maxtriangles)
4448 mesh->numtriangles++;
4450 element[1] = element[2];
4454 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4455 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4457 int planenum, planenum2;
4460 mplane_t *plane, *plane2;
4462 double temppoints[2][256*3];
4463 // figure out how large a bounding box we need to properly compute this brush
4465 for (w = 0;w < numplanes;w++)
4466 maxdist = max(maxdist, planes[w].dist);
4467 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4468 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4469 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4473 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4474 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4476 if (planenum2 == planenum)
4478 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);
4481 if (tempnumpoints < 3)
4483 // generate elements forming a triangle fan for this polygon
4484 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4488 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)
4490 texturelayer_t *layer;
4491 layer = t->currentlayers + t->currentnumlayers++;
4493 layer->depthmask = depthmask;
4494 layer->blendfunc1 = blendfunc1;
4495 layer->blendfunc2 = blendfunc2;
4496 layer->texture = texture;
4497 layer->texmatrix = *matrix;
4498 layer->color[0] = r * r_refdef.view.colorscale;
4499 layer->color[1] = g * r_refdef.view.colorscale;
4500 layer->color[2] = b * r_refdef.view.colorscale;
4501 layer->color[3] = a;
4504 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4507 index = parms[2] + r_refdef.scene.time * parms[3];
4508 index -= floor(index);
4512 case Q3WAVEFUNC_NONE:
4513 case Q3WAVEFUNC_NOISE:
4514 case Q3WAVEFUNC_COUNT:
4517 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4518 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4519 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4520 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4521 case Q3WAVEFUNC_TRIANGLE:
4523 f = index - floor(index);
4534 return (float)(parms[0] + parms[1] * f);
4537 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4541 dp_model_t *model = ent->model;
4544 q3shaderinfo_layer_tcmod_t *tcmod;
4546 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4548 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4552 // switch to an alternate material if this is a q1bsp animated material
4554 texture_t *texture = t;
4555 int s = ent->skinnum;
4556 if ((unsigned int)s >= (unsigned int)model->numskins)
4558 if (model->skinscenes)
4560 if (model->skinscenes[s].framecount > 1)
4561 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4563 s = model->skinscenes[s].firstframe;
4566 t = t + s * model->num_surfaces;
4569 // use an alternate animation if the entity's frame is not 0,
4570 // and only if the texture has an alternate animation
4571 if (ent->frame2 != 0 && t->anim_total[1])
4572 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4574 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4576 texture->currentframe = t;
4579 // update currentskinframe to be a qw skin or animation frame
4580 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"))
4582 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4584 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4585 if (developer_loading.integer)
4586 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4587 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);
4589 t->currentskinframe = r_qwskincache_skinframe[i];
4590 if (t->currentskinframe == NULL)
4591 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4593 else if (t->numskinframes >= 2)
4594 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4595 if (t->backgroundnumskinframes >= 2)
4596 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4598 t->currentmaterialflags = t->basematerialflags;
4599 t->currentalpha = ent->alpha;
4600 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4601 t->currentalpha *= r_wateralpha.value;
4602 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4603 t->currentalpha *= t->r_water_wateralpha;
4604 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4605 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4606 if (!(ent->flags & RENDER_LIGHT))
4607 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4608 else if (rsurface.modeltexcoordlightmap2f == NULL)
4610 // pick a model lighting mode
4611 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4612 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4614 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4616 if (ent->effects & EF_ADDITIVE)
4617 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4618 else if (t->currentalpha < 1)
4619 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4620 if (ent->effects & EF_DOUBLESIDED)
4621 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4622 if (ent->effects & EF_NODEPTHTEST)
4623 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4624 if (ent->flags & RENDER_VIEWMODEL)
4625 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4626 if (t->backgroundnumskinframes)
4627 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4628 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4630 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4631 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4634 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4636 // there is no tcmod
4637 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4638 t->currenttexmatrix = r_waterscrollmatrix;
4640 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4643 switch(tcmod->tcmod)
4647 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4648 matrix = r_waterscrollmatrix;
4650 matrix = identitymatrix;
4652 case Q3TCMOD_ENTITYTRANSLATE:
4653 // this is used in Q3 to allow the gamecode to control texcoord
4654 // scrolling on the entity, which is not supported in darkplaces yet.
4655 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4657 case Q3TCMOD_ROTATE:
4658 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4659 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4660 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4663 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4665 case Q3TCMOD_SCROLL:
4666 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4668 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4669 w = tcmod->parms[0];
4670 h = tcmod->parms[1];
4671 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4673 idx = floor(f * w * h);
4674 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4676 case Q3TCMOD_STRETCH:
4677 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4678 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4680 case Q3TCMOD_TRANSFORM:
4681 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4682 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4683 VectorSet(tcmat + 6, 0 , 0 , 1);
4684 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4685 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4687 case Q3TCMOD_TURBULENT:
4688 // this is handled in the RSurf_PrepareVertices function
4689 matrix = identitymatrix;
4692 // either replace or concatenate the transformation
4694 t->currenttexmatrix = matrix;
4697 matrix4x4_t temp = t->currenttexmatrix;
4698 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4702 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4703 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4704 t->glosstexture = r_texture_black;
4705 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4706 t->backgroundglosstexture = r_texture_black;
4707 t->specularpower = r_shadow_glossexponent.value;
4708 // TODO: store reference values for these in the texture?
4709 t->specularscale = 0;
4710 if (r_shadow_gloss.integer > 0)
4712 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4714 if (r_shadow_glossintensity.value > 0)
4716 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4717 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4718 t->specularscale = r_shadow_glossintensity.value;
4721 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4723 t->glosstexture = r_texture_white;
4724 t->backgroundglosstexture = r_texture_white;
4725 t->specularscale = r_shadow_gloss2intensity.value;
4729 // lightmaps mode looks bad with dlights using actual texturing, so turn
4730 // off the colormap and glossmap, but leave the normalmap on as it still
4731 // accurately represents the shading involved
4732 if (gl_lightmaps.integer)
4734 t->basetexture = r_texture_grey128;
4735 t->backgroundbasetexture = NULL;
4736 t->specularscale = 0;
4737 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4740 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4741 VectorClear(t->dlightcolor);
4742 t->currentnumlayers = 0;
4743 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4746 int blendfunc1, blendfunc2, depthmask;
4747 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4749 blendfunc1 = GL_SRC_ALPHA;
4750 blendfunc2 = GL_ONE;
4752 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4754 blendfunc1 = GL_SRC_ALPHA;
4755 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4757 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4759 blendfunc1 = t->customblendfunc[0];
4760 blendfunc2 = t->customblendfunc[1];
4764 blendfunc1 = GL_ONE;
4765 blendfunc2 = GL_ZERO;
4767 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4768 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4769 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4770 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4772 // fullbright is not affected by r_refdef.lightmapintensity
4773 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]);
4774 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4775 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]);
4776 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4777 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]);
4781 vec3_t ambientcolor;
4783 // set the color tint used for lights affecting this surface
4784 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4786 // q3bsp has no lightmap updates, so the lightstylevalue that
4787 // would normally be baked into the lightmap must be
4788 // applied to the color
4789 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4790 if (ent->model->type == mod_brushq3)
4791 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4792 colorscale *= r_refdef.lightmapintensity;
4793 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4794 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4795 // basic lit geometry
4796 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]);
4797 // add pants/shirt if needed
4798 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4799 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]);
4800 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4801 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]);
4802 // now add ambient passes if needed
4803 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4805 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]);
4806 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4807 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]);
4808 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4809 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]);
4812 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4813 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]);
4814 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4816 // if this is opaque use alpha blend which will darken the earlier
4819 // if this is an alpha blended material, all the earlier passes
4820 // were darkened by fog already, so we only need to add the fog
4821 // color ontop through the fog mask texture
4823 // if this is an additive blended material, all the earlier passes
4824 // were darkened by fog already, and we should not add fog color
4825 // (because the background was not darkened, there is no fog color
4826 // that was lost behind it).
4827 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]);
4832 void R_UpdateAllTextureInfo(entity_render_t *ent)
4836 for (i = 0;i < ent->model->num_texturesperskin;i++)
4837 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4840 rsurfacestate_t rsurface;
4842 void R_Mesh_ResizeArrays(int newvertices)
4845 if (rsurface.array_size >= newvertices)
4847 if (rsurface.array_modelvertex3f)
4848 Mem_Free(rsurface.array_modelvertex3f);
4849 rsurface.array_size = (newvertices + 1023) & ~1023;
4850 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4851 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4852 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4853 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4854 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4855 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4856 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4857 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4858 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4859 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4860 rsurface.array_color4f = base + rsurface.array_size * 27;
4861 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4864 void RSurf_ActiveWorldEntity(void)
4866 dp_model_t *model = r_refdef.scene.worldmodel;
4867 if (rsurface.array_size < model->surfmesh.num_vertices)
4868 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4869 rsurface.matrix = identitymatrix;
4870 rsurface.inversematrix = identitymatrix;
4871 R_Mesh_Matrix(&identitymatrix);
4872 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4873 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4874 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4875 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4876 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4877 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4878 rsurface.frameblend[0].frame = 0;
4879 rsurface.frameblend[0].lerp = 1;
4880 rsurface.frameblend[1].frame = 0;
4881 rsurface.frameblend[1].lerp = 0;
4882 rsurface.frameblend[2].frame = 0;
4883 rsurface.frameblend[2].lerp = 0;
4884 rsurface.frameblend[3].frame = 0;
4885 rsurface.frameblend[3].lerp = 0;
4886 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4887 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4888 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4889 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4890 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4891 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4892 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4893 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4894 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4895 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4896 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4897 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4898 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4899 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4900 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4901 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4902 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4903 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4904 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4905 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4906 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4907 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4908 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4909 rsurface.modelelement3i = model->surfmesh.data_element3i;
4910 rsurface.modelelement3s = model->surfmesh.data_element3s;
4911 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4912 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4913 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4914 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4915 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4916 rsurface.modelsurfaces = model->data_surfaces;
4917 rsurface.generatedvertex = false;
4918 rsurface.vertex3f = rsurface.modelvertex3f;
4919 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4920 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4921 rsurface.svector3f = rsurface.modelsvector3f;
4922 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4923 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4924 rsurface.tvector3f = rsurface.modeltvector3f;
4925 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4926 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4927 rsurface.normal3f = rsurface.modelnormal3f;
4928 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4929 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4930 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4933 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4935 dp_model_t *model = ent->model;
4936 if (rsurface.array_size < model->surfmesh.num_vertices)
4937 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4938 rsurface.matrix = ent->matrix;
4939 rsurface.inversematrix = ent->inversematrix;
4940 R_Mesh_Matrix(&rsurface.matrix);
4941 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4942 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4943 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4944 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4945 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4946 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4947 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4948 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4949 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4950 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4951 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4952 rsurface.frameblend[0] = ent->frameblend[0];
4953 rsurface.frameblend[1] = ent->frameblend[1];
4954 rsurface.frameblend[2] = ent->frameblend[2];
4955 rsurface.frameblend[3] = ent->frameblend[3];
4956 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4957 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4958 if (ent->model->brush.submodel)
4960 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4961 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4963 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4967 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4968 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4969 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4970 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4971 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4973 else if (wantnormals)
4975 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4976 rsurface.modelsvector3f = NULL;
4977 rsurface.modeltvector3f = NULL;
4978 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4979 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4983 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4984 rsurface.modelsvector3f = NULL;
4985 rsurface.modeltvector3f = NULL;
4986 rsurface.modelnormal3f = NULL;
4987 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4989 rsurface.modelvertex3f_bufferobject = 0;
4990 rsurface.modelvertex3f_bufferoffset = 0;
4991 rsurface.modelsvector3f_bufferobject = 0;
4992 rsurface.modelsvector3f_bufferoffset = 0;
4993 rsurface.modeltvector3f_bufferobject = 0;
4994 rsurface.modeltvector3f_bufferoffset = 0;
4995 rsurface.modelnormal3f_bufferobject = 0;
4996 rsurface.modelnormal3f_bufferoffset = 0;
4997 rsurface.generatedvertex = true;
5001 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5002 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5003 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5004 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5005 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5006 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5007 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5008 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5009 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5010 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5011 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5012 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5013 rsurface.generatedvertex = false;
5015 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5016 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5017 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5018 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5019 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5020 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5021 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5022 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5023 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5024 rsurface.modelelement3i = model->surfmesh.data_element3i;
5025 rsurface.modelelement3s = model->surfmesh.data_element3s;
5026 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5027 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5028 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5029 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5030 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5031 rsurface.modelsurfaces = model->data_surfaces;
5032 rsurface.vertex3f = rsurface.modelvertex3f;
5033 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5034 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5035 rsurface.svector3f = rsurface.modelsvector3f;
5036 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5037 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5038 rsurface.tvector3f = rsurface.modeltvector3f;
5039 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5040 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5041 rsurface.normal3f = rsurface.modelnormal3f;
5042 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5043 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5044 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5047 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5048 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5051 int texturesurfaceindex;
5056 const float *v1, *in_tc;
5058 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5060 q3shaderinfo_deform_t *deform;
5061 // 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
5062 if (rsurface.generatedvertex)
5064 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5065 generatenormals = true;
5066 for (i = 0;i < Q3MAXDEFORMS;i++)
5068 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5070 generatetangents = true;
5071 generatenormals = true;
5073 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5074 generatenormals = true;
5076 if (generatenormals && !rsurface.modelnormal3f)
5078 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5079 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5080 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5081 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5083 if (generatetangents && !rsurface.modelsvector3f)
5085 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5086 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5087 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5088 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5089 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5090 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5091 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);
5094 rsurface.vertex3f = rsurface.modelvertex3f;
5095 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5096 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5097 rsurface.svector3f = rsurface.modelsvector3f;
5098 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5099 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5100 rsurface.tvector3f = rsurface.modeltvector3f;
5101 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5102 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5103 rsurface.normal3f = rsurface.modelnormal3f;
5104 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5105 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5106 // if vertices are deformed (sprite flares and things in maps, possibly
5107 // water waves, bulges and other deformations), generate them into
5108 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5109 // (may be static model data or generated data for an animated model, or
5110 // the previous deform pass)
5111 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5113 switch (deform->deform)
5116 case Q3DEFORM_PROJECTIONSHADOW:
5117 case Q3DEFORM_TEXT0:
5118 case Q3DEFORM_TEXT1:
5119 case Q3DEFORM_TEXT2:
5120 case Q3DEFORM_TEXT3:
5121 case Q3DEFORM_TEXT4:
5122 case Q3DEFORM_TEXT5:
5123 case Q3DEFORM_TEXT6:
5124 case Q3DEFORM_TEXT7:
5127 case Q3DEFORM_AUTOSPRITE:
5128 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5129 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5130 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5131 VectorNormalize(newforward);
5132 VectorNormalize(newright);
5133 VectorNormalize(newup);
5134 // make deformed versions of only the model vertices used by the specified surfaces
5135 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5137 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5138 // a single autosprite surface can contain multiple sprites...
5139 for (j = 0;j < surface->num_vertices - 3;j += 4)
5141 VectorClear(center);
5142 for (i = 0;i < 4;i++)
5143 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5144 VectorScale(center, 0.25f, center);
5145 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5146 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5147 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5148 for (i = 0;i < 4;i++)
5150 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5151 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5154 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);
5155 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);
5157 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5158 rsurface.vertex3f_bufferobject = 0;
5159 rsurface.vertex3f_bufferoffset = 0;
5160 rsurface.svector3f = rsurface.array_deformedsvector3f;
5161 rsurface.svector3f_bufferobject = 0;
5162 rsurface.svector3f_bufferoffset = 0;
5163 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5164 rsurface.tvector3f_bufferobject = 0;
5165 rsurface.tvector3f_bufferoffset = 0;
5166 rsurface.normal3f = rsurface.array_deformednormal3f;
5167 rsurface.normal3f_bufferobject = 0;
5168 rsurface.normal3f_bufferoffset = 0;
5170 case Q3DEFORM_AUTOSPRITE2:
5171 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5172 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5173 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5174 VectorNormalize(newforward);
5175 VectorNormalize(newright);
5176 VectorNormalize(newup);
5177 // make deformed versions of only the model vertices used by the specified surfaces
5178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5181 const float *v1, *v2;
5191 memset(shortest, 0, sizeof(shortest));
5192 // a single autosprite surface can contain multiple sprites...
5193 for (j = 0;j < surface->num_vertices - 3;j += 4)
5195 VectorClear(center);
5196 for (i = 0;i < 4;i++)
5197 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5198 VectorScale(center, 0.25f, center);
5199 // find the two shortest edges, then use them to define the
5200 // axis vectors for rotating around the central axis
5201 for (i = 0;i < 6;i++)
5203 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5204 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5206 Debug_PolygonBegin(NULL, 0);
5207 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5208 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);
5209 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5212 l = VectorDistance2(v1, v2);
5213 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5215 l += (1.0f / 1024.0f);
5216 if (shortest[0].length2 > l || i == 0)
5218 shortest[1] = shortest[0];
5219 shortest[0].length2 = l;
5220 shortest[0].v1 = v1;
5221 shortest[0].v2 = v2;
5223 else if (shortest[1].length2 > l || i == 1)
5225 shortest[1].length2 = l;
5226 shortest[1].v1 = v1;
5227 shortest[1].v2 = v2;
5230 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5231 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5233 Debug_PolygonBegin(NULL, 0);
5234 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5235 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);
5236 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5239 // this calculates the right vector from the shortest edge
5240 // and the up vector from the edge midpoints
5241 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5242 VectorNormalize(right);
5243 VectorSubtract(end, start, up);
5244 VectorNormalize(up);
5245 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5246 //VectorSubtract(rsurface.modelorg, center, forward);
5247 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5248 VectorNegate(forward, forward);
5249 VectorReflect(forward, 0, up, forward);
5250 VectorNormalize(forward);
5251 CrossProduct(up, forward, newright);
5252 VectorNormalize(newright);
5254 Debug_PolygonBegin(NULL, 0);
5255 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);
5256 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5257 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5261 Debug_PolygonBegin(NULL, 0);
5262 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5263 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5264 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5267 // rotate the quad around the up axis vector, this is made
5268 // especially easy by the fact we know the quad is flat,
5269 // so we only have to subtract the center position and
5270 // measure distance along the right vector, and then
5271 // multiply that by the newright vector and add back the
5273 // we also need to subtract the old position to undo the
5274 // displacement from the center, which we do with a
5275 // DotProduct, the subtraction/addition of center is also
5276 // optimized into DotProducts here
5277 l = DotProduct(right, center);
5278 for (i = 0;i < 4;i++)
5280 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5281 f = DotProduct(right, v1) - l;
5282 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5285 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);
5286 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);
5288 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5289 rsurface.vertex3f_bufferobject = 0;
5290 rsurface.vertex3f_bufferoffset = 0;
5291 rsurface.svector3f = rsurface.array_deformedsvector3f;
5292 rsurface.svector3f_bufferobject = 0;
5293 rsurface.svector3f_bufferoffset = 0;
5294 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5295 rsurface.tvector3f_bufferobject = 0;
5296 rsurface.tvector3f_bufferoffset = 0;
5297 rsurface.normal3f = rsurface.array_deformednormal3f;
5298 rsurface.normal3f_bufferobject = 0;
5299 rsurface.normal3f_bufferoffset = 0;
5301 case Q3DEFORM_NORMAL:
5302 // deform the normals to make reflections wavey
5303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5306 for (j = 0;j < surface->num_vertices;j++)
5309 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5310 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5311 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5312 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5313 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5314 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5315 VectorNormalize(normal);
5317 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);
5319 rsurface.svector3f = rsurface.array_deformedsvector3f;
5320 rsurface.svector3f_bufferobject = 0;
5321 rsurface.svector3f_bufferoffset = 0;
5322 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5323 rsurface.tvector3f_bufferobject = 0;
5324 rsurface.tvector3f_bufferoffset = 0;
5325 rsurface.normal3f = rsurface.array_deformednormal3f;
5326 rsurface.normal3f_bufferobject = 0;
5327 rsurface.normal3f_bufferoffset = 0;
5330 // deform vertex array to make wavey water and flags and such
5331 waveparms[0] = deform->waveparms[0];
5332 waveparms[1] = deform->waveparms[1];
5333 waveparms[2] = deform->waveparms[2];
5334 waveparms[3] = deform->waveparms[3];
5335 // this is how a divisor of vertex influence on deformation
5336 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5337 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5338 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5340 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5341 for (j = 0;j < surface->num_vertices;j++)
5343 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5344 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5345 // if the wavefunc depends on time, evaluate it per-vertex
5348 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5349 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5351 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5354 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5355 rsurface.vertex3f_bufferobject = 0;
5356 rsurface.vertex3f_bufferoffset = 0;
5358 case Q3DEFORM_BULGE:
5359 // deform vertex array to make the surface have moving bulges
5360 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5362 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5363 for (j = 0;j < surface->num_vertices;j++)
5365 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5366 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5369 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5370 rsurface.vertex3f_bufferobject = 0;
5371 rsurface.vertex3f_bufferoffset = 0;
5374 // deform vertex array
5375 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5376 VectorScale(deform->parms, scale, waveparms);
5377 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5379 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5380 for (j = 0;j < surface->num_vertices;j++)
5381 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5383 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5384 rsurface.vertex3f_bufferobject = 0;
5385 rsurface.vertex3f_bufferoffset = 0;
5389 // generate texcoords based on the chosen texcoord source
5390 switch(rsurface.texture->tcgen.tcgen)
5393 case Q3TCGEN_TEXTURE:
5394 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5395 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5396 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5398 case Q3TCGEN_LIGHTMAP:
5399 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5400 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5401 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5403 case Q3TCGEN_VECTOR:
5404 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5406 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5407 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)
5409 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5410 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5413 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5414 rsurface.texcoordtexture2f_bufferobject = 0;
5415 rsurface.texcoordtexture2f_bufferoffset = 0;
5417 case Q3TCGEN_ENVIRONMENT:
5418 // make environment reflections using a spheremap
5419 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5421 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5422 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5423 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5424 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5425 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5427 float l, d, eyedir[3];
5428 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5429 l = 0.5f / VectorLength(eyedir);
5430 d = DotProduct(normal, eyedir)*2;
5431 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5432 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5435 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5436 rsurface.texcoordtexture2f_bufferobject = 0;
5437 rsurface.texcoordtexture2f_bufferoffset = 0;
5440 // the only tcmod that needs software vertex processing is turbulent, so
5441 // check for it here and apply the changes if needed
5442 // and we only support that as the first one
5443 // (handling a mixture of turbulent and other tcmods would be problematic
5444 // without punting it entirely to a software path)
5445 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5447 amplitude = rsurface.texture->tcmods[0].parms[1];
5448 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5449 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5451 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5452 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)
5454 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5455 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5458 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5459 rsurface.texcoordtexture2f_bufferobject = 0;
5460 rsurface.texcoordtexture2f_bufferoffset = 0;
5462 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5463 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5464 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5465 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5468 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5471 const msurface_t *surface = texturesurfacelist[0];
5472 const msurface_t *surface2;
5477 // TODO: lock all array ranges before render, rather than on each surface
5478 if (texturenumsurfaces == 1)
5480 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5481 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);
5483 else if (r_batchmode.integer == 2)
5485 #define MAXBATCHTRIANGLES 4096
5486 int batchtriangles = 0;
5487 int batchelements[MAXBATCHTRIANGLES*3];
5488 for (i = 0;i < texturenumsurfaces;i = j)
5490 surface = texturesurfacelist[i];
5492 if (surface->num_triangles > MAXBATCHTRIANGLES)
5494 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5497 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5498 batchtriangles = surface->num_triangles;
5499 firstvertex = surface->num_firstvertex;
5500 endvertex = surface->num_firstvertex + surface->num_vertices;
5501 for (;j < texturenumsurfaces;j++)
5503 surface2 = texturesurfacelist[j];
5504 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5506 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5507 batchtriangles += surface2->num_triangles;
5508 firstvertex = min(firstvertex, surface2->num_firstvertex);
5509 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5511 surface2 = texturesurfacelist[j-1];
5512 numvertices = endvertex - firstvertex;
5513 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5516 else if (r_batchmode.integer == 1)
5518 for (i = 0;i < texturenumsurfaces;i = j)
5520 surface = texturesurfacelist[i];
5521 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5522 if (texturesurfacelist[j] != surface2)
5524 surface2 = texturesurfacelist[j-1];
5525 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5526 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5527 GL_LockArrays(surface->num_firstvertex, numvertices);
5528 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5533 for (i = 0;i < texturenumsurfaces;i++)
5535 surface = texturesurfacelist[i];
5536 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5537 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);
5542 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5544 int i, planeindex, vertexindex;
5548 r_waterstate_waterplane_t *p, *bestp;
5549 msurface_t *surface;
5550 if (r_waterstate.renderingscene)
5552 for (i = 0;i < texturenumsurfaces;i++)
5554 surface = texturesurfacelist[i];
5555 if (lightmaptexunit >= 0)
5556 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5557 if (deluxemaptexunit >= 0)
5558 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5559 // pick the closest matching water plane
5562 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5565 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5567 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5568 d += fabs(PlaneDiff(vert, &p->plane));
5570 if (bestd > d || !bestp)
5578 if (refractiontexunit >= 0)
5579 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5580 if (reflectiontexunit >= 0)
5581 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5585 if (refractiontexunit >= 0)
5586 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5587 if (reflectiontexunit >= 0)
5588 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5590 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5591 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);
5595 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5599 const msurface_t *surface = texturesurfacelist[0];
5600 const msurface_t *surface2;
5605 // TODO: lock all array ranges before render, rather than on each surface
5606 if (texturenumsurfaces == 1)
5608 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5609 if (deluxemaptexunit >= 0)
5610 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5611 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5612 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);
5614 else if (r_batchmode.integer == 2)
5616 #define MAXBATCHTRIANGLES 4096
5617 int batchtriangles = 0;
5618 int batchelements[MAXBATCHTRIANGLES*3];
5619 for (i = 0;i < texturenumsurfaces;i = j)
5621 surface = texturesurfacelist[i];
5622 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5623 if (deluxemaptexunit >= 0)
5624 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5626 if (surface->num_triangles > MAXBATCHTRIANGLES)
5628 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);
5631 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5632 batchtriangles = surface->num_triangles;
5633 firstvertex = surface->num_firstvertex;
5634 endvertex = surface->num_firstvertex + surface->num_vertices;
5635 for (;j < texturenumsurfaces;j++)
5637 surface2 = texturesurfacelist[j];
5638 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5640 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5641 batchtriangles += surface2->num_triangles;
5642 firstvertex = min(firstvertex, surface2->num_firstvertex);
5643 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5645 surface2 = texturesurfacelist[j-1];
5646 numvertices = endvertex - firstvertex;
5647 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5650 else if (r_batchmode.integer == 1)
5653 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5654 for (i = 0;i < texturenumsurfaces;i = j)
5656 surface = texturesurfacelist[i];
5657 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5658 if (texturesurfacelist[j] != surface2)
5660 Con_Printf(" %i", j - i);
5663 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5665 for (i = 0;i < texturenumsurfaces;i = j)
5667 surface = texturesurfacelist[i];
5668 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5669 if (deluxemaptexunit >= 0)
5670 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5671 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5672 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5675 Con_Printf(" %i", j - i);
5677 surface2 = texturesurfacelist[j-1];
5678 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5679 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5680 GL_LockArrays(surface->num_firstvertex, numvertices);
5681 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5689 for (i = 0;i < texturenumsurfaces;i++)
5691 surface = texturesurfacelist[i];
5692 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5693 if (deluxemaptexunit >= 0)
5694 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5695 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5696 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);
5701 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5704 int texturesurfaceindex;
5705 if (r_showsurfaces.integer == 2)
5707 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5709 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5710 for (j = 0;j < surface->num_triangles;j++)
5712 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5713 GL_Color(f, f, f, 1);
5714 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5720 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5722 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5723 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5724 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);
5725 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5726 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);
5731 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5733 int texturesurfaceindex;
5736 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5738 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5739 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)
5747 rsurface.lightmapcolor4f = rsurface.array_color4f;
5748 rsurface.lightmapcolor4f_bufferobject = 0;
5749 rsurface.lightmapcolor4f_bufferoffset = 0;
5752 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5754 int texturesurfaceindex;
5758 if (rsurface.lightmapcolor4f)
5760 // generate color arrays for the surfaces in this list
5761 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5763 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5764 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)
5766 f = FogPoint_Model(v);
5776 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5778 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5779 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)
5781 f = FogPoint_Model(v);
5789 rsurface.lightmapcolor4f = rsurface.array_color4f;
5790 rsurface.lightmapcolor4f_bufferobject = 0;
5791 rsurface.lightmapcolor4f_bufferoffset = 0;
5794 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5796 int texturesurfaceindex;
5800 if (!rsurface.lightmapcolor4f)
5802 // generate color arrays for the surfaces in this list
5803 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5805 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5806 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)
5808 f = FogPoint_Model(v);
5809 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5810 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5811 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5815 rsurface.lightmapcolor4f = rsurface.array_color4f;
5816 rsurface.lightmapcolor4f_bufferobject = 0;
5817 rsurface.lightmapcolor4f_bufferoffset = 0;
5820 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5822 int texturesurfaceindex;
5825 if (!rsurface.lightmapcolor4f)
5827 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5829 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5830 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)
5838 rsurface.lightmapcolor4f = rsurface.array_color4f;
5839 rsurface.lightmapcolor4f_bufferobject = 0;
5840 rsurface.lightmapcolor4f_bufferoffset = 0;
5843 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5845 int texturesurfaceindex;
5848 if (!rsurface.lightmapcolor4f)
5850 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5852 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5853 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)
5855 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5856 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5857 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5861 rsurface.lightmapcolor4f = rsurface.array_color4f;
5862 rsurface.lightmapcolor4f_bufferobject = 0;
5863 rsurface.lightmapcolor4f_bufferoffset = 0;
5866 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5869 rsurface.lightmapcolor4f = NULL;
5870 rsurface.lightmapcolor4f_bufferobject = 0;
5871 rsurface.lightmapcolor4f_bufferoffset = 0;
5872 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5873 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5874 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5875 GL_Color(r, g, b, a);
5876 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5879 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5881 // TODO: optimize applyfog && applycolor case
5882 // just apply fog if necessary, and tint the fog color array if necessary
5883 rsurface.lightmapcolor4f = NULL;
5884 rsurface.lightmapcolor4f_bufferobject = 0;
5885 rsurface.lightmapcolor4f_bufferoffset = 0;
5886 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5887 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5888 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5889 GL_Color(r, g, b, a);
5890 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5893 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5895 int texturesurfaceindex;
5899 if (texturesurfacelist[0]->lightmapinfo)
5901 // generate color arrays for the surfaces in this list
5902 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5904 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5905 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5907 if (surface->lightmapinfo->samples)
5909 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5910 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5911 VectorScale(lm, scale, c);
5912 if (surface->lightmapinfo->styles[1] != 255)
5914 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5916 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5917 VectorMA(c, scale, lm, c);
5918 if (surface->lightmapinfo->styles[2] != 255)
5921 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5922 VectorMA(c, scale, lm, c);
5923 if (surface->lightmapinfo->styles[3] != 255)
5926 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5927 VectorMA(c, scale, lm, c);
5937 rsurface.lightmapcolor4f = rsurface.array_color4f;
5938 rsurface.lightmapcolor4f_bufferobject = 0;
5939 rsurface.lightmapcolor4f_bufferoffset = 0;
5943 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5944 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5945 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5947 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5948 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5949 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5950 GL_Color(r, g, b, a);
5951 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5954 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5956 int texturesurfaceindex;
5959 float *v, *c, *c2, alpha;
5960 vec3_t ambientcolor;
5961 vec3_t diffusecolor;
5965 VectorCopy(rsurface.modellight_lightdir, lightdir);
5966 f = 0.5f * r_refdef.lightmapintensity;
5967 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5968 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5969 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5970 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5971 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5972 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5974 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5976 // generate color arrays for the surfaces in this list
5977 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5979 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5980 int numverts = surface->num_vertices;
5981 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5982 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5983 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5984 // q3-style directional shading
5985 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5987 if ((f = DotProduct(c2, lightdir)) > 0)
5988 VectorMA(ambientcolor, f, diffusecolor, c);
5990 VectorCopy(ambientcolor, c);
5998 rsurface.lightmapcolor4f = rsurface.array_color4f;
5999 rsurface.lightmapcolor4f_bufferobject = 0;
6000 rsurface.lightmapcolor4f_bufferoffset = 0;
6001 *applycolor = false;
6005 *r = ambientcolor[0];
6006 *g = ambientcolor[1];
6007 *b = ambientcolor[2];
6008 rsurface.lightmapcolor4f = NULL;
6009 rsurface.lightmapcolor4f_bufferobject = 0;
6010 rsurface.lightmapcolor4f_bufferoffset = 0;
6014 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6016 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6017 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6018 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6019 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6020 GL_Color(r, g, b, a);
6021 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6024 void RSurf_SetupDepthAndCulling(void)
6026 // submodels are biased to avoid z-fighting with world surfaces that they
6027 // may be exactly overlapping (avoids z-fighting artifacts on certain
6028 // doors and things in Quake maps)
6029 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6030 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6031 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6032 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6035 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6037 // transparent sky would be ridiculous
6038 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6040 R_SetupGenericShader(false);
6043 skyrendernow = false;
6044 // we have to force off the water clipping plane while rendering sky
6048 // restore entity matrix
6049 R_Mesh_Matrix(&rsurface.matrix);
6051 RSurf_SetupDepthAndCulling();
6053 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6054 // skymasking on them, and Quake3 never did sky masking (unlike
6055 // software Quake and software Quake2), so disable the sky masking
6056 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6057 // and skymasking also looks very bad when noclipping outside the
6058 // level, so don't use it then either.
6059 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6061 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6062 R_Mesh_ColorPointer(NULL, 0, 0);
6063 R_Mesh_ResetTextureState();
6064 if (skyrendermasked)
6066 R_SetupDepthOrShadowShader();
6067 // depth-only (masking)
6068 GL_ColorMask(0,0,0,0);
6069 // just to make sure that braindead drivers don't draw
6070 // anything despite that colormask...
6071 GL_BlendFunc(GL_ZERO, GL_ONE);
6075 R_SetupGenericShader(false);
6077 GL_BlendFunc(GL_ONE, GL_ZERO);
6079 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6080 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6081 if (skyrendermasked)
6082 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6084 R_Mesh_ResetTextureState();
6085 GL_Color(1, 1, 1, 1);
6088 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6090 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6093 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6094 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6095 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6096 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6097 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6098 if (rsurface.texture->backgroundcurrentskinframe)
6100 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6101 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6102 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6103 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6105 if(rsurface.texture->colormapping)
6107 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6108 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6110 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6111 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6112 R_Mesh_ColorPointer(NULL, 0, 0);
6114 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6116 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6118 // render background
6119 GL_BlendFunc(GL_ONE, GL_ZERO);
6121 GL_AlphaTest(false);
6123 GL_Color(1, 1, 1, 1);
6124 R_Mesh_ColorPointer(NULL, 0, 0);
6126 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6127 if (r_glsl_permutation)
6129 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6130 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6131 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6132 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6133 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6134 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6135 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);
6137 GL_LockArrays(0, 0);
6139 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6140 GL_DepthMask(false);
6141 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6142 R_Mesh_ColorPointer(NULL, 0, 0);
6144 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6145 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6146 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6149 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6150 if (!r_glsl_permutation)
6153 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6154 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6155 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6156 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6157 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6158 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6160 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6162 GL_BlendFunc(GL_ONE, GL_ZERO);
6164 GL_AlphaTest(false);
6168 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6169 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6170 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6173 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6175 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6176 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);
6178 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6182 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6183 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);
6185 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6187 GL_LockArrays(0, 0);
6190 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6192 // OpenGL 1.3 path - anything not completely ancient
6193 int texturesurfaceindex;
6194 qboolean applycolor;
6198 const texturelayer_t *layer;
6199 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6201 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6204 int layertexrgbscale;
6205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6207 if (layerindex == 0)
6211 GL_AlphaTest(false);
6212 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6215 GL_DepthMask(layer->depthmask && writedepth);
6216 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6217 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6219 layertexrgbscale = 4;
6220 VectorScale(layer->color, 0.25f, layercolor);
6222 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6224 layertexrgbscale = 2;
6225 VectorScale(layer->color, 0.5f, layercolor);
6229 layertexrgbscale = 1;
6230 VectorScale(layer->color, 1.0f, layercolor);
6232 layercolor[3] = layer->color[3];
6233 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6234 R_Mesh_ColorPointer(NULL, 0, 0);
6235 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6236 switch (layer->type)
6238 case TEXTURELAYERTYPE_LITTEXTURE:
6239 memset(&m, 0, sizeof(m));
6240 m.tex[0] = R_GetTexture(r_texture_white);
6241 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6242 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6243 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6244 m.tex[1] = R_GetTexture(layer->texture);
6245 m.texmatrix[1] = layer->texmatrix;
6246 m.texrgbscale[1] = layertexrgbscale;
6247 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6248 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6249 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6250 R_Mesh_TextureState(&m);
6251 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6252 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6253 else if (rsurface.uselightmaptexture)
6254 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6256 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6258 case TEXTURELAYERTYPE_TEXTURE:
6259 memset(&m, 0, sizeof(m));
6260 m.tex[0] = R_GetTexture(layer->texture);
6261 m.texmatrix[0] = layer->texmatrix;
6262 m.texrgbscale[0] = layertexrgbscale;
6263 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6264 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6265 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6266 R_Mesh_TextureState(&m);
6267 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6269 case TEXTURELAYERTYPE_FOG:
6270 memset(&m, 0, sizeof(m));
6271 m.texrgbscale[0] = layertexrgbscale;
6274 m.tex[0] = R_GetTexture(layer->texture);
6275 m.texmatrix[0] = layer->texmatrix;
6276 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6277 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6278 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6280 R_Mesh_TextureState(&m);
6281 // generate a color array for the fog pass
6282 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6283 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6287 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6288 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)
6290 f = 1 - FogPoint_Model(v);
6291 c[0] = layercolor[0];
6292 c[1] = layercolor[1];
6293 c[2] = layercolor[2];
6294 c[3] = f * layercolor[3];
6297 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6300 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6302 GL_LockArrays(0, 0);
6305 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6307 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6308 GL_AlphaTest(false);
6312 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6314 // OpenGL 1.1 - crusty old voodoo path
6315 int texturesurfaceindex;
6319 const texturelayer_t *layer;
6320 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6322 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6326 if (layerindex == 0)
6330 GL_AlphaTest(false);
6331 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6334 GL_DepthMask(layer->depthmask && writedepth);
6335 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6336 R_Mesh_ColorPointer(NULL, 0, 0);
6337 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6338 switch (layer->type)
6340 case TEXTURELAYERTYPE_LITTEXTURE:
6341 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6343 // two-pass lit texture with 2x rgbscale
6344 // first the lightmap pass
6345 memset(&m, 0, sizeof(m));
6346 m.tex[0] = R_GetTexture(r_texture_white);
6347 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6348 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6349 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6350 R_Mesh_TextureState(&m);
6351 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6352 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6353 else if (rsurface.uselightmaptexture)
6354 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6356 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6357 GL_LockArrays(0, 0);
6358 // then apply the texture to it
6359 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6360 memset(&m, 0, sizeof(m));
6361 m.tex[0] = R_GetTexture(layer->texture);
6362 m.texmatrix[0] = layer->texmatrix;
6363 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6364 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6365 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6366 R_Mesh_TextureState(&m);
6367 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);
6371 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
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 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6380 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);
6382 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);
6385 case TEXTURELAYERTYPE_TEXTURE:
6386 // singletexture unlit texture with transparency support
6387 memset(&m, 0, sizeof(m));
6388 m.tex[0] = R_GetTexture(layer->texture);
6389 m.texmatrix[0] = layer->texmatrix;
6390 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6391 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6392 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6393 R_Mesh_TextureState(&m);
6394 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);
6396 case TEXTURELAYERTYPE_FOG:
6397 // singletexture fogging
6398 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6401 memset(&m, 0, sizeof(m));
6402 m.tex[0] = R_GetTexture(layer->texture);
6403 m.texmatrix[0] = layer->texmatrix;
6404 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6405 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6406 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6407 R_Mesh_TextureState(&m);
6410 R_Mesh_ResetTextureState();
6411 // generate a color array for the fog pass
6412 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6416 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6417 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)
6419 f = 1 - FogPoint_Model(v);
6420 c[0] = layer->color[0];
6421 c[1] = layer->color[1];
6422 c[2] = layer->color[2];
6423 c[3] = f * layer->color[3];
6426 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6429 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6431 GL_LockArrays(0, 0);
6434 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6436 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6437 GL_AlphaTest(false);
6441 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6445 GL_AlphaTest(false);
6446 R_Mesh_ColorPointer(NULL, 0, 0);
6447 R_Mesh_ResetTextureState();
6448 R_SetupGenericShader(false);
6450 if(rsurface.texture && rsurface.texture->currentskinframe)
6451 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6460 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6462 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6463 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6464 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6467 // brighten it up (as texture value 127 means "unlit")
6468 c[0] *= 2 * r_refdef.view.colorscale;
6469 c[1] *= 2 * r_refdef.view.colorscale;
6470 c[2] *= 2 * r_refdef.view.colorscale;
6472 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6473 c[3] *= r_wateralpha.value;
6475 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6478 GL_DepthMask(false);
6480 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6482 GL_BlendFunc(GL_ONE, GL_ONE);
6483 GL_DepthMask(false);
6485 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6488 GL_DepthMask(false);
6490 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6492 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6493 GL_DepthMask(false);
6497 GL_BlendFunc(GL_ONE, GL_ZERO);
6498 GL_DepthMask(writedepth);
6501 rsurface.lightmapcolor4f = NULL;
6503 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6505 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6507 rsurface.lightmapcolor4f = NULL;
6508 rsurface.lightmapcolor4f_bufferobject = 0;
6509 rsurface.lightmapcolor4f_bufferoffset = 0;
6511 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6513 qboolean applycolor = true;
6516 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6518 r_refdef.lightmapintensity = 1;
6519 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6520 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6524 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6526 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6527 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6528 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6531 if(!rsurface.lightmapcolor4f)
6532 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6534 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6535 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6536 if(r_refdef.fogenabled)
6537 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6539 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6540 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6543 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6546 RSurf_SetupDepthAndCulling();
6547 if (r_showsurfaces.integer == 3)
6548 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6549 else if (r_glsl.integer && gl_support_fragment_shader)
6550 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6551 else if (gl_combine.integer && r_textureunits.integer >= 2)
6552 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6554 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6558 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6561 int texturenumsurfaces, endsurface;
6563 msurface_t *surface;
6564 msurface_t *texturesurfacelist[1024];
6566 // if the model is static it doesn't matter what value we give for
6567 // wantnormals and wanttangents, so this logic uses only rules applicable
6568 // to a model, knowing that they are meaningless otherwise
6569 if (ent == r_refdef.scene.worldentity)
6570 RSurf_ActiveWorldEntity();
6571 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6572 RSurf_ActiveModelEntity(ent, false, false);
6574 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6576 for (i = 0;i < numsurfaces;i = j)
6579 surface = rsurface.modelsurfaces + surfacelist[i];
6580 texture = surface->texture;
6581 R_UpdateTextureInfo(ent, texture);
6582 rsurface.texture = texture->currentframe;
6583 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6584 // scan ahead until we find a different texture
6585 endsurface = min(i + 1024, numsurfaces);
6586 texturenumsurfaces = 0;
6587 texturesurfacelist[texturenumsurfaces++] = surface;
6588 for (;j < endsurface;j++)
6590 surface = rsurface.modelsurfaces + surfacelist[j];
6591 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6593 texturesurfacelist[texturenumsurfaces++] = surface;
6595 // render the range of surfaces
6596 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6598 GL_AlphaTest(false);
6601 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6606 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6608 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6610 RSurf_SetupDepthAndCulling();
6611 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6612 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6614 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6616 RSurf_SetupDepthAndCulling();
6617 GL_AlphaTest(false);
6618 R_Mesh_ColorPointer(NULL, 0, 0);
6619 R_Mesh_ResetTextureState();
6620 R_SetupGenericShader(false);
6621 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6623 GL_BlendFunc(GL_ONE, GL_ZERO);
6624 GL_Color(0, 0, 0, 1);
6625 GL_DepthTest(writedepth);
6626 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6628 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6630 RSurf_SetupDepthAndCulling();
6631 GL_AlphaTest(false);
6632 R_Mesh_ColorPointer(NULL, 0, 0);
6633 R_Mesh_ResetTextureState();
6634 R_SetupGenericShader(false);
6635 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6637 GL_BlendFunc(GL_ONE, GL_ZERO);
6639 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6641 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6642 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6643 else if (!rsurface.texture->currentnumlayers)
6645 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6647 // transparent surfaces get pushed off into the transparent queue
6648 int surfacelistindex;
6649 const msurface_t *surface;
6650 vec3_t tempcenter, center;
6651 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6653 surface = texturesurfacelist[surfacelistindex];
6654 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6655 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6656 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6657 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6658 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6663 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6664 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6669 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6673 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6676 for (i = 0;i < numsurfaces;i++)
6677 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6678 R_Water_AddWaterPlane(surfacelist[i]);
6681 // break the surface list down into batches by texture and use of lightmapping
6682 for (i = 0;i < numsurfaces;i = j)
6685 // texture is the base texture pointer, rsurface.texture is the
6686 // current frame/skin the texture is directing us to use (for example
6687 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6688 // use skin 1 instead)
6689 texture = surfacelist[i]->texture;
6690 rsurface.texture = texture->currentframe;
6691 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6692 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6694 // if this texture is not the kind we want, skip ahead to the next one
6695 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6699 // simply scan ahead until we find a different texture or lightmap state
6700 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6702 // render the range of surfaces
6703 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6707 float locboxvertex3f[6*4*3] =
6709 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6710 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6711 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6712 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6713 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6714 1,0,0, 0,0,0, 0,1,0, 1,1,0
6717 unsigned short locboxelements[6*2*3] =
6727 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6730 cl_locnode_t *loc = (cl_locnode_t *)ent;
6732 float vertex3f[6*4*3];
6734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6735 GL_DepthMask(false);
6736 GL_DepthRange(0, 1);
6737 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6739 GL_CullFace(GL_NONE);
6740 R_Mesh_Matrix(&identitymatrix);
6742 R_Mesh_VertexPointer(vertex3f, 0, 0);
6743 R_Mesh_ColorPointer(NULL, 0, 0);
6744 R_Mesh_ResetTextureState();
6745 R_SetupGenericShader(false);
6748 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6749 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6750 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6751 surfacelist[0] < 0 ? 0.5f : 0.125f);
6753 if (VectorCompare(loc->mins, loc->maxs))
6755 VectorSet(size, 2, 2, 2);
6756 VectorMA(loc->mins, -0.5f, size, mins);
6760 VectorCopy(loc->mins, mins);
6761 VectorSubtract(loc->maxs, loc->mins, size);
6764 for (i = 0;i < 6*4*3;)
6765 for (j = 0;j < 3;j++, i++)
6766 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6768 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6771 void R_DrawLocs(void)
6774 cl_locnode_t *loc, *nearestloc;
6776 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6777 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6779 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6780 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6784 void R_DrawDebugModel(entity_render_t *ent)
6786 int i, j, k, l, flagsmask;
6787 const int *elements;
6789 msurface_t *surface;
6790 dp_model_t *model = ent->model;
6793 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6795 R_Mesh_ColorPointer(NULL, 0, 0);
6796 R_Mesh_ResetTextureState();
6797 R_SetupGenericShader(false);
6798 GL_DepthRange(0, 1);
6799 GL_DepthTest(!r_showdisabledepthtest.integer);
6800 GL_DepthMask(false);
6801 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6803 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6805 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6806 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6808 if (brush->colbrushf && brush->colbrushf->numtriangles)
6810 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6811 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);
6812 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6815 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6817 if (surface->num_collisiontriangles)
6819 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6820 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);
6821 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6826 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6828 if (r_showtris.integer || r_shownormals.integer)
6830 if (r_showdisabledepthtest.integer)
6832 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6833 GL_DepthMask(false);
6837 GL_BlendFunc(GL_ONE, GL_ZERO);
6840 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6842 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6844 rsurface.texture = surface->texture->currentframe;
6845 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6847 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6848 if (r_showtris.value > 0)
6850 if (!rsurface.texture->currentlayers->depthmask)
6851 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6852 else if (ent == r_refdef.scene.worldentity)
6853 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6855 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6856 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6859 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6861 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6862 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6863 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6864 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6869 if (r_shownormals.value > 0)
6872 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6874 VectorCopy(rsurface.vertex3f + l * 3, v);
6875 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6876 qglVertex3f(v[0], v[1], v[2]);
6877 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6878 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6879 qglVertex3f(v[0], v[1], v[2]);
6884 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6886 VectorCopy(rsurface.vertex3f + l * 3, v);
6887 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6888 qglVertex3f(v[0], v[1], v[2]);
6889 VectorMA(v, r_shownormals.value, rsurface.tvector3f + 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, 0, r_refdef.view.colorscale, 1);
6900 qglVertex3f(v[0], v[1], v[2]);
6901 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6902 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6903 qglVertex3f(v[0], v[1], v[2]);
6910 rsurface.texture = NULL;
6914 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6915 int r_maxsurfacelist = 0;
6916 msurface_t **r_surfacelist = NULL;
6917 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6919 int i, j, endj, f, flagsmask;
6921 dp_model_t *model = r_refdef.scene.worldmodel;
6922 msurface_t *surfaces;
6923 unsigned char *update;
6924 int numsurfacelist = 0;
6928 if (r_maxsurfacelist < model->num_surfaces)
6930 r_maxsurfacelist = model->num_surfaces;
6932 Mem_Free(r_surfacelist);
6933 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6936 RSurf_ActiveWorldEntity();
6938 surfaces = model->data_surfaces;
6939 update = model->brushq1.lightmapupdateflags;
6941 // update light styles on this submodel
6942 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6944 model_brush_lightstyleinfo_t *style;
6945 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6947 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6949 int *list = style->surfacelist;
6950 style->value = r_refdef.scene.lightstylevalue[style->style];
6951 for (j = 0;j < style->numsurfaces;j++)
6952 update[list[j]] = true;
6957 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6958 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6962 R_DrawDebugModel(r_refdef.scene.worldentity);
6968 rsurface.uselightmaptexture = false;
6969 rsurface.texture = NULL;
6970 rsurface.rtlight = NULL;
6972 // add visible surfaces to draw list
6973 j = model->firstmodelsurface;
6974 endj = j + model->nummodelsurfaces;
6979 if (r_refdef.viewcache.world_surfacevisible[j])
6981 r_surfacelist[numsurfacelist++] = surfaces + j;
6982 // update lightmap if needed
6984 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6990 if (r_refdef.viewcache.world_surfacevisible[j])
6991 r_surfacelist[numsurfacelist++] = surfaces + j;
6992 // don't do anything if there were no surfaces
6993 if (!numsurfacelist)
6995 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6996 GL_AlphaTest(false);
6998 // add to stats if desired
6999 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7001 r_refdef.stats.world_surfaces += numsurfacelist;
7002 for (j = 0;j < numsurfacelist;j++)
7003 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7007 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7009 int i, j, endj, f, flagsmask;
7011 dp_model_t *model = ent->model;
7012 msurface_t *surfaces;
7013 unsigned char *update;
7014 int numsurfacelist = 0;
7018 if (r_maxsurfacelist < model->num_surfaces)
7020 r_maxsurfacelist = model->num_surfaces;
7022 Mem_Free(r_surfacelist);
7023 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7026 // if the model is static it doesn't matter what value we give for
7027 // wantnormals and wanttangents, so this logic uses only rules applicable
7028 // to a model, knowing that they are meaningless otherwise
7029 if (ent == r_refdef.scene.worldentity)
7030 RSurf_ActiveWorldEntity();
7031 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7032 RSurf_ActiveModelEntity(ent, false, false);
7034 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7036 surfaces = model->data_surfaces;
7037 update = model->brushq1.lightmapupdateflags;
7039 // update light styles
7040 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7042 model_brush_lightstyleinfo_t *style;
7043 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7045 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7047 int *list = style->surfacelist;
7048 style->value = r_refdef.scene.lightstylevalue[style->style];
7049 for (j = 0;j < style->numsurfaces;j++)
7050 update[list[j]] = true;
7055 R_UpdateAllTextureInfo(ent);
7056 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7060 R_DrawDebugModel(ent);
7066 rsurface.uselightmaptexture = false;
7067 rsurface.texture = NULL;
7068 rsurface.rtlight = NULL;
7070 // add visible surfaces to draw list
7071 j = model->firstmodelsurface;
7072 endj = j + model->nummodelsurfaces;
7074 r_surfacelist[numsurfacelist++] = surfaces + j;
7075 // don't do anything if there were no surfaces
7076 if (!numsurfacelist)
7078 // update lightmaps if needed
7080 for (j = model->firstmodelsurface;j < endj;j++)
7082 R_BuildLightMap(ent, surfaces + j);
7083 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7084 GL_AlphaTest(false);
7086 // add to stats if desired
7087 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7089 r_refdef.stats.entities++;
7090 r_refdef.stats.entities_surfaces += numsurfacelist;
7091 for (j = 0;j < numsurfacelist;j++)
7092 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;