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;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 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"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 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 in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 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)"};
118 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)"};
119 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)"};
120 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)"};
122 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)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 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"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
146 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"};
148 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"};
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 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"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 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);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// 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"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " 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"
1283 " 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"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // 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"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032 qglUseProgramObjectARB(0);CHECKGLERROR
2033 return; // no bit left to clear, entire mode is broken
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL20:
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GL11:
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2057 switch (vid.renderpath)
2059 case RENDERPATH_GL20:
2060 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))));
2062 case RENDERPATH_GL13:
2063 case RENDERPATH_GL11:
2064 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2069 void R_SetupDepthOrShadowShader(void)
2071 switch (vid.renderpath)
2073 case RENDERPATH_GL20:
2074 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2076 case RENDERPATH_GL13:
2078 case RENDERPATH_GL11:
2083 void R_SetupShowDepthShader(void)
2085 switch (vid.renderpath)
2087 case RENDERPATH_GL20:
2088 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2090 case RENDERPATH_GL13:
2092 case RENDERPATH_GL11:
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2116 // TODO: implement geometry-shader based shadow volumes someday
2117 if (r_glsl_offsetmapping.integer)
2119 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120 if (r_glsl_offsetmapping_reliefmapping.integer)
2121 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2129 mode = SHADERMODE_REFRACTION;
2131 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2134 mode = SHADERMODE_LIGHTSOURCE;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138 permutation |= SHADERPERMUTATION_CUBEFILTER;
2139 if (diffusescale > 0)
2140 permutation |= SHADERPERMUTATION_DIFFUSE;
2141 if (specularscale > 0)
2142 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 if (r_refdef.fogenabled)
2144 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145 if (rsurface.texture->colormapping)
2146 permutation |= SHADERPERMUTATION_COLORMAPPING;
2147 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2149 if (r_shadow_usingshadowmaprect)
2150 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151 if (r_shadow_usingshadowmap2d)
2152 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153 if (r_shadow_usingshadowmapcube)
2154 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155 else if(r_shadow_shadowmapvsdct)
2156 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2158 if (r_shadow_shadowmapsampler)
2159 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160 if (r_shadow_shadowmappcf > 1)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162 else if (r_shadow_shadowmappcf)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2168 // unshaded geometry (fullbright or ambient model lighting)
2169 mode = SHADERMODE_FLATCOLOR;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173 permutation |= SHADERPERMUTATION_GLOW;
2174 if (r_refdef.fogenabled)
2175 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176 if (rsurface.texture->colormapping)
2177 permutation |= SHADERPERMUTATION_COLORMAPPING;
2178 if (r_glsl_offsetmapping.integer)
2180 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181 if (r_glsl_offsetmapping_reliefmapping.integer)
2182 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185 permutation |= SHADERPERMUTATION_REFLECTION;
2187 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2189 // directional model lighting
2190 mode = SHADERMODE_LIGHTDIRECTION;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194 permutation |= SHADERPERMUTATION_GLOW;
2195 permutation |= SHADERPERMUTATION_DIFFUSE;
2196 if (specularscale > 0)
2197 permutation |= SHADERPERMUTATION_SPECULAR;
2198 if (r_refdef.fogenabled)
2199 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200 if (rsurface.texture->colormapping)
2201 permutation |= SHADERPERMUTATION_COLORMAPPING;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203 permutation |= SHADERPERMUTATION_REFLECTION;
2205 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2207 // ambient model lighting
2208 mode = SHADERMODE_LIGHTDIRECTION;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212 permutation |= SHADERPERMUTATION_GLOW;
2213 if (r_refdef.fogenabled)
2214 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215 if (rsurface.texture->colormapping)
2216 permutation |= SHADERPERMUTATION_COLORMAPPING;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218 permutation |= SHADERPERMUTATION_REFLECTION;
2223 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2225 // deluxemapping (light direction texture)
2226 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2229 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230 permutation |= SHADERPERMUTATION_DIFFUSE;
2231 if (specularscale > 0)
2232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2234 else if (r_glsl_deluxemapping.integer >= 2)
2236 // fake deluxemapping (uniform light direction in tangentspace)
2237 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238 permutation |= SHADERPERMUTATION_DIFFUSE;
2239 if (specularscale > 0)
2240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2242 else if (rsurface.uselightmaptexture)
2244 // ordinary lightmapping (q1bsp, q3bsp)
2245 mode = SHADERMODE_LIGHTMAP;
2249 // ordinary vertex coloring (q3bsp)
2250 mode = SHADERMODE_VERTEXCOLOR;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255 permutation |= SHADERPERMUTATION_GLOW;
2256 if (r_refdef.fogenabled)
2257 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258 if (rsurface.texture->colormapping)
2259 permutation |= SHADERPERMUTATION_COLORMAPPING;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2263 if(permutation & SHADERPERMUTATION_SPECULAR)
2264 if(r_shadow_glossexact.integer)
2265 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266 R_SetupShader_SetPermutation(mode, permutation);
2267 if (mode == SHADERMODE_LIGHTSOURCE)
2269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270 if (permutation & SHADERPERMUTATION_DIFFUSE)
2272 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279 // ambient only is simpler
2280 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]);
2281 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2285 // additive passes are only darkened by fog, not tinted
2286 if (r_glsl_permutation->loc_FogColor >= 0)
2287 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293 if (mode == SHADERMODE_LIGHTDIRECTION)
2295 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);
2296 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);
2297 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);
2298 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]);
2302 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2306 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]);
2307 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308 // additive passes are only darkened by fog, not tinted
2309 if (r_glsl_permutation->loc_FogColor >= 0)
2311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2314 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2316 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);
2317 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]);
2318 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]);
2319 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2324 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326 if (r_glsl_permutation->loc_Color_Pants >= 0)
2328 if (rsurface.texture->currentskinframe->pants)
2329 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2331 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2333 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2335 if (rsurface.texture->currentskinframe->shirt)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2340 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2346 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2352 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356 #define SKINFRAME_HASH 1024
2360 int loadsequence; // incremented each level change
2361 memexpandablearray_t array;
2362 skinframe_t *hash[SKINFRAME_HASH];
2365 r_skinframe_t r_skinframe;
2367 void R_SkinFrame_PrepareForPurge(void)
2369 r_skinframe.loadsequence++;
2370 // wrap it without hitting zero
2371 if (r_skinframe.loadsequence >= 200)
2372 r_skinframe.loadsequence = 1;
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 // mark the skinframe as used for the purging code
2380 skinframe->loadsequence = r_skinframe.loadsequence;
2383 void R_SkinFrame_Purge(void)
2387 for (i = 0;i < SKINFRAME_HASH;i++)
2389 for (s = r_skinframe.hash[i];s;s = s->next)
2391 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2393 if (s->merged == s->base)
2395 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396 R_PurgeTexture(s->stain );s->stain = NULL;
2397 R_PurgeTexture(s->merged);s->merged = NULL;
2398 R_PurgeTexture(s->base );s->base = NULL;
2399 R_PurgeTexture(s->pants );s->pants = NULL;
2400 R_PurgeTexture(s->shirt );s->shirt = NULL;
2401 R_PurgeTexture(s->nmap );s->nmap = NULL;
2402 R_PurgeTexture(s->gloss );s->gloss = NULL;
2403 R_PurgeTexture(s->glow );s->glow = NULL;
2404 R_PurgeTexture(s->fog );s->fog = NULL;
2405 s->loadsequence = 0;
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2413 char basename[MAX_QPATH];
2415 Image_StripImageExtension(name, basename, sizeof(basename));
2417 if( last == NULL ) {
2419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420 item = r_skinframe.hash[hashindex];
2425 // linearly search through the hash bucket
2426 for( ; item ; item = item->next ) {
2427 if( !strcmp( item->basename, basename ) ) {
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 char basename[MAX_QPATH];
2440 Image_StripImageExtension(name, basename, sizeof(basename));
2442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448 rtexture_t *dyntexture;
2449 // check whether its a dynamic texture
2450 dyntexture = CL_GetDynTexture( basename );
2451 if (!add && !dyntexture)
2453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454 memset(item, 0, sizeof(*item));
2455 strlcpy(item->basename, basename, sizeof(item->basename));
2456 item->base = dyntexture; // either NULL or dyntexture handle
2457 item->textureflags = textureflags;
2458 item->comparewidth = comparewidth;
2459 item->compareheight = compareheight;
2460 item->comparecrc = comparecrc;
2461 item->next = r_skinframe.hash[hashindex];
2462 r_skinframe.hash[hashindex] = item;
2464 else if( item->base == NULL )
2466 rtexture_t *dyntexture;
2467 // check whether its a dynamic texture
2468 // 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]
2469 dyntexture = CL_GetDynTexture( basename );
2470 item->base = dyntexture; // either NULL or dyntexture handle
2473 R_SkinFrame_MarkUsed(item);
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2479 unsigned long long avgcolor[5], wsum; \
2487 for(pix = 0; pix < cnt; ++pix) \
2490 for(comp = 0; comp < 3; ++comp) \
2492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2497 for(comp = 0; comp < 3; ++comp) \
2498 avgcolor[comp] += getpixel * w; \
2501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502 avgcolor[4] += getpixel; \
2504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 unsigned char *pixels;
2516 unsigned char *bumppixels;
2517 unsigned char *basepixels = NULL;
2518 int basepixels_width;
2519 int basepixels_height;
2520 skinframe_t *skinframe;
2522 if (cls.state == ca_dedicated)
2525 // return an existing skinframe if already loaded
2526 // if loading of the first image fails, don't make a new skinframe as it
2527 // would cause all future lookups of this to be missing
2528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529 if (skinframe && skinframe->base)
2532 basepixels = loadimagepixelsbgra(name, complain, true);
2533 if (basepixels == NULL)
2536 if (developer_loading.integer)
2537 Con_Printf("loading skin \"%s\"\n", name);
2539 // we've got some pixels to store, so really allocate this new texture now
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542 skinframe->stain = NULL;
2543 skinframe->merged = NULL;
2544 skinframe->base = r_texture_notexture;
2545 skinframe->pants = NULL;
2546 skinframe->shirt = NULL;
2547 skinframe->nmap = r_texture_blanknormalmap;
2548 skinframe->gloss = NULL;
2549 skinframe->glow = NULL;
2550 skinframe->fog = NULL;
2551 skinframe->hasalpha = false;
2553 basepixels_width = image_width;
2554 basepixels_height = image_height;
2555 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);
2557 if (textureflags & TEXF_ALPHA)
2559 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2561 if (basepixels[j] < 255)
2563 skinframe->hasalpha = true;
2567 if (r_loadfog && skinframe->hasalpha)
2569 // has transparent pixels
2570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571 for (j = 0;j < image_width * image_height * 4;j += 4)
2576 pixels[j+3] = basepixels[j+3];
2578 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);
2583 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584 //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]);
2586 // _norm is the name used by tenebrae and has been adopted as standard
2587 if (r_loadnormalmap)
2589 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2591 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);
2595 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599 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);
2601 Mem_Free(bumppixels);
2603 else if (r_shadow_bumpscale_basetexture.value > 0)
2605 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607 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);
2611 // _luma is supported for tenebrae compatibility
2612 // (I think it's a very stupid name, but oh well)
2613 // _glow is the preferred name
2614 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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;}
2615 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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;}
2616 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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;}
2617 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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;}
2620 Mem_Free(basepixels);
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2629 unsigned char *temp1, *temp2;
2630 skinframe_t *skinframe;
2632 if (cls.state == ca_dedicated)
2635 // if already loaded just return it, otherwise make a new skinframe
2636 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637 if (skinframe && skinframe->base)
2640 skinframe->stain = NULL;
2641 skinframe->merged = NULL;
2642 skinframe->base = r_texture_notexture;
2643 skinframe->pants = NULL;
2644 skinframe->shirt = NULL;
2645 skinframe->nmap = r_texture_blanknormalmap;
2646 skinframe->gloss = NULL;
2647 skinframe->glow = NULL;
2648 skinframe->fog = NULL;
2649 skinframe->hasalpha = false;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading 32bit skin \"%s\"\n", name);
2658 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2666 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667 if (textureflags & TEXF_ALPHA)
2669 for (i = 3;i < width * height * 4;i += 4)
2671 if (skindata[i] < 255)
2673 skinframe->hasalpha = true;
2677 if (r_loadfog && skinframe->hasalpha)
2679 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680 memcpy(fogpixels, skindata, width * height * 4);
2681 for (i = 0;i < width * height * 4;i += 4)
2682 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684 Mem_Free(fogpixels);
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689 //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]);
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe && skinframe->base)
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = r_texture_notexture;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = r_texture_blanknormalmap;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->hasalpha = false;
2719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723 if (developer_loading.integer)
2724 Con_Printf("loading quake skin \"%s\"\n", name);
2726 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728 memcpy(skinframe->qpixels, skindata, width*height);
2729 skinframe->qwidth = width;
2730 skinframe->qheight = height;
2733 for (i = 0;i < width * height;i++)
2734 featuresmask |= palette_featureflags[skindata[i]];
2736 skinframe->hasalpha = false;
2737 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739 skinframe->qgeneratemerged = true;
2740 skinframe->qgeneratebase = skinframe->qhascolormapping;
2741 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744 //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]);
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 unsigned char *skindata;
2755 if (!skinframe->qpixels)
2758 if (!skinframe->qhascolormapping)
2759 colormapped = false;
2763 if (!skinframe->qgeneratebase)
2768 if (!skinframe->qgeneratemerged)
2772 width = skinframe->qwidth;
2773 height = skinframe->qheight;
2774 skindata = skinframe->qpixels;
2776 if (skinframe->qgeneratenmap)
2778 unsigned char *temp1, *temp2;
2779 skinframe->qgeneratenmap = false;
2780 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781 temp2 = temp1 + width * height * 4;
2782 // use either a custom palette or the quake palette
2783 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789 if (skinframe->qgenerateglow)
2791 skinframe->qgenerateglow = false;
2792 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2797 skinframe->qgeneratebase = false;
2798 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804 skinframe->qgeneratemerged = false;
2805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2808 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2810 Mem_Free(skinframe->qpixels);
2811 skinframe->qpixels = NULL;
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2818 skinframe_t *skinframe;
2820 if (cls.state == ca_dedicated)
2823 // if already loaded just return it, otherwise make a new skinframe
2824 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825 if (skinframe && skinframe->base)
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = r_texture_notexture;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = r_texture_blanknormalmap;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->hasalpha = false;
2839 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843 if (developer_loading.integer)
2844 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2846 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847 if (textureflags & TEXF_ALPHA)
2849 for (i = 0;i < width * height;i++)
2851 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2853 skinframe->hasalpha = true;
2857 if (r_loadfog && skinframe->hasalpha)
2858 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2861 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862 //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]);
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2869 skinframe_t *skinframe;
2871 if (cls.state == ca_dedicated)
2874 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875 skinframe->stain = NULL;
2876 skinframe->merged = NULL;
2877 skinframe->base = r_texture_notexture;
2878 skinframe->pants = NULL;
2879 skinframe->shirt = NULL;
2880 skinframe->nmap = r_texture_blanknormalmap;
2881 skinframe->gloss = NULL;
2882 skinframe->glow = NULL;
2883 skinframe->fog = NULL;
2884 skinframe->hasalpha = false;
2886 skinframe->avgcolor[0] = rand() / RAND_MAX;
2887 skinframe->avgcolor[1] = rand() / RAND_MAX;
2888 skinframe->avgcolor[2] = rand() / RAND_MAX;
2889 skinframe->avgcolor[3] = 1;
2894 void R_Main_FreeViewCache(void)
2896 if (r_refdef.viewcache.entityvisible)
2897 Mem_Free(r_refdef.viewcache.entityvisible);
2898 if (r_refdef.viewcache.world_pvsbits)
2899 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900 if (r_refdef.viewcache.world_leafvisible)
2901 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902 if (r_refdef.viewcache.world_surfacevisible)
2903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2907 void R_Main_ResizeViewCache(void)
2909 int numentities = r_refdef.scene.numentities;
2910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914 if (r_refdef.viewcache.maxentities < numentities)
2916 r_refdef.viewcache.maxentities = numentities;
2917 if (r_refdef.viewcache.entityvisible)
2918 Mem_Free(r_refdef.viewcache.entityvisible);
2919 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2921 if (r_refdef.viewcache.world_numclusters != numclusters)
2923 r_refdef.viewcache.world_numclusters = numclusters;
2924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925 if (r_refdef.viewcache.world_pvsbits)
2926 Mem_Free(r_refdef.viewcache.world_pvsbits);
2927 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2929 if (r_refdef.viewcache.world_numleafs != numleafs)
2931 r_refdef.viewcache.world_numleafs = numleafs;
2932 if (r_refdef.viewcache.world_leafvisible)
2933 Mem_Free(r_refdef.viewcache.world_leafvisible);
2934 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939 if (r_refdef.viewcache.world_surfacevisible)
2940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945 void gl_main_start(void)
2947 switch(vid.renderpath)
2949 case RENDERPATH_GL20:
2950 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951 Cvar_SetValueQuick(&gl_combine, 1);
2952 Cvar_SetValueQuick(&r_glsl, 1);
2953 r_loadnormalmap = true;
2957 case RENDERPATH_GL13:
2958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959 Cvar_SetValueQuick(&gl_combine, 1);
2960 Cvar_SetValueQuick(&r_glsl, 0);
2961 r_loadnormalmap = false;
2962 r_loadgloss = false;
2965 case RENDERPATH_GL11:
2966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967 Cvar_SetValueQuick(&gl_combine, 0);
2968 Cvar_SetValueQuick(&r_glsl, 0);
2969 r_loadnormalmap = false;
2970 r_loadgloss = false;
2976 R_FrameData_Reset();
2980 memset(r_queries, 0, sizeof(r_queries));
2982 r_qwskincache = NULL;
2983 r_qwskincache_size = 0;
2985 // set up r_skinframe loading system for textures
2986 memset(&r_skinframe, 0, sizeof(r_skinframe));
2987 r_skinframe.loadsequence = 1;
2988 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2990 r_main_texturepool = R_AllocTexturePool();
2991 R_BuildBlankTextures();
2993 if (vid.support.arb_texture_cube_map)
2996 R_BuildNormalizationCube();
2998 r_texture_fogattenuation = NULL;
2999 r_texture_gammaramps = NULL;
3000 //r_texture_fogintensity = NULL;
3001 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002 memset(&r_waterstate, 0, sizeof(r_waterstate));
3003 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005 memset(&r_svbsp, 0, sizeof (r_svbsp));
3007 r_refdef.fogmasktable_density = 0;
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3014 R_FrameData_Reset();
3016 R_Main_FreeViewCache();
3019 qglDeleteQueriesARB(r_maxqueries, r_queries);
3023 memset(r_queries, 0, sizeof(r_queries));
3025 r_qwskincache = NULL;
3026 r_qwskincache_size = 0;
3028 // clear out the r_skinframe state
3029 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030 memset(&r_skinframe, 0, sizeof(r_skinframe));
3033 Mem_Free(r_svbsp.nodes);
3034 memset(&r_svbsp, 0, sizeof (r_svbsp));
3035 R_FreeTexturePool(&r_main_texturepool);
3036 loadingscreentexture = NULL;
3037 r_texture_blanknormalmap = NULL;
3038 r_texture_white = NULL;
3039 r_texture_grey128 = NULL;
3040 r_texture_black = NULL;
3041 r_texture_whitecube = NULL;
3042 r_texture_normalizationcube = NULL;
3043 r_texture_fogattenuation = NULL;
3044 r_texture_gammaramps = NULL;
3045 //r_texture_fogintensity = NULL;
3046 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047 memset(&r_waterstate, 0, sizeof(r_waterstate));
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3054 // FIXME: move this code to client
3056 char *entities, entname[MAX_QPATH];
3058 Mem_Free(r_qwskincache);
3059 r_qwskincache = NULL;
3060 r_qwskincache_size = 0;
3063 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064 l = (int)strlen(entname) - 4;
3065 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3067 memcpy(entname + l, ".ent", 5);
3068 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3070 CL_ParseEntityLump(entities);
3075 if (cl.worldmodel->brush.entities)
3076 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3078 R_Main_FreeViewCache();
3080 R_FrameData_Reset();
3083 void GL_Main_Init(void)
3085 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3087 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090 if (gamemode == GAME_NEHAHRA)
3092 Cvar_RegisterVariable (&gl_fogenable);
3093 Cvar_RegisterVariable (&gl_fogdensity);
3094 Cvar_RegisterVariable (&gl_fogred);
3095 Cvar_RegisterVariable (&gl_foggreen);
3096 Cvar_RegisterVariable (&gl_fogblue);
3097 Cvar_RegisterVariable (&gl_fogstart);
3098 Cvar_RegisterVariable (&gl_fogend);
3099 Cvar_RegisterVariable (&gl_skyclip);
3101 Cvar_RegisterVariable(&r_motionblur);
3102 Cvar_RegisterVariable(&r_motionblur_maxblur);
3103 Cvar_RegisterVariable(&r_motionblur_bmin);
3104 Cvar_RegisterVariable(&r_motionblur_vmin);
3105 Cvar_RegisterVariable(&r_motionblur_vmax);
3106 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107 Cvar_RegisterVariable(&r_motionblur_randomize);
3108 Cvar_RegisterVariable(&r_damageblur);
3109 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111 Cvar_RegisterVariable(&r_equalize_entities_by);
3112 Cvar_RegisterVariable(&r_equalize_entities_to);
3113 Cvar_RegisterVariable(&r_depthfirst);
3114 Cvar_RegisterVariable(&r_useinfinitefarclip);
3115 Cvar_RegisterVariable(&r_farclip_base);
3116 Cvar_RegisterVariable(&r_farclip_world);
3117 Cvar_RegisterVariable(&r_nearclip);
3118 Cvar_RegisterVariable(&r_showbboxes);
3119 Cvar_RegisterVariable(&r_showsurfaces);
3120 Cvar_RegisterVariable(&r_showtris);
3121 Cvar_RegisterVariable(&r_shownormals);
3122 Cvar_RegisterVariable(&r_showlighting);
3123 Cvar_RegisterVariable(&r_showshadowvolumes);
3124 Cvar_RegisterVariable(&r_showcollisionbrushes);
3125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127 Cvar_RegisterVariable(&r_showdisabledepthtest);
3128 Cvar_RegisterVariable(&r_drawportals);
3129 Cvar_RegisterVariable(&r_drawentities);
3130 Cvar_RegisterVariable(&r_cullentities_trace);
3131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135 Cvar_RegisterVariable(&r_drawviewmodel);
3136 Cvar_RegisterVariable(&r_speeds);
3137 Cvar_RegisterVariable(&r_fullbrights);
3138 Cvar_RegisterVariable(&r_wateralpha);
3139 Cvar_RegisterVariable(&r_dynamic);
3140 Cvar_RegisterVariable(&r_fullbright);
3141 Cvar_RegisterVariable(&r_shadows);
3142 Cvar_RegisterVariable(&r_shadows_darken);
3143 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145 Cvar_RegisterVariable(&r_shadows_throwdistance);
3146 Cvar_RegisterVariable(&r_shadows_throwdirection);
3147 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152 Cvar_RegisterVariable(&r_fog_exp2);
3153 Cvar_RegisterVariable(&r_drawfog);
3154 Cvar_RegisterVariable(&r_textureunits);
3155 Cvar_RegisterVariable(&gl_combine);
3156 Cvar_RegisterVariable(&r_glsl);
3157 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161 Cvar_RegisterVariable(&r_glsl_postprocess);
3162 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166 Cvar_RegisterVariable(&r_water);
3167 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168 Cvar_RegisterVariable(&r_water_clippingplanebias);
3169 Cvar_RegisterVariable(&r_water_refractdistort);
3170 Cvar_RegisterVariable(&r_water_reflectdistort);
3171 Cvar_RegisterVariable(&r_lerpsprites);
3172 Cvar_RegisterVariable(&r_lerpmodels);
3173 Cvar_RegisterVariable(&r_lerplightstyles);
3174 Cvar_RegisterVariable(&r_waterscroll);
3175 Cvar_RegisterVariable(&r_bloom);
3176 Cvar_RegisterVariable(&r_bloom_colorscale);
3177 Cvar_RegisterVariable(&r_bloom_brighten);
3178 Cvar_RegisterVariable(&r_bloom_blur);
3179 Cvar_RegisterVariable(&r_bloom_resolution);
3180 Cvar_RegisterVariable(&r_bloom_colorexponent);
3181 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182 Cvar_RegisterVariable(&r_hdr);
3183 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184 Cvar_RegisterVariable(&r_hdr_glowintensity);
3185 Cvar_RegisterVariable(&r_hdr_range);
3186 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187 Cvar_RegisterVariable(&developer_texturelogging);
3188 Cvar_RegisterVariable(&gl_lightmaps);
3189 Cvar_RegisterVariable(&r_test);
3190 Cvar_RegisterVariable(&r_batchmode);
3191 Cvar_RegisterVariable(&r_glsl_saturation);
3192 Cvar_RegisterVariable(&r_framedatasize);
3193 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194 Cvar_SetValue("r_fullbrights", 0);
3195 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3197 Cvar_RegisterVariable(&r_track_sprites);
3198 Cvar_RegisterVariable(&r_track_sprites_flags);
3199 Cvar_RegisterVariable(&r_track_sprites_scalew);
3200 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3216 void Render_Init(void)
3228 R_LightningBeams_Init();
3237 extern char *ENGINE_EXTENSIONS;
3240 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242 gl_version = (const char *)qglGetString(GL_VERSION);
3243 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3247 if (!gl_platformextensions)
3248 gl_platformextensions = "";
3250 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252 Con_Printf("GL_VERSION: %s\n", gl_version);
3253 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3256 VID_CheckExtensions();
3258 // LordHavoc: report supported extensions
3259 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3261 // clear to black (loading plaque will be seen over this)
3263 qglClearColor(0,0,0,1);CHECKGLERROR
3264 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3271 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3273 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3276 p = r_refdef.view.frustum + i;
3281 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3285 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3289 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3293 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3297 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3301 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3305 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3309 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3321 for (i = 0;i < numplanes;i++)
3328 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3332 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3336 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3340 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3344 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3348 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3352 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3356 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3364 //==================================================================================
3366 // LordHavoc: this stores temporary data used within the same frame
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3373 void R_FrameData_Reset(void)
3375 if (r_framedata_base);
3376 Mem_Free(r_framedata_base);
3377 r_framedata_base = NULL;
3378 r_framedata_size = 0;
3379 r_framedata_current = 0;
3380 r_framedata_failed = false;
3383 void R_FrameData_NewFrame(void)
3386 if (r_framedata_failed)
3387 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
3388 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3389 wantedsize = bound(65536, wantedsize, 128*1024*1024);
3390 if (r_framedata_size != wantedsize)
3392 r_framedata_size = wantedsize;
3393 if (r_framedata_base);
3394 Mem_Free(r_framedata_base);
3395 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3397 r_framedata_current = 0;
3398 r_framedata_failed = false;
3401 void *R_FrameData_Alloc(size_t size)
3405 // align to 16 byte boundary
3406 size = (size + 15) & ~15;
3407 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3408 r_framedata_current += size;
3411 if (r_framedata_current > r_framedata_size)
3412 r_framedata_failed = true;
3414 // return NULL on everything after a failure
3415 if (r_framedata_failed)
3421 void *R_FrameData_Store(size_t size, void *data)
3423 void *d = R_FrameData_Alloc(size);
3425 memcpy(d, data, size);
3429 //==================================================================================
3431 // LordHavoc: animcache originally written by Echon, rewritten since then
3434 * Animation cache prevents re-generating mesh data for an animated model
3435 * multiple times in one frame for lighting, shadowing, reflections, etc.
3438 void R_AnimCache_Free(void)
3442 void R_AnimCache_ClearCache(void)
3445 entity_render_t *ent;
3447 for (i = 0;i < r_refdef.scene.numentities;i++)
3449 ent = r_refdef.scene.entities[i];
3450 ent->animcache_vertex3f = NULL;
3451 ent->animcache_normal3f = NULL;
3452 ent->animcache_svector3f = NULL;
3453 ent->animcache_tvector3f = NULL;
3457 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3459 dp_model_t *model = ent->model;
3461 // see if it's already cached this frame
3462 if (ent->animcache_vertex3f)
3464 // add normals/tangents if needed
3465 if (wantnormals || wanttangents)
3467 if (ent->animcache_normal3f)
3468 wantnormals = false;
3469 if (ent->animcache_svector3f)
3470 wanttangents = false;
3471 if (wantnormals || wanttangents)
3473 numvertices = model->surfmesh.num_vertices;
3475 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3478 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3479 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3481 if (!r_framedata_failed)
3482 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3488 // see if this ent is worth caching
3489 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3491 // get some memory for this entity and generate mesh data
3492 numvertices = model->surfmesh.num_vertices;
3493 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3495 ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3498 ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3499 ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3501 if (!r_framedata_failed)
3502 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3504 return !r_framedata_failed;
3507 void R_AnimCache_CacheVisibleEntities(void)
3510 qboolean wantnormals = !r_showsurfaces.integer;
3511 qboolean wanttangents = !r_showsurfaces.integer;
3513 switch(vid.renderpath)
3515 case RENDERPATH_GL20:
3517 case RENDERPATH_GL13:
3518 case RENDERPATH_GL11:
3519 wanttangents = false;
3523 // TODO: thread this
3524 // NOTE: R_PrepareRTLights() also caches entities
3526 for (i = 0;i < r_refdef.scene.numentities;i++)
3527 if (r_refdef.viewcache.entityvisible[i])
3528 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3530 if (r_shadows.integer)
3531 for (i = 0;i < r_refdef.scene.numentities;i++)
3532 if (!r_refdef.viewcache.entityvisible[i])
3533 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
3536 //==================================================================================
3538 static void R_View_UpdateEntityLighting (void)
3541 entity_render_t *ent;
3542 vec3_t tempdiffusenormal, avg;
3543 vec_t f, fa, fd, fdd;
3545 for (i = 0;i < r_refdef.scene.numentities;i++)
3547 ent = r_refdef.scene.entities[i];
3549 // skip unseen models
3550 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3554 if (ent->model && ent->model->brush.num_leafs)
3556 // TODO: use modellight for r_ambient settings on world?
3557 VectorSet(ent->modellight_ambient, 0, 0, 0);
3558 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3559 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3563 // fetch the lighting from the worldmodel data
3564 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3565 VectorClear(ent->modellight_diffuse);
3566 VectorClear(tempdiffusenormal);
3567 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3570 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3571 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3572 if(ent->flags & RENDER_EQUALIZE)
3574 // first fix up ambient lighting...
3575 if(r_equalize_entities_minambient.value > 0)
3577 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3580 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3581 if(fa < r_equalize_entities_minambient.value * fd)
3584 // fa'/fd' = minambient
3585 // fa'+0.25*fd' = fa+0.25*fd
3587 // fa' = fd' * minambient
3588 // fd'*(0.25+minambient) = fa+0.25*fd
3590 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3591 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3593 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3594 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3595 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3596 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3601 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3603 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3604 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3607 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3608 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3609 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3615 VectorSet(ent->modellight_ambient, 1, 1, 1);
3617 // move the light direction into modelspace coordinates for lighting code
3618 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3619 if(VectorLength2(ent->modellight_lightdir) == 0)
3620 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3621 VectorNormalize(ent->modellight_lightdir);
3625 #define MAX_LINEOFSIGHTTRACES 64
3627 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3630 vec3_t boxmins, boxmaxs;
3633 dp_model_t *model = r_refdef.scene.worldmodel;
3635 if (!model || !model->brush.TraceLineOfSight)
3638 // expand the box a little
3639 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3640 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3641 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3642 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3643 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3644 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3647 VectorCopy(eye, start);
3648 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3649 if (model->brush.TraceLineOfSight(model, start, end))
3652 // try various random positions
3653 for (i = 0;i < numsamples;i++)
3655 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3656 if (model->brush.TraceLineOfSight(model, start, end))
3664 static void R_View_UpdateEntityVisible (void)
3669 entity_render_t *ent;
3671 if (!r_drawentities.integer)
3674 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3675 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3677 // worldmodel can check visibility
3678 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3679 for (i = 0;i < r_refdef.scene.numentities;i++)
3681 ent = r_refdef.scene.entities[i];
3682 if (!(ent->flags & renderimask))
3683 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)))
3684 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3685 r_refdef.viewcache.entityvisible[i] = true;
3687 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3689 for (i = 0;i < r_refdef.scene.numentities;i++)
3691 ent = r_refdef.scene.entities[i];
3692 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3694 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3696 continue; // temp entities do pvs only
3697 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3698 ent->last_trace_visibility = realtime;
3699 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3700 r_refdef.viewcache.entityvisible[i] = 0;
3707 // no worldmodel or it can't check visibility
3708 for (i = 0;i < r_refdef.scene.numentities;i++)
3710 ent = r_refdef.scene.entities[i];
3711 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));
3716 /// only used if skyrendermasked, and normally returns false
3717 int R_DrawBrushModelsSky (void)
3720 entity_render_t *ent;
3722 if (!r_drawentities.integer)
3726 for (i = 0;i < r_refdef.scene.numentities;i++)
3728 if (!r_refdef.viewcache.entityvisible[i])
3730 ent = r_refdef.scene.entities[i];
3731 if (!ent->model || !ent->model->DrawSky)
3733 ent->model->DrawSky(ent);
3739 static void R_DrawNoModel(entity_render_t *ent);
3740 static void R_DrawModels(void)
3743 entity_render_t *ent;
3745 if (!r_drawentities.integer)
3748 for (i = 0;i < r_refdef.scene.numentities;i++)
3750 if (!r_refdef.viewcache.entityvisible[i])
3752 ent = r_refdef.scene.entities[i];
3753 r_refdef.stats.entities++;
3754 if (ent->model && ent->model->Draw != NULL)
3755 ent->model->Draw(ent);
3761 static void R_DrawModelsDepth(void)
3764 entity_render_t *ent;
3766 if (!r_drawentities.integer)
3769 for (i = 0;i < r_refdef.scene.numentities;i++)
3771 if (!r_refdef.viewcache.entityvisible[i])
3773 ent = r_refdef.scene.entities[i];
3774 if (ent->model && ent->model->DrawDepth != NULL)
3775 ent->model->DrawDepth(ent);
3779 static void R_DrawModelsDebug(void)
3782 entity_render_t *ent;
3784 if (!r_drawentities.integer)
3787 for (i = 0;i < r_refdef.scene.numentities;i++)
3789 if (!r_refdef.viewcache.entityvisible[i])
3791 ent = r_refdef.scene.entities[i];
3792 if (ent->model && ent->model->DrawDebug != NULL)
3793 ent->model->DrawDebug(ent);
3797 static void R_DrawModelsAddWaterPlanes(void)
3800 entity_render_t *ent;
3802 if (!r_drawentities.integer)
3805 for (i = 0;i < r_refdef.scene.numentities;i++)
3807 if (!r_refdef.viewcache.entityvisible[i])
3809 ent = r_refdef.scene.entities[i];
3810 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3811 ent->model->DrawAddWaterPlanes(ent);
3815 static void R_View_SetFrustum(void)
3818 double slopex, slopey;
3819 vec3_t forward, left, up, origin;
3821 // we can't trust r_refdef.view.forward and friends in reflected scenes
3822 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3825 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3826 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3827 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3828 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3829 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3830 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3831 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3832 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3833 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3834 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3835 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3836 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3840 zNear = r_refdef.nearclip;
3841 nudge = 1.0 - 1.0 / (1<<23);
3842 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3843 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3844 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3845 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3846 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3847 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3848 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3849 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3855 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3856 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3857 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3858 r_refdef.view.frustum[0].dist = m[15] - m[12];
3860 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3861 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3862 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3863 r_refdef.view.frustum[1].dist = m[15] + m[12];
3865 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3866 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3867 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3868 r_refdef.view.frustum[2].dist = m[15] - m[13];
3870 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3871 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3872 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3873 r_refdef.view.frustum[3].dist = m[15] + m[13];
3875 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3876 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3877 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3878 r_refdef.view.frustum[4].dist = m[15] - m[14];
3880 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3881 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3882 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3883 r_refdef.view.frustum[5].dist = m[15] + m[14];
3886 if (r_refdef.view.useperspective)
3888 slopex = 1.0 / r_refdef.view.frustum_x;
3889 slopey = 1.0 / r_refdef.view.frustum_y;
3890 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3891 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3892 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3893 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3894 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3896 // Leaving those out was a mistake, those were in the old code, and they
3897 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3898 // I couldn't reproduce it after adding those normalizations. --blub
3899 VectorNormalize(r_refdef.view.frustum[0].normal);
3900 VectorNormalize(r_refdef.view.frustum[1].normal);
3901 VectorNormalize(r_refdef.view.frustum[2].normal);
3902 VectorNormalize(r_refdef.view.frustum[3].normal);
3904 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3905 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3906 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3907 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3908 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3910 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3911 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3912 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3913 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3914 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3918 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3919 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3920 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3921 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3922 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3923 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3924 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3925 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3926 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3927 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3929 r_refdef.view.numfrustumplanes = 5;
3931 if (r_refdef.view.useclipplane)
3933 r_refdef.view.numfrustumplanes = 6;
3934 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3937 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3938 PlaneClassify(r_refdef.view.frustum + i);
3940 // LordHavoc: note to all quake engine coders, Quake had a special case
3941 // for 90 degrees which assumed a square view (wrong), so I removed it,
3942 // Quake2 has it disabled as well.
3944 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3945 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3946 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3947 //PlaneClassify(&frustum[0]);
3949 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3950 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3951 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3952 //PlaneClassify(&frustum[1]);
3954 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3955 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3956 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3957 //PlaneClassify(&frustum[2]);
3959 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3960 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3961 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3962 //PlaneClassify(&frustum[3]);
3965 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3966 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3967 //PlaneClassify(&frustum[4]);
3970 void R_View_Update(void)
3972 R_Main_ResizeViewCache();
3973 R_View_SetFrustum();
3974 R_View_WorldVisibility(r_refdef.view.useclipplane);
3975 R_View_UpdateEntityVisible();
3976 R_View_UpdateEntityLighting();
3979 void R_SetupView(qboolean allowwaterclippingplane)
3981 const double *customclipplane = NULL;
3983 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3985 // LordHavoc: couldn't figure out how to make this approach the
3986 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3987 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3988 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3989 dist = r_refdef.view.clipplane.dist;
3990 plane[0] = r_refdef.view.clipplane.normal[0];
3991 plane[1] = r_refdef.view.clipplane.normal[1];
3992 plane[2] = r_refdef.view.clipplane.normal[2];
3994 customclipplane = plane;
3997 if (!r_refdef.view.useperspective)
3998 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3999 else if (vid.stencil && r_useinfinitefarclip.integer)
4000 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4002 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4003 R_SetViewport(&r_refdef.view.viewport);
4006 void R_ResetViewRendering2D(void)
4008 r_viewport_t viewport;
4011 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4012 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
4013 R_SetViewport(&viewport);
4014 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4015 GL_Color(1, 1, 1, 1);
4016 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4017 GL_BlendFunc(GL_ONE, GL_ZERO);
4018 GL_AlphaTest(false);
4019 GL_ScissorTest(false);
4020 GL_DepthMask(false);
4021 GL_DepthRange(0, 1);
4022 GL_DepthTest(false);
4023 R_Mesh_Matrix(&identitymatrix);
4024 R_Mesh_ResetTextureState();
4025 GL_PolygonOffset(0, 0);
4026 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4027 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4028 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4029 qglStencilMask(~0);CHECKGLERROR
4030 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4031 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4032 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4033 R_SetupGenericShader(true);
4036 void R_ResetViewRendering3D(void)
4041 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4042 GL_Color(1, 1, 1, 1);
4043 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4044 GL_BlendFunc(GL_ONE, GL_ZERO);
4045 GL_AlphaTest(false);
4046 GL_ScissorTest(true);
4048 GL_DepthRange(0, 1);
4050 R_Mesh_Matrix(&identitymatrix);
4051 R_Mesh_ResetTextureState();
4052 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4053 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4054 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4055 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4056 qglStencilMask(~0);CHECKGLERROR
4057 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4058 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4059 GL_CullFace(r_refdef.view.cullface_back);
4060 R_SetupGenericShader(true);
4063 void R_RenderScene(void);
4064 void R_RenderWaterPlanes(void);
4066 static void R_Water_StartFrame(void)
4069 int waterwidth, waterheight, texturewidth, textureheight;
4070 r_waterstate_waterplane_t *p;
4072 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4075 switch(vid.renderpath)
4077 case RENDERPATH_GL20:
4079 case RENDERPATH_GL13:
4080 case RENDERPATH_GL11:
4084 // set waterwidth and waterheight to the water resolution that will be
4085 // used (often less than the screen resolution for faster rendering)
4086 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4087 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4089 // calculate desired texture sizes
4090 // can't use water if the card does not support the texture size
4091 if (!r_water.integer || r_showsurfaces.integer)
4092 texturewidth = textureheight = waterwidth = waterheight = 0;
4093 else if (vid.support.arb_texture_non_power_of_two)
4095 texturewidth = waterwidth;
4096 textureheight = waterheight;
4100 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4101 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4104 // allocate textures as needed
4105 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4107 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4108 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4110 if (p->texture_refraction)
4111 R_FreeTexture(p->texture_refraction);
4112 p->texture_refraction = NULL;
4113 if (p->texture_reflection)
4114 R_FreeTexture(p->texture_reflection);
4115 p->texture_reflection = NULL;
4117 memset(&r_waterstate, 0, sizeof(r_waterstate));
4118 r_waterstate.texturewidth = texturewidth;
4119 r_waterstate.textureheight = textureheight;
4122 if (r_waterstate.texturewidth)
4124 r_waterstate.enabled = true;
4126 // when doing a reduced render (HDR) we want to use a smaller area
4127 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4128 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4130 // set up variables that will be used in shader setup
4131 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4132 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4133 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4134 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4137 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4138 r_waterstate.numwaterplanes = 0;
4141 void R_Water_AddWaterPlane(msurface_t *surface)
4143 int triangleindex, planeindex;
4149 r_waterstate_waterplane_t *p;
4150 texture_t *t = R_GetCurrentTexture(surface->texture);
4151 // just use the first triangle with a valid normal for any decisions
4152 VectorClear(normal);
4153 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4155 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4156 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4157 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4158 TriangleNormal(vert[0], vert[1], vert[2], normal);
4159 if (VectorLength2(normal) >= 0.001)
4163 VectorCopy(normal, plane.normal);
4164 VectorNormalize(plane.normal);
4165 plane.dist = DotProduct(vert[0], plane.normal);
4166 PlaneClassify(&plane);
4167 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4169 // skip backfaces (except if nocullface is set)
4170 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4172 VectorNegate(plane.normal, plane.normal);
4174 PlaneClassify(&plane);
4178 // find a matching plane if there is one
4179 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4180 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4182 if (planeindex >= r_waterstate.maxwaterplanes)
4183 return; // nothing we can do, out of planes
4185 // if this triangle does not fit any known plane rendered this frame, add one
4186 if (planeindex >= r_waterstate.numwaterplanes)
4188 // store the new plane
4189 r_waterstate.numwaterplanes++;
4191 // clear materialflags and pvs
4192 p->materialflags = 0;
4193 p->pvsvalid = false;
4195 // merge this surface's materialflags into the waterplane
4196 p->materialflags |= t->currentmaterialflags;
4197 // merge this surface's PVS into the waterplane
4198 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4199 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4200 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4202 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4207 static void R_Water_ProcessPlanes(void)
4209 r_refdef_view_t originalview;
4210 r_refdef_view_t myview;
4212 r_waterstate_waterplane_t *p;
4214 originalview = r_refdef.view;
4216 // make sure enough textures are allocated
4217 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4219 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4221 if (!p->texture_refraction)
4222 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);
4223 if (!p->texture_refraction)
4227 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4229 if (!p->texture_reflection)
4230 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);
4231 if (!p->texture_reflection)
4237 r_refdef.view = originalview;
4238 r_refdef.view.showdebug = false;
4239 r_refdef.view.width = r_waterstate.waterwidth;
4240 r_refdef.view.height = r_waterstate.waterheight;
4241 r_refdef.view.useclipplane = true;
4242 myview = r_refdef.view;
4243 r_waterstate.renderingscene = true;
4244 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4246 // render the normal view scene and copy into texture
4247 // (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)
4248 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4250 r_refdef.view = myview;
4251 r_refdef.view.clipplane = p->plane;
4252 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4253 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4254 PlaneClassify(&r_refdef.view.clipplane);
4256 R_ResetViewRendering3D();
4257 R_ClearScreen(r_refdef.fogenabled);
4261 // copy view into the screen texture
4262 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4263 GL_ActiveTexture(0);
4265 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4268 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4270 r_refdef.view = myview;
4271 // render reflected scene and copy into texture
4272 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4273 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4274 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4275 r_refdef.view.clipplane = p->plane;
4276 // reverse the cullface settings for this render
4277 r_refdef.view.cullface_front = GL_FRONT;
4278 r_refdef.view.cullface_back = GL_BACK;
4279 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4281 r_refdef.view.usecustompvs = true;
4283 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4285 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4288 R_ResetViewRendering3D();
4289 R_ClearScreen(r_refdef.fogenabled);
4293 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4294 GL_ActiveTexture(0);
4296 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4299 r_waterstate.renderingscene = false;
4300 r_refdef.view = originalview;
4301 R_ResetViewRendering3D();
4302 R_ClearScreen(r_refdef.fogenabled);
4306 r_refdef.view = originalview;
4307 r_waterstate.renderingscene = false;
4308 Cvar_SetValueQuick(&r_water, 0);
4309 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4313 void R_Bloom_StartFrame(void)
4315 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4317 switch(vid.renderpath)
4319 case RENDERPATH_GL20:
4321 case RENDERPATH_GL13:
4322 case RENDERPATH_GL11:
4326 // set bloomwidth and bloomheight to the bloom resolution that will be
4327 // used (often less than the screen resolution for faster rendering)
4328 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4329 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4330 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4331 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4332 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4334 // calculate desired texture sizes
4335 if (vid.support.arb_texture_non_power_of_two)
4337 screentexturewidth = r_refdef.view.width;
4338 screentextureheight = r_refdef.view.height;
4339 bloomtexturewidth = r_bloomstate.bloomwidth;
4340 bloomtextureheight = r_bloomstate.bloomheight;
4344 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4345 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4346 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4347 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4350 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4352 Cvar_SetValueQuick(&r_hdr, 0);
4353 Cvar_SetValueQuick(&r_bloom, 0);
4354 Cvar_SetValueQuick(&r_motionblur, 0);
4355 Cvar_SetValueQuick(&r_damageblur, 0);
4358 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4359 screentexturewidth = screentextureheight = 0;
4360 if (!r_hdr.integer && !r_bloom.integer)
4361 bloomtexturewidth = bloomtextureheight = 0;
4363 // allocate textures as needed
4364 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4366 if (r_bloomstate.texture_screen)
4367 R_FreeTexture(r_bloomstate.texture_screen);
4368 r_bloomstate.texture_screen = NULL;
4369 r_bloomstate.screentexturewidth = screentexturewidth;
4370 r_bloomstate.screentextureheight = screentextureheight;
4371 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4372 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);
4374 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4376 if (r_bloomstate.texture_bloom)
4377 R_FreeTexture(r_bloomstate.texture_bloom);
4378 r_bloomstate.texture_bloom = NULL;
4379 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4380 r_bloomstate.bloomtextureheight = bloomtextureheight;
4381 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4382 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);
4385 // when doing a reduced render (HDR) we want to use a smaller area
4386 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4387 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4388 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4389 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4390 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4392 // set up a texcoord array for the full resolution screen image
4393 // (we have to keep this around to copy back during final render)
4394 r_bloomstate.screentexcoord2f[0] = 0;
4395 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4396 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4397 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4398 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4399 r_bloomstate.screentexcoord2f[5] = 0;
4400 r_bloomstate.screentexcoord2f[6] = 0;
4401 r_bloomstate.screentexcoord2f[7] = 0;
4403 // set up a texcoord array for the reduced resolution bloom image
4404 // (which will be additive blended over the screen image)
4405 r_bloomstate.bloomtexcoord2f[0] = 0;
4406 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4407 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4408 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4409 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4410 r_bloomstate.bloomtexcoord2f[5] = 0;
4411 r_bloomstate.bloomtexcoord2f[6] = 0;
4412 r_bloomstate.bloomtexcoord2f[7] = 0;
4414 if (r_hdr.integer || r_bloom.integer)
4416 r_bloomstate.enabled = true;
4417 r_bloomstate.hdr = r_hdr.integer != 0;
4420 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4423 void R_Bloom_CopyBloomTexture(float colorscale)
4425 r_refdef.stats.bloom++;
4427 // scale down screen texture to the bloom texture size
4429 R_SetViewport(&r_bloomstate.viewport);
4430 GL_BlendFunc(GL_ONE, GL_ZERO);
4431 GL_Color(colorscale, colorscale, colorscale, 1);
4432 // TODO: optimize with multitexture or GLSL
4433 R_SetupGenericShader(true);
4434 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4435 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4436 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4437 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4439 // we now have a bloom image in the framebuffer
4440 // copy it into the bloom image texture for later processing
4441 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4442 GL_ActiveTexture(0);
4444 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4445 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4448 void R_Bloom_CopyHDRTexture(void)
4450 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4451 GL_ActiveTexture(0);
4453 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4454 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4457 void R_Bloom_MakeTexture(void)
4460 float xoffset, yoffset, r, brighten;
4462 r_refdef.stats.bloom++;
4464 R_ResetViewRendering2D();
4465 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4466 R_Mesh_ColorPointer(NULL, 0, 0);
4467 R_SetupGenericShader(true);
4469 // we have a bloom image in the framebuffer
4471 R_SetViewport(&r_bloomstate.viewport);
4473 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4476 r = bound(0, r_bloom_colorexponent.value / x, 1);
4477 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4478 GL_Color(r, r, r, 1);
4479 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4480 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4481 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4482 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4484 // copy the vertically blurred bloom view to a texture
4485 GL_ActiveTexture(0);
4487 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4488 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4491 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4492 brighten = r_bloom_brighten.value;
4494 brighten *= r_hdr_range.value;
4495 brighten = sqrt(brighten);
4497 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4498 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4499 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4501 for (dir = 0;dir < 2;dir++)
4503 // blend on at multiple vertical offsets to achieve a vertical blur
4504 // TODO: do offset blends using GLSL
4505 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4506 GL_BlendFunc(GL_ONE, GL_ZERO);
4507 for (x = -range;x <= range;x++)
4509 if (!dir){xoffset = 0;yoffset = x;}
4510 else {xoffset = x;yoffset = 0;}
4511 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4512 yoffset /= (float)r_bloomstate.bloomtextureheight;
4513 // compute a texcoord array with the specified x and y offset
4514 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4515 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4516 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4517 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4518 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4519 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4520 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4521 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4522 // this r value looks like a 'dot' particle, fading sharply to
4523 // black at the edges
4524 // (probably not realistic but looks good enough)
4525 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4526 //r = brighten/(range*2+1);
4527 r = brighten / (range * 2 + 1);
4529 r *= (1 - x*x/(float)(range*range));
4530 GL_Color(r, r, r, 1);
4531 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4532 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4533 GL_BlendFunc(GL_ONE, GL_ONE);
4536 // copy the vertically blurred bloom view to a texture
4537 GL_ActiveTexture(0);
4539 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4540 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4543 // apply subtract last
4544 // (just like it would be in a GLSL shader)
4545 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4547 GL_BlendFunc(GL_ONE, GL_ZERO);
4548 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4549 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4550 GL_Color(1, 1, 1, 1);
4551 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4552 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4554 GL_BlendFunc(GL_ONE, GL_ONE);
4555 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4556 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4557 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4558 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4559 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4560 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4561 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4563 // copy the darkened bloom view to a texture
4564 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4565 GL_ActiveTexture(0);
4567 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4568 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4572 void R_HDR_RenderBloomTexture(void)
4574 int oldwidth, oldheight;
4575 float oldcolorscale;
4577 oldcolorscale = r_refdef.view.colorscale;
4578 oldwidth = r_refdef.view.width;
4579 oldheight = r_refdef.view.height;
4580 r_refdef.view.width = r_bloomstate.bloomwidth;
4581 r_refdef.view.height = r_bloomstate.bloomheight;
4583 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4584 // TODO: add exposure compensation features
4585 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4587 r_refdef.view.showdebug = false;
4588 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4590 R_ResetViewRendering3D();
4592 R_ClearScreen(r_refdef.fogenabled);
4593 if (r_timereport_active)
4594 R_TimeReport("HDRclear");
4597 if (r_timereport_active)
4598 R_TimeReport("visibility");
4600 // only do secondary renders with HDR if r_hdr is 2 or higher
4601 r_waterstate.numwaterplanes = 0;
4602 if (r_waterstate.enabled && r_hdr.integer >= 2)
4603 R_RenderWaterPlanes();
4605 r_refdef.view.showdebug = true;
4607 r_waterstate.numwaterplanes = 0;
4609 R_ResetViewRendering2D();
4611 R_Bloom_CopyHDRTexture();
4612 R_Bloom_MakeTexture();
4614 // restore the view settings
4615 r_refdef.view.width = oldwidth;
4616 r_refdef.view.height = oldheight;
4617 r_refdef.view.colorscale = oldcolorscale;
4619 R_ResetViewRendering3D();
4621 R_ClearScreen(r_refdef.fogenabled);
4622 if (r_timereport_active)
4623 R_TimeReport("viewclear");
4626 static void R_BlendView(void)
4628 unsigned int permutation;
4630 switch (vid.renderpath)
4632 case RENDERPATH_GL20:
4634 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4635 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4636 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4637 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4638 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4640 if (r_bloomstate.texture_screen)
4642 // make sure the buffer is available
4643 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4645 R_ResetViewRendering2D();
4646 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4647 R_Mesh_ColorPointer(NULL, 0, 0);
4648 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4649 GL_ActiveTexture(0);CHECKGLERROR
4651 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4653 // declare variables
4655 static float avgspeed;
4657 speed = VectorLength(cl.movement_velocity);
4659 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4660 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4662 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4663 speed = bound(0, speed, 1);
4664 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4666 // calculate values into a standard alpha
4667 cl.motionbluralpha = 1 - exp(-
4669 (r_motionblur.value * speed / 80)
4671 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4674 max(0.0001, cl.time - cl.oldtime) // fps independent
4677 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4678 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4680 if (cl.motionbluralpha > 0)
4682 R_SetupGenericShader(true);
4683 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4684 GL_Color(1, 1, 1, cl.motionbluralpha);
4685 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4686 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4687 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4688 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4692 // copy view into the screen texture
4693 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4694 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4696 else if (!r_bloomstate.texture_bloom)
4697 break; // no screen processing, no bloom, skip it
4699 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4701 // render simple bloom effect
4702 // copy the screen and shrink it and darken it for the bloom process
4703 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4704 // make the bloom texture
4705 R_Bloom_MakeTexture();
4708 R_ResetViewRendering2D();
4709 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4710 R_Mesh_ColorPointer(NULL, 0, 0);
4711 GL_Color(1, 1, 1, 1);
4712 GL_BlendFunc(GL_ONE, GL_ZERO);
4713 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4714 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4715 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4716 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4717 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4718 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4719 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4720 if (r_glsl_permutation->loc_TintColor >= 0)
4721 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4722 if (r_glsl_permutation->loc_ClientTime >= 0)
4723 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4724 if (r_glsl_permutation->loc_PixelSize >= 0)
4725 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4726 if (r_glsl_permutation->loc_UserVec1 >= 0)
4728 float a=0, b=0, c=0, d=0;
4729 #if _MSC_VER >= 1400
4730 #define sscanf sscanf_s
4732 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4733 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4735 if (r_glsl_permutation->loc_UserVec2 >= 0)
4737 float a=0, b=0, c=0, d=0;
4738 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4739 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4741 if (r_glsl_permutation->loc_UserVec3 >= 0)
4743 float a=0, b=0, c=0, d=0;
4744 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4745 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4747 if (r_glsl_permutation->loc_UserVec4 >= 0)
4749 float a=0, b=0, c=0, d=0;
4750 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4751 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4753 if (r_glsl_permutation->loc_Saturation >= 0)
4754 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4755 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4756 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4758 case RENDERPATH_GL13:
4759 case RENDERPATH_GL11:
4760 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4762 // apply a color tint to the whole view
4763 R_ResetViewRendering2D();
4764 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4765 R_Mesh_ColorPointer(NULL, 0, 0);
4766 R_SetupGenericShader(false);
4767 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4768 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4769 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4775 matrix4x4_t r_waterscrollmatrix;
4777 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4779 if (r_refdef.fog_density)
4781 r_refdef.fogcolor[0] = r_refdef.fog_red;
4782 r_refdef.fogcolor[1] = r_refdef.fog_green;
4783 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4785 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4786 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4787 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4788 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4792 VectorCopy(r_refdef.fogcolor, fogvec);
4793 // color.rgb *= ContrastBoost * SceneBrightness;
4794 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4795 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4796 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4797 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4802 void R_UpdateVariables(void)
4806 r_refdef.scene.ambient = r_ambient.value;
4808 r_refdef.farclip = r_farclip_base.value;
4809 if (r_refdef.scene.worldmodel)
4810 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4811 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4813 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4814 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4815 r_refdef.polygonfactor = 0;
4816 r_refdef.polygonoffset = 0;
4817 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4818 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4820 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4821 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4822 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4823 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4824 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4825 if (r_showsurfaces.integer)
4827 r_refdef.scene.rtworld = false;
4828 r_refdef.scene.rtworldshadows = false;
4829 r_refdef.scene.rtdlight = false;
4830 r_refdef.scene.rtdlightshadows = false;
4831 r_refdef.lightmapintensity = 0;
4834 if (gamemode == GAME_NEHAHRA)
4836 if (gl_fogenable.integer)
4838 r_refdef.oldgl_fogenable = true;
4839 r_refdef.fog_density = gl_fogdensity.value;
4840 r_refdef.fog_red = gl_fogred.value;
4841 r_refdef.fog_green = gl_foggreen.value;
4842 r_refdef.fog_blue = gl_fogblue.value;
4843 r_refdef.fog_alpha = 1;
4844 r_refdef.fog_start = 0;
4845 r_refdef.fog_end = gl_skyclip.value;
4846 r_refdef.fog_height = 1<<30;
4847 r_refdef.fog_fadedepth = 128;
4849 else if (r_refdef.oldgl_fogenable)
4851 r_refdef.oldgl_fogenable = false;
4852 r_refdef.fog_density = 0;
4853 r_refdef.fog_red = 0;
4854 r_refdef.fog_green = 0;
4855 r_refdef.fog_blue = 0;
4856 r_refdef.fog_alpha = 0;
4857 r_refdef.fog_start = 0;
4858 r_refdef.fog_end = 0;
4859 r_refdef.fog_height = 1<<30;
4860 r_refdef.fog_fadedepth = 128;
4864 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4865 r_refdef.fog_start = max(0, r_refdef.fog_start);
4866 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4868 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4870 if (r_refdef.fog_density && r_drawfog.integer)
4872 r_refdef.fogenabled = true;
4873 // this is the point where the fog reaches 0.9986 alpha, which we
4874 // consider a good enough cutoff point for the texture
4875 // (0.9986 * 256 == 255.6)
4876 if (r_fog_exp2.integer)
4877 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4879 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4880 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4881 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4882 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4883 // fog color was already set
4884 // update the fog texture
4885 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)
4886 R_BuildFogTexture();
4889 r_refdef.fogenabled = false;
4891 switch(vid.renderpath)
4893 case RENDERPATH_GL20:
4894 if(v_glslgamma.integer && !vid_gammatables_trivial)
4896 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4898 // build GLSL gamma texture
4899 #define RAMPWIDTH 256
4900 unsigned short ramp[RAMPWIDTH * 3];
4901 unsigned char rampbgr[RAMPWIDTH][4];
4904 r_texture_gammaramps_serial = vid_gammatables_serial;
4906 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4907 for(i = 0; i < RAMPWIDTH; ++i)
4909 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4910 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4911 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4914 if (r_texture_gammaramps)
4916 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4920 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4926 // remove GLSL gamma texture
4929 case RENDERPATH_GL13:
4930 case RENDERPATH_GL11:
4935 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4936 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4942 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4943 if( scenetype != r_currentscenetype ) {
4944 // store the old scenetype
4945 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4946 r_currentscenetype = scenetype;
4947 // move in the new scene
4948 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4957 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4959 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4960 if( scenetype == r_currentscenetype ) {
4961 return &r_refdef.scene;
4963 return &r_scenes_store[ scenetype ];
4972 void R_RenderView(void)
4974 if (r_timereport_active)
4975 R_TimeReport("start");
4976 r_frame++; // used only by R_GetCurrentTexture
4977 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4979 R_AnimCache_ClearCache();
4980 R_FrameData_NewFrame();
4982 if (r_refdef.view.isoverlay)
4984 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4985 GL_Clear( GL_DEPTH_BUFFER_BIT );
4986 R_TimeReport("depthclear");
4988 r_refdef.view.showdebug = false;
4990 r_waterstate.enabled = false;
4991 r_waterstate.numwaterplanes = 0;
4999 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5000 return; //Host_Error ("R_RenderView: NULL worldmodel");
5002 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5004 // break apart the view matrix into vectors for various purposes
5005 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5006 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5007 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5008 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5009 // make an inverted copy of the view matrix for tracking sprites
5010 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5012 R_Shadow_UpdateWorldLightSelection();
5014 R_Bloom_StartFrame();
5015 R_Water_StartFrame();
5018 if (r_timereport_active)
5019 R_TimeReport("viewsetup");
5021 R_ResetViewRendering3D();
5023 if (r_refdef.view.clear || r_refdef.fogenabled)
5025 R_ClearScreen(r_refdef.fogenabled);
5026 if (r_timereport_active)
5027 R_TimeReport("viewclear");
5029 r_refdef.view.clear = true;
5031 // this produces a bloom texture to be used in R_BlendView() later
5032 if (r_hdr.integer && r_bloomstate.bloomwidth)
5033 R_HDR_RenderBloomTexture();
5035 r_refdef.view.showdebug = true;
5038 if (r_timereport_active)
5039 R_TimeReport("visibility");
5041 r_waterstate.numwaterplanes = 0;
5042 if (r_waterstate.enabled)
5043 R_RenderWaterPlanes();
5046 r_waterstate.numwaterplanes = 0;
5049 if (r_timereport_active)
5050 R_TimeReport("blendview");
5052 GL_Scissor(0, 0, vid.width, vid.height);
5053 GL_ScissorTest(false);
5057 void R_RenderWaterPlanes(void)
5059 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5061 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5062 if (r_timereport_active)
5063 R_TimeReport("waterworld");
5066 // don't let sound skip if going slow
5067 if (r_refdef.scene.extraupdate)
5070 R_DrawModelsAddWaterPlanes();
5071 if (r_timereport_active)
5072 R_TimeReport("watermodels");
5074 if (r_waterstate.numwaterplanes)
5076 R_Water_ProcessPlanes();
5077 if (r_timereport_active)
5078 R_TimeReport("waterscenes");
5082 extern void R_DrawLightningBeams (void);
5083 extern void VM_CL_AddPolygonsToMeshQueue (void);
5084 extern void R_DrawPortals (void);
5085 extern cvar_t cl_locs_show;
5086 static void R_DrawLocs(void);
5087 static void R_DrawEntityBBoxes(void);
5088 static void R_DrawModelDecals(void);
5089 extern cvar_t cl_decals_newsystem;
5090 void R_RenderScene(void)
5092 r_refdef.stats.renders++;
5096 // don't let sound skip if going slow
5097 if (r_refdef.scene.extraupdate)
5100 R_MeshQueue_BeginScene();
5104 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);
5106 if (cl.csqc_vidvars.drawworld)
5108 // don't let sound skip if going slow
5109 if (r_refdef.scene.extraupdate)
5112 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5114 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5115 if (r_timereport_active)
5116 R_TimeReport("worldsky");
5119 if (R_DrawBrushModelsSky() && r_timereport_active)
5120 R_TimeReport("bmodelsky");
5122 if (skyrendermasked && skyrenderlater)
5124 // we have to force off the water clipping plane while rendering sky
5128 if (r_timereport_active)
5129 R_TimeReport("sky");
5133 R_AnimCache_CacheVisibleEntities();
5134 if (r_timereport_active)
5135 R_TimeReport("animation");
5137 R_PrepareRTLights();
5138 if (r_timereport_active)
5139 R_TimeReport("preplights");
5141 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5143 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5144 if (r_timereport_active)
5145 R_TimeReport("worlddepth");
5147 if (r_depthfirst.integer >= 2)
5149 R_DrawModelsDepth();
5150 if (r_timereport_active)
5151 R_TimeReport("modeldepth");
5154 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5156 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5157 if (r_timereport_active)
5158 R_TimeReport("world");
5161 // don't let sound skip if going slow
5162 if (r_refdef.scene.extraupdate)
5166 if (r_timereport_active)
5167 R_TimeReport("models");
5169 // don't let sound skip if going slow
5170 if (r_refdef.scene.extraupdate)
5173 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5175 R_DrawModelShadows();
5176 R_ResetViewRendering3D();
5177 // don't let sound skip if going slow
5178 if (r_refdef.scene.extraupdate)
5182 R_ShadowVolumeLighting(false);
5183 if (r_timereport_active)
5184 R_TimeReport("rtlights");
5186 // don't let sound skip if going slow
5187 if (r_refdef.scene.extraupdate)
5190 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5192 R_DrawModelShadows();
5193 R_ResetViewRendering3D();
5194 // don't let sound skip if going slow
5195 if (r_refdef.scene.extraupdate)
5199 if (cl.csqc_vidvars.drawworld)
5201 if (cl_decals_newsystem.integer)
5203 R_DrawModelDecals();
5204 if (r_timereport_active)
5205 R_TimeReport("modeldecals");
5210 if (r_timereport_active)
5211 R_TimeReport("decals");
5215 if (r_timereport_active)
5216 R_TimeReport("particles");
5219 if (r_timereport_active)
5220 R_TimeReport("explosions");
5222 R_DrawLightningBeams();
5223 if (r_timereport_active)
5224 R_TimeReport("lightning");
5227 R_SetupGenericShader(true);
5228 VM_CL_AddPolygonsToMeshQueue();
5230 if (r_refdef.view.showdebug)
5232 if (cl_locs_show.integer)
5235 if (r_timereport_active)
5236 R_TimeReport("showlocs");
5239 if (r_drawportals.integer)
5242 if (r_timereport_active)
5243 R_TimeReport("portals");
5246 if (r_showbboxes.value > 0)
5248 R_DrawEntityBBoxes();
5249 if (r_timereport_active)
5250 R_TimeReport("bboxes");
5254 R_SetupGenericShader(true);
5255 R_MeshQueue_RenderTransparent();
5256 if (r_timereport_active)
5257 R_TimeReport("drawtrans");
5259 R_SetupGenericShader(true);
5261 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))
5263 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5264 if (r_timereport_active)
5265 R_TimeReport("worlddebug");
5266 R_DrawModelsDebug();
5267 if (r_timereport_active)
5268 R_TimeReport("modeldebug");
5271 R_SetupGenericShader(true);
5273 if (cl.csqc_vidvars.drawworld)
5276 if (r_timereport_active)
5277 R_TimeReport("coronas");
5280 // don't let sound skip if going slow
5281 if (r_refdef.scene.extraupdate)
5284 R_ResetViewRendering2D();
5287 static const unsigned short bboxelements[36] =
5297 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5300 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5302 RSurf_ActiveWorldEntity();
5304 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5305 GL_DepthMask(false);
5306 GL_DepthRange(0, 1);
5307 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5308 R_Mesh_ResetTextureState();
5310 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5311 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5312 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5313 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5314 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5315 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5316 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5317 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5318 R_FillColors(color4f, 8, cr, cg, cb, ca);
5319 if (r_refdef.fogenabled)
5321 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5323 f1 = RSurf_FogVertex(v);
5325 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5326 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5327 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5330 R_Mesh_VertexPointer(vertex3f, 0, 0);
5331 R_Mesh_ColorPointer(color4f, 0, 0);
5332 R_Mesh_ResetTextureState();
5333 R_SetupGenericShader(false);
5334 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5337 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5341 prvm_edict_t *edict;
5342 prvm_prog_t *prog_save = prog;
5344 // this function draws bounding boxes of server entities
5348 GL_CullFace(GL_NONE);
5349 R_SetupGenericShader(false);
5353 for (i = 0;i < numsurfaces;i++)
5355 edict = PRVM_EDICT_NUM(surfacelist[i]);
5356 switch ((int)edict->fields.server->solid)
5358 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5359 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5360 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5361 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5362 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5363 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5365 color[3] *= r_showbboxes.value;
5366 color[3] = bound(0, color[3], 1);
5367 GL_DepthTest(!r_showdisabledepthtest.integer);
5368 GL_CullFace(r_refdef.view.cullface_front);
5369 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5375 static void R_DrawEntityBBoxes(void)
5378 prvm_edict_t *edict;
5380 prvm_prog_t *prog_save = prog;
5382 // this function draws bounding boxes of server entities
5388 for (i = 0;i < prog->num_edicts;i++)
5390 edict = PRVM_EDICT_NUM(i);
5391 if (edict->priv.server->free)
5393 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5394 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5396 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5398 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5399 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5405 static const int nomodelelement3i[24] =
5417 static const unsigned short nomodelelement3s[24] =
5429 static const float nomodelvertex3f[6*3] =
5439 static const float nomodelcolor4f[6*4] =
5441 0.0f, 0.0f, 0.5f, 1.0f,
5442 0.0f, 0.0f, 0.5f, 1.0f,
5443 0.0f, 0.5f, 0.0f, 1.0f,
5444 0.0f, 0.5f, 0.0f, 1.0f,
5445 0.5f, 0.0f, 0.0f, 1.0f,
5446 0.5f, 0.0f, 0.0f, 1.0f
5449 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5455 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5457 // this is only called once per entity so numsurfaces is always 1, and
5458 // surfacelist is always {0}, so this code does not handle batches
5460 if (rsurface.ent_flags & RENDER_ADDITIVE)
5462 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5463 GL_DepthMask(false);
5465 else if (rsurface.ent_color[3] < 1)
5467 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5468 GL_DepthMask(false);
5472 GL_BlendFunc(GL_ONE, GL_ZERO);
5475 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5476 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5477 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5478 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5479 R_SetupGenericShader(false);
5480 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5481 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5482 R_Mesh_ColorPointer(color4f, 0, 0);
5483 for (i = 0, c = color4f;i < 6;i++, c += 4)
5485 c[0] *= rsurface.ent_color[0];
5486 c[1] *= rsurface.ent_color[1];
5487 c[2] *= rsurface.ent_color[2];
5488 c[3] *= rsurface.ent_color[3];
5490 if (r_refdef.fogenabled)
5492 for (i = 0, c = color4f;i < 6;i++, c += 4)
5494 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5496 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5497 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5498 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5501 R_Mesh_ResetTextureState();
5502 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5505 void R_DrawNoModel(entity_render_t *ent)
5508 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5509 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5510 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5512 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5515 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5517 vec3_t right1, right2, diff, normal;
5519 VectorSubtract (org2, org1, normal);
5521 // calculate 'right' vector for start
5522 VectorSubtract (r_refdef.view.origin, org1, diff);
5523 CrossProduct (normal, diff, right1);
5524 VectorNormalize (right1);
5526 // calculate 'right' vector for end
5527 VectorSubtract (r_refdef.view.origin, org2, diff);
5528 CrossProduct (normal, diff, right2);
5529 VectorNormalize (right2);
5531 vert[ 0] = org1[0] + width * right1[0];
5532 vert[ 1] = org1[1] + width * right1[1];
5533 vert[ 2] = org1[2] + width * right1[2];
5534 vert[ 3] = org1[0] - width * right1[0];
5535 vert[ 4] = org1[1] - width * right1[1];
5536 vert[ 5] = org1[2] - width * right1[2];
5537 vert[ 6] = org2[0] - width * right2[0];
5538 vert[ 7] = org2[1] - width * right2[1];
5539 vert[ 8] = org2[2] - width * right2[2];
5540 vert[ 9] = org2[0] + width * right2[0];
5541 vert[10] = org2[1] + width * right2[1];
5542 vert[11] = org2[2] + width * right2[2];
5545 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5547 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5548 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5549 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5550 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5551 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5552 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5553 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5554 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5555 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5556 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5557 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5558 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5561 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5566 VectorSet(v, x, y, z);
5567 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5568 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5570 if (i == mesh->numvertices)
5572 if (mesh->numvertices < mesh->maxvertices)
5574 VectorCopy(v, vertex3f);
5575 mesh->numvertices++;
5577 return mesh->numvertices;
5583 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5587 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5588 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5589 e = mesh->element3i + mesh->numtriangles * 3;
5590 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5592 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5593 if (mesh->numtriangles < mesh->maxtriangles)
5598 mesh->numtriangles++;
5600 element[1] = element[2];
5604 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5608 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5609 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5610 e = mesh->element3i + mesh->numtriangles * 3;
5611 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5613 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5614 if (mesh->numtriangles < mesh->maxtriangles)
5619 mesh->numtriangles++;
5621 element[1] = element[2];
5625 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5626 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5628 int planenum, planenum2;
5631 mplane_t *plane, *plane2;
5633 double temppoints[2][256*3];
5634 // figure out how large a bounding box we need to properly compute this brush
5636 for (w = 0;w < numplanes;w++)
5637 maxdist = max(maxdist, fabs(planes[w].dist));
5638 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5639 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5640 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5644 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5645 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5647 if (planenum2 == planenum)
5649 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);
5652 if (tempnumpoints < 3)
5654 // generate elements forming a triangle fan for this polygon
5655 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5659 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)
5661 texturelayer_t *layer;
5662 layer = t->currentlayers + t->currentnumlayers++;
5664 layer->depthmask = depthmask;
5665 layer->blendfunc1 = blendfunc1;
5666 layer->blendfunc2 = blendfunc2;
5667 layer->texture = texture;
5668 layer->texmatrix = *matrix;
5669 layer->color[0] = r * r_refdef.view.colorscale;
5670 layer->color[1] = g * r_refdef.view.colorscale;
5671 layer->color[2] = b * r_refdef.view.colorscale;
5672 layer->color[3] = a;
5675 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5678 index = parms[2] + r_refdef.scene.time * parms[3];
5679 index -= floor(index);
5683 case Q3WAVEFUNC_NONE:
5684 case Q3WAVEFUNC_NOISE:
5685 case Q3WAVEFUNC_COUNT:
5688 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5689 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5690 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5691 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5692 case Q3WAVEFUNC_TRIANGLE:
5694 f = index - floor(index);
5705 return (float)(parms[0] + parms[1] * f);
5708 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5713 matrix4x4_t matrix, temp;
5714 switch(tcmod->tcmod)
5718 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5719 matrix = r_waterscrollmatrix;
5721 matrix = identitymatrix;
5723 case Q3TCMOD_ENTITYTRANSLATE:
5724 // this is used in Q3 to allow the gamecode to control texcoord
5725 // scrolling on the entity, which is not supported in darkplaces yet.
5726 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5728 case Q3TCMOD_ROTATE:
5729 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5730 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5731 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5734 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5736 case Q3TCMOD_SCROLL:
5737 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5739 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5740 w = (int) tcmod->parms[0];
5741 h = (int) tcmod->parms[1];
5742 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5744 idx = (int) floor(f * w * h);
5745 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5747 case Q3TCMOD_STRETCH:
5748 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5749 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5751 case Q3TCMOD_TRANSFORM:
5752 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5753 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5754 VectorSet(tcmat + 6, 0 , 0 , 1);
5755 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5756 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5758 case Q3TCMOD_TURBULENT:
5759 // this is handled in the RSurf_PrepareVertices function
5760 matrix = identitymatrix;
5764 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5767 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5769 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5770 char name[MAX_QPATH];
5771 skinframe_t *skinframe;
5772 unsigned char pixels[296*194];
5773 strlcpy(cache->name, skinname, sizeof(cache->name));
5774 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5775 if (developer_loading.integer)
5776 Con_Printf("loading %s\n", name);
5777 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5778 if (!skinframe || !skinframe->base)
5781 fs_offset_t filesize;
5783 f = FS_LoadFile(name, tempmempool, true, &filesize);
5786 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5787 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5791 cache->skinframe = skinframe;
5794 texture_t *R_GetCurrentTexture(texture_t *t)
5797 const entity_render_t *ent = rsurface.entity;
5798 dp_model_t *model = ent->model;
5799 q3shaderinfo_layer_tcmod_t *tcmod;
5801 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5802 return t->currentframe;
5803 t->update_lastrenderframe = r_frame;
5804 t->update_lastrenderentity = (void *)ent;
5806 // switch to an alternate material if this is a q1bsp animated material
5808 texture_t *texture = t;
5809 int s = rsurface.ent_skinnum;
5810 if ((unsigned int)s >= (unsigned int)model->numskins)
5812 if (model->skinscenes)
5814 if (model->skinscenes[s].framecount > 1)
5815 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5817 s = model->skinscenes[s].firstframe;
5820 t = t + s * model->num_surfaces;
5823 // use an alternate animation if the entity's frame is not 0,
5824 // and only if the texture has an alternate animation
5825 if (rsurface.ent_alttextures && t->anim_total[1])
5826 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5828 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5830 texture->currentframe = t;
5833 // update currentskinframe to be a qw skin or animation frame
5834 if (rsurface.ent_qwskin >= 0)
5836 i = rsurface.ent_qwskin;
5837 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5839 r_qwskincache_size = cl.maxclients;
5841 Mem_Free(r_qwskincache);
5842 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5844 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5845 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5846 t->currentskinframe = r_qwskincache[i].skinframe;
5847 if (t->currentskinframe == NULL)
5848 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5850 else if (t->numskinframes >= 2)
5851 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5852 if (t->backgroundnumskinframes >= 2)
5853 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5855 t->currentmaterialflags = t->basematerialflags;
5856 t->currentalpha = rsurface.ent_color[3];
5857 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5858 t->currentalpha *= r_wateralpha.value;
5859 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5860 t->currentalpha *= t->r_water_wateralpha;
5861 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5862 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5863 if (!(rsurface.ent_flags & RENDER_LIGHT))
5864 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5865 else if (rsurface.modeltexcoordlightmap2f == NULL)
5867 // pick a model lighting mode
5868 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5869 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5871 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5873 if (rsurface.ent_flags & RENDER_ADDITIVE)
5874 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5875 else if (t->currentalpha < 1)
5876 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5877 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5878 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5879 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5880 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5881 if (t->backgroundnumskinframes)
5882 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5883 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5885 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5886 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5889 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5891 // there is no tcmod
5892 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5894 t->currenttexmatrix = r_waterscrollmatrix;
5895 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5897 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5899 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5900 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5903 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5904 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5905 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5906 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5908 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5909 if (t->currentskinframe->qpixels)
5910 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5911 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5912 t->glosstexture = r_texture_black;
5913 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5914 t->backgroundglosstexture = r_texture_black;
5915 t->specularpower = r_shadow_glossexponent.value;
5916 // TODO: store reference values for these in the texture?
5917 t->specularscale = 0;
5918 if (r_shadow_gloss.integer > 0)
5920 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5922 if (r_shadow_glossintensity.value > 0)
5924 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5925 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5926 t->specularscale = r_shadow_glossintensity.value;
5929 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5931 t->glosstexture = r_texture_white;
5932 t->backgroundglosstexture = r_texture_white;
5933 t->specularscale = r_shadow_gloss2intensity.value;
5934 t->specularpower = r_shadow_gloss2exponent.value;
5937 t->specularscale *= t->specularscalemod;
5938 t->specularpower *= t->specularpowermod;
5940 // lightmaps mode looks bad with dlights using actual texturing, so turn
5941 // off the colormap and glossmap, but leave the normalmap on as it still
5942 // accurately represents the shading involved
5943 if (gl_lightmaps.integer)
5945 t->basetexture = r_texture_grey128;
5946 t->backgroundbasetexture = NULL;
5947 t->specularscale = 0;
5948 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5951 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5952 VectorClear(t->dlightcolor);
5953 t->currentnumlayers = 0;
5954 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5957 int blendfunc1, blendfunc2;
5959 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5961 blendfunc1 = GL_SRC_ALPHA;
5962 blendfunc2 = GL_ONE;
5964 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5966 blendfunc1 = GL_SRC_ALPHA;
5967 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5969 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5971 blendfunc1 = t->customblendfunc[0];
5972 blendfunc2 = t->customblendfunc[1];
5976 blendfunc1 = GL_ONE;
5977 blendfunc2 = GL_ZERO;
5979 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5980 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5981 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5982 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5984 // fullbright is not affected by r_refdef.lightmapintensity
5985 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]);
5986 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5987 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5988 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5989 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5993 vec3_t ambientcolor;
5995 // set the color tint used for lights affecting this surface
5996 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5998 // q3bsp has no lightmap updates, so the lightstylevalue that
5999 // would normally be baked into the lightmap must be
6000 // applied to the color
6001 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6002 if (model->type == mod_brushq3)
6003 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6004 colorscale *= r_refdef.lightmapintensity;
6005 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6006 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6007 // basic lit geometry
6008 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]);
6009 // add pants/shirt if needed
6010 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6011 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6012 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6013 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6014 // now add ambient passes if needed
6015 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6017 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]);
6018 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6019 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6020 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6021 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6024 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6025 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]);
6026 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6028 // if this is opaque use alpha blend which will darken the earlier
6031 // if this is an alpha blended material, all the earlier passes
6032 // were darkened by fog already, so we only need to add the fog
6033 // color ontop through the fog mask texture
6035 // if this is an additive blended material, all the earlier passes
6036 // were darkened by fog already, and we should not add fog color
6037 // (because the background was not darkened, there is no fog color
6038 // that was lost behind it).
6039 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]);
6043 return t->currentframe;
6046 rsurfacestate_t rsurface;
6048 void R_Mesh_ResizeArrays(int newvertices)
6051 if (rsurface.array_size >= newvertices)
6053 if (rsurface.array_modelvertex3f)
6054 Mem_Free(rsurface.array_modelvertex3f);
6055 rsurface.array_size = (newvertices + 1023) & ~1023;
6056 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6057 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
6058 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
6059 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
6060 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
6061 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
6062 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6063 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6064 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
6065 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
6066 rsurface.array_color4f = base + rsurface.array_size * 27;
6067 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6070 void RSurf_ActiveWorldEntity(void)
6072 dp_model_t *model = r_refdef.scene.worldmodel;
6073 //if (rsurface.entity == r_refdef.scene.worldentity)
6075 rsurface.entity = r_refdef.scene.worldentity;
6076 rsurface.skeleton = NULL;
6077 rsurface.ent_skinnum = 0;
6078 rsurface.ent_qwskin = -1;
6079 rsurface.ent_shadertime = 0;
6080 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6081 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6082 if (rsurface.array_size < model->surfmesh.num_vertices)
6083 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6084 rsurface.matrix = identitymatrix;
6085 rsurface.inversematrix = identitymatrix;
6086 rsurface.matrixscale = 1;
6087 rsurface.inversematrixscale = 1;
6088 R_Mesh_Matrix(&identitymatrix);
6089 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6090 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6091 rsurface.fograngerecip = r_refdef.fograngerecip;
6092 rsurface.fogheightfade = r_refdef.fogheightfade;
6093 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6094 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6095 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6096 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6097 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6098 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6099 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6100 VectorSet(rsurface.glowmod, 1, 1, 1);
6101 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6102 rsurface.frameblend[0].lerp = 1;
6103 rsurface.ent_alttextures = false;
6104 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6105 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6106 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6107 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6108 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6109 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6110 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6111 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6112 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6113 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6114 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6115 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6116 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6117 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6118 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6119 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6120 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6121 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6122 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6123 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6124 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6125 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6126 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6127 rsurface.modelelement3i = model->surfmesh.data_element3i;
6128 rsurface.modelelement3s = model->surfmesh.data_element3s;
6129 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6130 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6131 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6132 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6133 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6134 rsurface.modelsurfaces = model->data_surfaces;
6135 rsurface.generatedvertex = false;
6136 rsurface.vertex3f = rsurface.modelvertex3f;
6137 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6138 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6139 rsurface.svector3f = rsurface.modelsvector3f;
6140 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6141 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6142 rsurface.tvector3f = rsurface.modeltvector3f;
6143 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6144 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6145 rsurface.normal3f = rsurface.modelnormal3f;
6146 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6147 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6148 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6151 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6153 dp_model_t *model = ent->model;
6154 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6156 rsurface.entity = (entity_render_t *)ent;
6157 rsurface.skeleton = ent->skeleton;
6158 rsurface.ent_skinnum = ent->skinnum;
6159 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6160 rsurface.ent_shadertime = ent->shadertime;
6161 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6162 rsurface.ent_flags = ent->flags;
6163 if (rsurface.array_size < model->surfmesh.num_vertices)
6164 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6165 rsurface.matrix = ent->matrix;
6166 rsurface.inversematrix = ent->inversematrix;
6167 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6168 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6169 R_Mesh_Matrix(&rsurface.matrix);
6170 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6171 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6172 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6173 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6174 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6175 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6176 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6177 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6178 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6179 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6180 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6181 VectorCopy(ent->glowmod, rsurface.glowmod);
6182 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6183 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6184 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6185 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6186 if (ent->model->brush.submodel)
6188 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6189 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6191 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6193 if (ent->animcache_vertex3f && !r_framedata_failed)
6195 rsurface.modelvertex3f = ent->animcache_vertex3f;
6196 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6197 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6198 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6200 else if (wanttangents)
6202 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6203 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6204 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6205 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6206 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6208 else if (wantnormals)
6210 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6211 rsurface.modelsvector3f = NULL;
6212 rsurface.modeltvector3f = NULL;
6213 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6214 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6218 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6219 rsurface.modelsvector3f = NULL;
6220 rsurface.modeltvector3f = NULL;
6221 rsurface.modelnormal3f = NULL;
6222 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6224 rsurface.modelvertex3f_bufferobject = 0;
6225 rsurface.modelvertex3f_bufferoffset = 0;
6226 rsurface.modelsvector3f_bufferobject = 0;
6227 rsurface.modelsvector3f_bufferoffset = 0;
6228 rsurface.modeltvector3f_bufferobject = 0;
6229 rsurface.modeltvector3f_bufferoffset = 0;
6230 rsurface.modelnormal3f_bufferobject = 0;
6231 rsurface.modelnormal3f_bufferoffset = 0;
6232 rsurface.generatedvertex = true;
6236 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6237 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6238 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6239 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6240 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6241 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6242 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6243 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6244 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6245 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6246 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6247 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6248 rsurface.generatedvertex = false;
6250 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6251 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6252 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6253 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6254 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6255 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6256 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6257 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6258 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6259 rsurface.modelelement3i = model->surfmesh.data_element3i;
6260 rsurface.modelelement3s = model->surfmesh.data_element3s;
6261 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6262 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6263 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6264 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6265 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6266 rsurface.modelsurfaces = model->data_surfaces;
6267 rsurface.vertex3f = rsurface.modelvertex3f;
6268 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6269 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6270 rsurface.svector3f = rsurface.modelsvector3f;
6271 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6272 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6273 rsurface.tvector3f = rsurface.modeltvector3f;
6274 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6275 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6276 rsurface.normal3f = rsurface.modelnormal3f;
6277 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6278 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6279 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6282 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6284 rsurface.entity = r_refdef.scene.worldentity;
6285 rsurface.skeleton = NULL;
6286 rsurface.ent_skinnum = 0;
6287 rsurface.ent_qwskin = -1;
6288 rsurface.ent_shadertime = shadertime;
6289 Vector4Set(rsurface.ent_color, r, g, b, a);
6290 rsurface.ent_flags = entflags;
6291 rsurface.modelnum_vertices = numvertices;
6292 rsurface.modelnum_triangles = numtriangles;
6293 if (rsurface.array_size < rsurface.modelnum_vertices)
6294 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6295 rsurface.matrix = *matrix;
6296 rsurface.inversematrix = *inversematrix;
6297 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6298 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6299 R_Mesh_Matrix(&rsurface.matrix);
6300 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6301 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6302 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6303 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6304 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6305 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6306 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6307 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6308 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6309 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6310 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6311 VectorSet(rsurface.glowmod, 1, 1, 1);
6312 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6313 rsurface.frameblend[0].lerp = 1;
6314 rsurface.ent_alttextures = false;
6315 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6316 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6319 rsurface.modelvertex3f = vertex3f;
6320 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6321 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6322 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6324 else if (wantnormals)
6326 rsurface.modelvertex3f = vertex3f;
6327 rsurface.modelsvector3f = NULL;
6328 rsurface.modeltvector3f = NULL;
6329 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6333 rsurface.modelvertex3f = vertex3f;
6334 rsurface.modelsvector3f = NULL;
6335 rsurface.modeltvector3f = NULL;
6336 rsurface.modelnormal3f = NULL;
6338 rsurface.modelvertex3f_bufferobject = 0;
6339 rsurface.modelvertex3f_bufferoffset = 0;
6340 rsurface.modelsvector3f_bufferobject = 0;
6341 rsurface.modelsvector3f_bufferoffset = 0;
6342 rsurface.modeltvector3f_bufferobject = 0;
6343 rsurface.modeltvector3f_bufferoffset = 0;
6344 rsurface.modelnormal3f_bufferobject = 0;
6345 rsurface.modelnormal3f_bufferoffset = 0;
6346 rsurface.generatedvertex = true;
6347 rsurface.modellightmapcolor4f = color4f;
6348 rsurface.modellightmapcolor4f_bufferobject = 0;
6349 rsurface.modellightmapcolor4f_bufferoffset = 0;
6350 rsurface.modeltexcoordtexture2f = texcoord2f;
6351 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6352 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6353 rsurface.modeltexcoordlightmap2f = NULL;
6354 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6355 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6356 rsurface.modelelement3i = element3i;
6357 rsurface.modelelement3s = element3s;
6358 rsurface.modelelement3i_bufferobject = 0;
6359 rsurface.modelelement3s_bufferobject = 0;
6360 rsurface.modellightmapoffsets = NULL;
6361 rsurface.modelsurfaces = NULL;
6362 rsurface.vertex3f = rsurface.modelvertex3f;
6363 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6364 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6365 rsurface.svector3f = rsurface.modelsvector3f;
6366 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6367 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6368 rsurface.tvector3f = rsurface.modeltvector3f;
6369 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6370 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6371 rsurface.normal3f = rsurface.modelnormal3f;
6372 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6373 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6374 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6376 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6378 if ((wantnormals || wanttangents) && !normal3f)
6379 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6380 if (wanttangents && !svector3f)
6381 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 != 0);
6385 float RSurf_FogPoint(const float *v)
6387 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6388 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6389 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6390 float FogHeightFade = r_refdef.fogheightfade;
6392 unsigned int fogmasktableindex;
6393 if (r_refdef.fogplaneviewabove)
6394 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6396 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6397 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6398 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6401 float RSurf_FogVertex(const float *v)
6403 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6404 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6405 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6406 float FogHeightFade = rsurface.fogheightfade;
6408 unsigned int fogmasktableindex;
6409 if (r_refdef.fogplaneviewabove)
6410 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6412 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6413 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6414 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6417 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6418 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6421 int texturesurfaceindex;
6426 const float *v1, *in_tc;
6428 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6430 q3shaderinfo_deform_t *deform;
6431 // 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
6432 if (rsurface.generatedvertex)
6434 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6435 generatenormals = true;
6436 for (i = 0;i < Q3MAXDEFORMS;i++)
6438 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6440 generatetangents = true;
6441 generatenormals = true;
6443 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6444 generatenormals = true;
6446 if (generatenormals && !rsurface.modelnormal3f)
6448 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6449 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6450 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6451 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6453 if (generatetangents && !rsurface.modelsvector3f)
6455 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6456 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6457 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6458 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6459 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6460 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6461 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 != 0);
6464 rsurface.vertex3f = rsurface.modelvertex3f;
6465 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6466 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6467 rsurface.svector3f = rsurface.modelsvector3f;
6468 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6469 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6470 rsurface.tvector3f = rsurface.modeltvector3f;
6471 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6472 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6473 rsurface.normal3f = rsurface.modelnormal3f;
6474 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6475 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6476 // if vertices are deformed (sprite flares and things in maps, possibly
6477 // water waves, bulges and other deformations), generate them into
6478 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6479 // (may be static model data or generated data for an animated model, or
6480 // the previous deform pass)
6481 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6483 switch (deform->deform)
6486 case Q3DEFORM_PROJECTIONSHADOW:
6487 case Q3DEFORM_TEXT0:
6488 case Q3DEFORM_TEXT1:
6489 case Q3DEFORM_TEXT2:
6490 case Q3DEFORM_TEXT3:
6491 case Q3DEFORM_TEXT4:
6492 case Q3DEFORM_TEXT5:
6493 case Q3DEFORM_TEXT6:
6494 case Q3DEFORM_TEXT7:
6497 case Q3DEFORM_AUTOSPRITE:
6498 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6499 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6500 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6501 VectorNormalize(newforward);
6502 VectorNormalize(newright);
6503 VectorNormalize(newup);
6504 // make deformed versions of only the model vertices used by the specified surfaces
6505 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6507 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6508 // a single autosprite surface can contain multiple sprites...
6509 for (j = 0;j < surface->num_vertices - 3;j += 4)
6511 VectorClear(center);
6512 for (i = 0;i < 4;i++)
6513 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6514 VectorScale(center, 0.25f, center);
6515 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6516 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6517 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6518 for (i = 0;i < 4;i++)
6520 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6521 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6524 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 != 0);
6525 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 != 0);
6527 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6528 rsurface.vertex3f_bufferobject = 0;
6529 rsurface.vertex3f_bufferoffset = 0;
6530 rsurface.svector3f = rsurface.array_deformedsvector3f;
6531 rsurface.svector3f_bufferobject = 0;
6532 rsurface.svector3f_bufferoffset = 0;
6533 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6534 rsurface.tvector3f_bufferobject = 0;
6535 rsurface.tvector3f_bufferoffset = 0;
6536 rsurface.normal3f = rsurface.array_deformednormal3f;
6537 rsurface.normal3f_bufferobject = 0;
6538 rsurface.normal3f_bufferoffset = 0;
6540 case Q3DEFORM_AUTOSPRITE2:
6541 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6542 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6543 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6544 VectorNormalize(newforward);
6545 VectorNormalize(newright);
6546 VectorNormalize(newup);
6547 // make deformed versions of only the model vertices used by the specified surfaces
6548 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6550 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6551 const float *v1, *v2;
6561 memset(shortest, 0, sizeof(shortest));
6562 // a single autosprite surface can contain multiple sprites...
6563 for (j = 0;j < surface->num_vertices - 3;j += 4)
6565 VectorClear(center);
6566 for (i = 0;i < 4;i++)
6567 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6568 VectorScale(center, 0.25f, center);
6569 // find the two shortest edges, then use them to define the
6570 // axis vectors for rotating around the central axis
6571 for (i = 0;i < 6;i++)
6573 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6574 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6576 Debug_PolygonBegin(NULL, 0);
6577 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6578 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);
6579 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6582 l = VectorDistance2(v1, v2);
6583 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6585 l += (1.0f / 1024.0f);
6586 if (shortest[0].length2 > l || i == 0)
6588 shortest[1] = shortest[0];
6589 shortest[0].length2 = l;
6590 shortest[0].v1 = v1;
6591 shortest[0].v2 = v2;
6593 else if (shortest[1].length2 > l || i == 1)
6595 shortest[1].length2 = l;
6596 shortest[1].v1 = v1;
6597 shortest[1].v2 = v2;
6600 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6601 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6603 Debug_PolygonBegin(NULL, 0);
6604 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6605 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);
6606 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6609 // this calculates the right vector from the shortest edge
6610 // and the up vector from the edge midpoints
6611 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6612 VectorNormalize(right);
6613 VectorSubtract(end, start, up);
6614 VectorNormalize(up);
6615 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6616 VectorSubtract(rsurface.localvieworigin, center, forward);
6617 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6618 VectorNegate(forward, forward);
6619 VectorReflect(forward, 0, up, forward);
6620 VectorNormalize(forward);
6621 CrossProduct(up, forward, newright);
6622 VectorNormalize(newright);
6624 Debug_PolygonBegin(NULL, 0);
6625 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);
6626 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6627 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6631 Debug_PolygonBegin(NULL, 0);
6632 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6633 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6634 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6637 // rotate the quad around the up axis vector, this is made
6638 // especially easy by the fact we know the quad is flat,
6639 // so we only have to subtract the center position and
6640 // measure distance along the right vector, and then
6641 // multiply that by the newright vector and add back the
6643 // we also need to subtract the old position to undo the
6644 // displacement from the center, which we do with a
6645 // DotProduct, the subtraction/addition of center is also
6646 // optimized into DotProducts here
6647 l = DotProduct(right, center);
6648 for (i = 0;i < 4;i++)
6650 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6651 f = DotProduct(right, v1) - l;
6652 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6655 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 != 0);
6656 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 != 0);
6658 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6659 rsurface.vertex3f_bufferobject = 0;
6660 rsurface.vertex3f_bufferoffset = 0;
6661 rsurface.svector3f = rsurface.array_deformedsvector3f;
6662 rsurface.svector3f_bufferobject = 0;
6663 rsurface.svector3f_bufferoffset = 0;
6664 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6665 rsurface.tvector3f_bufferobject = 0;
6666 rsurface.tvector3f_bufferoffset = 0;
6667 rsurface.normal3f = rsurface.array_deformednormal3f;
6668 rsurface.normal3f_bufferobject = 0;
6669 rsurface.normal3f_bufferoffset = 0;
6671 case Q3DEFORM_NORMAL:
6672 // deform the normals to make reflections wavey
6673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6676 for (j = 0;j < surface->num_vertices;j++)
6679 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6680 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6681 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6682 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6683 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6684 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6685 VectorNormalize(normal);
6687 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 != 0);
6689 rsurface.svector3f = rsurface.array_deformedsvector3f;
6690 rsurface.svector3f_bufferobject = 0;
6691 rsurface.svector3f_bufferoffset = 0;
6692 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6693 rsurface.tvector3f_bufferobject = 0;
6694 rsurface.tvector3f_bufferoffset = 0;
6695 rsurface.normal3f = rsurface.array_deformednormal3f;
6696 rsurface.normal3f_bufferobject = 0;
6697 rsurface.normal3f_bufferoffset = 0;
6700 // deform vertex array to make wavey water and flags and such
6701 waveparms[0] = deform->waveparms[0];
6702 waveparms[1] = deform->waveparms[1];
6703 waveparms[2] = deform->waveparms[2];
6704 waveparms[3] = deform->waveparms[3];
6705 // this is how a divisor of vertex influence on deformation
6706 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6707 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6708 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6710 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6711 for (j = 0;j < surface->num_vertices;j++)
6713 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6714 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6715 // if the wavefunc depends on time, evaluate it per-vertex
6718 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6719 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6721 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6724 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6725 rsurface.vertex3f_bufferobject = 0;
6726 rsurface.vertex3f_bufferoffset = 0;
6728 case Q3DEFORM_BULGE:
6729 // deform vertex array to make the surface have moving bulges
6730 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6732 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6733 for (j = 0;j < surface->num_vertices;j++)
6735 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6736 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6739 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6740 rsurface.vertex3f_bufferobject = 0;
6741 rsurface.vertex3f_bufferoffset = 0;
6744 // deform vertex array
6745 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6746 VectorScale(deform->parms, scale, waveparms);
6747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6749 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6750 for (j = 0;j < surface->num_vertices;j++)
6751 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6753 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6754 rsurface.vertex3f_bufferobject = 0;
6755 rsurface.vertex3f_bufferoffset = 0;
6759 // generate texcoords based on the chosen texcoord source
6760 switch(rsurface.texture->tcgen.tcgen)
6763 case Q3TCGEN_TEXTURE:
6764 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6765 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6766 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6768 case Q3TCGEN_LIGHTMAP:
6769 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6770 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6771 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6773 case Q3TCGEN_VECTOR:
6774 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6776 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6777 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)
6779 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6780 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6783 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6784 rsurface.texcoordtexture2f_bufferobject = 0;
6785 rsurface.texcoordtexture2f_bufferoffset = 0;
6787 case Q3TCGEN_ENVIRONMENT:
6788 // make environment reflections using a spheremap
6789 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6791 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6792 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6793 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6794 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6795 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6797 // identical to Q3A's method, but executed in worldspace so
6798 // carried models can be shiny too
6800 float viewer[3], d, reflected[3], worldreflected[3];
6802 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6803 // VectorNormalize(viewer);
6805 d = DotProduct(normal, viewer);
6807 reflected[0] = normal[0]*2*d - viewer[0];
6808 reflected[1] = normal[1]*2*d - viewer[1];
6809 reflected[2] = normal[2]*2*d - viewer[2];
6810 // note: this is proportinal to viewer, so we can normalize later
6812 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6813 VectorNormalize(worldreflected);
6815 // note: this sphere map only uses world x and z!
6816 // so positive and negative y will LOOK THE SAME.
6817 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6818 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6821 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6822 rsurface.texcoordtexture2f_bufferobject = 0;
6823 rsurface.texcoordtexture2f_bufferoffset = 0;
6826 // the only tcmod that needs software vertex processing is turbulent, so
6827 // check for it here and apply the changes if needed
6828 // and we only support that as the first one
6829 // (handling a mixture of turbulent and other tcmods would be problematic
6830 // without punting it entirely to a software path)
6831 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6833 amplitude = rsurface.texture->tcmods[0].parms[1];
6834 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6835 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6837 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6838 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)
6840 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6841 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6844 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6845 rsurface.texcoordtexture2f_bufferobject = 0;
6846 rsurface.texcoordtexture2f_bufferoffset = 0;
6848 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6849 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6850 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6851 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6854 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6857 const msurface_t *surface = texturesurfacelist[0];
6858 const msurface_t *surface2;
6863 // TODO: lock all array ranges before render, rather than on each surface
6864 if (texturenumsurfaces == 1)
6866 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6867 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);
6869 else if (r_batchmode.integer == 2)
6871 #define MAXBATCHTRIANGLES 4096
6872 int batchtriangles = 0;
6873 int batchelements[MAXBATCHTRIANGLES*3];
6874 for (i = 0;i < texturenumsurfaces;i = j)
6876 surface = texturesurfacelist[i];
6878 if (surface->num_triangles > MAXBATCHTRIANGLES)
6880 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);
6883 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6884 batchtriangles = surface->num_triangles;
6885 firstvertex = surface->num_firstvertex;
6886 endvertex = surface->num_firstvertex + surface->num_vertices;
6887 for (;j < texturenumsurfaces;j++)
6889 surface2 = texturesurfacelist[j];
6890 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6892 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6893 batchtriangles += surface2->num_triangles;
6894 firstvertex = min(firstvertex, surface2->num_firstvertex);
6895 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6897 surface2 = texturesurfacelist[j-1];
6898 numvertices = endvertex - firstvertex;
6899 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6902 else if (r_batchmode.integer == 1)
6904 for (i = 0;i < texturenumsurfaces;i = j)
6906 surface = texturesurfacelist[i];
6907 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6908 if (texturesurfacelist[j] != surface2)
6910 surface2 = texturesurfacelist[j-1];
6911 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6912 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6913 GL_LockArrays(surface->num_firstvertex, numvertices);
6914 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6919 for (i = 0;i < texturenumsurfaces;i++)
6921 surface = texturesurfacelist[i];
6922 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6923 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);
6928 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6930 int i, planeindex, vertexindex;
6934 r_waterstate_waterplane_t *p, *bestp;
6935 const msurface_t *surface;
6936 if (r_waterstate.renderingscene)
6938 for (i = 0;i < texturenumsurfaces;i++)
6940 surface = texturesurfacelist[i];
6941 if (lightmaptexunit >= 0)
6942 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6943 if (deluxemaptexunit >= 0)
6944 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6945 // pick the closest matching water plane
6948 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6951 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6953 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6954 d += fabs(PlaneDiff(vert, &p->plane));
6956 if (bestd > d || !bestp)
6964 if (refractiontexunit >= 0)
6965 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6966 if (reflectiontexunit >= 0)
6967 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6971 if (refractiontexunit >= 0)
6972 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6973 if (reflectiontexunit >= 0)
6974 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6976 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6977 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);
6981 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6985 const msurface_t *surface = texturesurfacelist[0];
6986 const msurface_t *surface2;
6991 // TODO: lock all array ranges before render, rather than on each surface
6992 if (texturenumsurfaces == 1)
6994 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6995 if (deluxemaptexunit >= 0)
6996 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6997 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6998 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);
7000 else if (r_batchmode.integer == 2)
7002 #define MAXBATCHTRIANGLES 4096
7003 int batchtriangles = 0;
7004 int batchelements[MAXBATCHTRIANGLES*3];
7005 for (i = 0;i < texturenumsurfaces;i = j)
7007 surface = texturesurfacelist[i];
7008 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7009 if (deluxemaptexunit >= 0)
7010 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7012 if (surface->num_triangles > MAXBATCHTRIANGLES)
7014 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);
7017 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7018 batchtriangles = surface->num_triangles;
7019 firstvertex = surface->num_firstvertex;
7020 endvertex = surface->num_firstvertex + surface->num_vertices;
7021 for (;j < texturenumsurfaces;j++)
7023 surface2 = texturesurfacelist[j];
7024 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7026 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7027 batchtriangles += surface2->num_triangles;
7028 firstvertex = min(firstvertex, surface2->num_firstvertex);
7029 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7031 surface2 = texturesurfacelist[j-1];
7032 numvertices = endvertex - firstvertex;
7033 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7036 else if (r_batchmode.integer == 1)
7039 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7040 for (i = 0;i < texturenumsurfaces;i = j)
7042 surface = texturesurfacelist[i];
7043 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7044 if (texturesurfacelist[j] != surface2)
7046 Con_Printf(" %i", j - i);
7049 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7051 for (i = 0;i < texturenumsurfaces;i = j)
7053 surface = texturesurfacelist[i];
7054 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7055 if (deluxemaptexunit >= 0)
7056 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7057 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7058 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7061 Con_Printf(" %i", j - i);
7063 surface2 = texturesurfacelist[j-1];
7064 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7065 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7066 GL_LockArrays(surface->num_firstvertex, numvertices);
7067 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7075 for (i = 0;i < texturenumsurfaces;i++)
7077 surface = texturesurfacelist[i];
7078 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7079 if (deluxemaptexunit >= 0)
7080 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7081 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7082 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);
7087 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7090 int texturesurfaceindex;
7091 if (r_showsurfaces.integer == 2)
7093 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7095 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7096 for (j = 0;j < surface->num_triangles;j++)
7098 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7099 GL_Color(f, f, f, 1);
7100 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7106 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7108 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7109 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7110 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);
7111 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7112 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);
7117 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7119 int texturesurfaceindex;
7123 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7125 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7126 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)
7134 rsurface.lightmapcolor4f = rsurface.array_color4f;
7135 rsurface.lightmapcolor4f_bufferobject = 0;
7136 rsurface.lightmapcolor4f_bufferoffset = 0;
7139 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7141 int texturesurfaceindex;
7147 if (rsurface.lightmapcolor4f)
7149 // generate color arrays for the surfaces in this list
7150 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7152 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7153 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)
7155 f = RSurf_FogVertex(v);
7165 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7167 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7168 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)
7170 f = RSurf_FogVertex(v);
7178 rsurface.lightmapcolor4f = rsurface.array_color4f;
7179 rsurface.lightmapcolor4f_bufferobject = 0;
7180 rsurface.lightmapcolor4f_bufferoffset = 0;
7183 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7185 int texturesurfaceindex;
7191 if (!rsurface.lightmapcolor4f)
7193 // generate color arrays for the surfaces in this list
7194 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7196 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7197 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)
7199 f = RSurf_FogVertex(v);
7200 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7201 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7202 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7206 rsurface.lightmapcolor4f = rsurface.array_color4f;
7207 rsurface.lightmapcolor4f_bufferobject = 0;
7208 rsurface.lightmapcolor4f_bufferoffset = 0;
7211 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7213 int texturesurfaceindex;
7217 if (!rsurface.lightmapcolor4f)
7219 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7221 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7222 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)
7230 rsurface.lightmapcolor4f = rsurface.array_color4f;
7231 rsurface.lightmapcolor4f_bufferobject = 0;
7232 rsurface.lightmapcolor4f_bufferoffset = 0;
7235 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7237 int texturesurfaceindex;
7241 if (!rsurface.lightmapcolor4f)
7243 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7245 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7246 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)
7248 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7249 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7250 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7254 rsurface.lightmapcolor4f = rsurface.array_color4f;
7255 rsurface.lightmapcolor4f_bufferobject = 0;
7256 rsurface.lightmapcolor4f_bufferoffset = 0;
7259 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7262 rsurface.lightmapcolor4f = NULL;
7263 rsurface.lightmapcolor4f_bufferobject = 0;
7264 rsurface.lightmapcolor4f_bufferoffset = 0;
7265 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7266 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7267 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7268 GL_Color(r, g, b, a);
7269 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7272 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7274 // TODO: optimize applyfog && applycolor case
7275 // just apply fog if necessary, and tint the fog color array if necessary
7276 rsurface.lightmapcolor4f = NULL;
7277 rsurface.lightmapcolor4f_bufferobject = 0;
7278 rsurface.lightmapcolor4f_bufferoffset = 0;
7279 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7280 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7281 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7282 GL_Color(r, g, b, a);
7283 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7286 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7288 int texturesurfaceindex;
7292 if (texturesurfacelist[0]->lightmapinfo)
7294 // generate color arrays for the surfaces in this list
7295 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7297 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7298 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7300 if (surface->lightmapinfo->samples)
7302 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7303 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7304 VectorScale(lm, scale, c);
7305 if (surface->lightmapinfo->styles[1] != 255)
7307 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7309 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7310 VectorMA(c, scale, lm, c);
7311 if (surface->lightmapinfo->styles[2] != 255)
7314 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7315 VectorMA(c, scale, lm, c);
7316 if (surface->lightmapinfo->styles[3] != 255)
7319 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7320 VectorMA(c, scale, lm, c);
7330 rsurface.lightmapcolor4f = rsurface.array_color4f;
7331 rsurface.lightmapcolor4f_bufferobject = 0;
7332 rsurface.lightmapcolor4f_bufferoffset = 0;
7336 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7337 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7338 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7340 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7341 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7342 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7343 GL_Color(r, g, b, a);
7344 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7347 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7349 int texturesurfaceindex;
7356 vec3_t ambientcolor;
7357 vec3_t diffusecolor;
7361 VectorCopy(rsurface.modellight_lightdir, lightdir);
7362 f = 0.5f * r_refdef.lightmapintensity;
7363 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7364 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7365 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7366 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7367 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7368 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7370 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7372 // generate color arrays for the surfaces in this list
7373 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7375 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7376 int numverts = surface->num_vertices;
7377 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7378 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7379 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7380 // q3-style directional shading
7381 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7383 if ((f = DotProduct(n, lightdir)) > 0)
7384 VectorMA(ambientcolor, f, diffusecolor, c);
7386 VectorCopy(ambientcolor, c);
7394 rsurface.lightmapcolor4f = rsurface.array_color4f;
7395 rsurface.lightmapcolor4f_bufferobject = 0;
7396 rsurface.lightmapcolor4f_bufferoffset = 0;
7397 *applycolor = false;
7401 *r = ambientcolor[0];
7402 *g = ambientcolor[1];
7403 *b = ambientcolor[2];
7404 rsurface.lightmapcolor4f = NULL;
7405 rsurface.lightmapcolor4f_bufferobject = 0;
7406 rsurface.lightmapcolor4f_bufferoffset = 0;
7410 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7412 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7413 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7414 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7415 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7416 GL_Color(r, g, b, a);
7417 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7420 void RSurf_SetupDepthAndCulling(void)
7422 // submodels are biased to avoid z-fighting with world surfaces that they
7423 // may be exactly overlapping (avoids z-fighting artifacts on certain
7424 // doors and things in Quake maps)
7425 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7426 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7427 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7428 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7431 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7433 // transparent sky would be ridiculous
7434 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7436 R_SetupGenericShader(false);
7437 skyrenderlater = true;
7438 RSurf_SetupDepthAndCulling();
7440 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7441 // skymasking on them, and Quake3 never did sky masking (unlike
7442 // software Quake and software Quake2), so disable the sky masking
7443 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7444 // and skymasking also looks very bad when noclipping outside the
7445 // level, so don't use it then either.
7446 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7448 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7449 R_Mesh_ColorPointer(NULL, 0, 0);
7450 R_Mesh_ResetTextureState();
7451 if (skyrendermasked)
7453 R_SetupDepthOrShadowShader();
7454 // depth-only (masking)
7455 GL_ColorMask(0,0,0,0);
7456 // just to make sure that braindead drivers don't draw
7457 // anything despite that colormask...
7458 GL_BlendFunc(GL_ZERO, GL_ONE);
7462 R_SetupGenericShader(false);
7464 GL_BlendFunc(GL_ONE, GL_ZERO);
7466 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7467 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7468 if (skyrendermasked)
7469 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7471 R_Mesh_ResetTextureState();
7472 GL_Color(1, 1, 1, 1);
7475 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7477 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7480 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7481 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7482 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7483 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7484 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7485 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7486 if (rsurface.texture->backgroundcurrentskinframe)
7488 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7489 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7490 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7491 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7493 if(rsurface.texture->colormapping)
7495 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7496 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7498 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7499 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7500 R_Mesh_ColorPointer(NULL, 0, 0);
7502 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7504 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7506 // render background
7507 GL_BlendFunc(GL_ONE, GL_ZERO);
7509 GL_AlphaTest(false);
7511 GL_Color(1, 1, 1, 1);
7512 R_Mesh_ColorPointer(NULL, 0, 0);
7514 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7515 if (r_glsl_permutation)
7517 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7518 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7519 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7520 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7521 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7522 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7523 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);
7525 GL_LockArrays(0, 0);
7527 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7528 GL_DepthMask(false);
7529 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7530 R_Mesh_ColorPointer(NULL, 0, 0);
7532 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7533 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7534 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7537 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7538 if (!r_glsl_permutation)
7541 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7542 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7543 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7544 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7545 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7546 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7548 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7550 GL_BlendFunc(GL_ONE, GL_ZERO);
7552 GL_AlphaTest(false);
7556 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7557 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7558 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7561 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7563 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7564 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);
7566 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7570 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7571 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);
7573 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7575 GL_LockArrays(0, 0);
7578 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7580 // OpenGL 1.3 path - anything not completely ancient
7581 int texturesurfaceindex;
7582 qboolean applycolor;
7586 const texturelayer_t *layer;
7587 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7589 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7592 int layertexrgbscale;
7593 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7595 if (layerindex == 0)
7599 GL_AlphaTest(false);
7600 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7603 GL_DepthMask(layer->depthmask && writedepth);
7604 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7605 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7607 layertexrgbscale = 4;
7608 VectorScale(layer->color, 0.25f, layercolor);
7610 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7612 layertexrgbscale = 2;
7613 VectorScale(layer->color, 0.5f, layercolor);
7617 layertexrgbscale = 1;
7618 VectorScale(layer->color, 1.0f, layercolor);
7620 layercolor[3] = layer->color[3];
7621 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7622 R_Mesh_ColorPointer(NULL, 0, 0);
7623 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7624 switch (layer->type)
7626 case TEXTURELAYERTYPE_LITTEXTURE:
7627 memset(&m, 0, sizeof(m));
7628 m.tex[0] = R_GetTexture(r_texture_white);
7629 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7630 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7631 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7632 m.tex[1] = R_GetTexture(layer->texture);
7633 m.texmatrix[1] = layer->texmatrix;
7634 m.texrgbscale[1] = layertexrgbscale;
7635 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7636 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7637 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7638 R_Mesh_TextureState(&m);
7639 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7640 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7641 else if (rsurface.uselightmaptexture)
7642 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7644 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7646 case TEXTURELAYERTYPE_TEXTURE:
7647 memset(&m, 0, sizeof(m));
7648 m.tex[0] = R_GetTexture(layer->texture);
7649 m.texmatrix[0] = layer->texmatrix;
7650 m.texrgbscale[0] = layertexrgbscale;
7651 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7652 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7653 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7654 R_Mesh_TextureState(&m);
7655 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7657 case TEXTURELAYERTYPE_FOG:
7658 memset(&m, 0, sizeof(m));
7659 m.texrgbscale[0] = layertexrgbscale;
7662 m.tex[0] = R_GetTexture(layer->texture);
7663 m.texmatrix[0] = layer->texmatrix;
7664 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7665 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7666 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7668 R_Mesh_TextureState(&m);
7669 // generate a color array for the fog pass
7670 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7671 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7677 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7678 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)
7680 f = 1 - RSurf_FogVertex(v);
7681 c[0] = layercolor[0];
7682 c[1] = layercolor[1];
7683 c[2] = layercolor[2];
7684 c[3] = f * layercolor[3];
7687 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7690 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7692 GL_LockArrays(0, 0);
7695 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7697 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7698 GL_AlphaTest(false);
7702 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7704 // OpenGL 1.1 - crusty old voodoo path
7705 int texturesurfaceindex;
7709 const texturelayer_t *layer;
7710 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7712 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7714 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7716 if (layerindex == 0)
7720 GL_AlphaTest(false);
7721 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7724 GL_DepthMask(layer->depthmask && writedepth);
7725 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7726 R_Mesh_ColorPointer(NULL, 0, 0);
7727 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7728 switch (layer->type)
7730 case TEXTURELAYERTYPE_LITTEXTURE:
7731 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7733 // two-pass lit texture with 2x rgbscale
7734 // first the lightmap pass
7735 memset(&m, 0, sizeof(m));
7736 m.tex[0] = R_GetTexture(r_texture_white);
7737 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7738 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7739 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7740 R_Mesh_TextureState(&m);
7741 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7742 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7743 else if (rsurface.uselightmaptexture)
7744 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7746 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7747 GL_LockArrays(0, 0);
7748 // then apply the texture to it
7749 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7750 memset(&m, 0, sizeof(m));
7751 m.tex[0] = R_GetTexture(layer->texture);
7752 m.texmatrix[0] = layer->texmatrix;
7753 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7754 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7755 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7756 R_Mesh_TextureState(&m);
7757 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);
7761 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7762 memset(&m, 0, sizeof(m));
7763 m.tex[0] = R_GetTexture(layer->texture);
7764 m.texmatrix[0] = layer->texmatrix;
7765 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7766 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7767 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7768 R_Mesh_TextureState(&m);
7769 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7770 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);
7772 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);
7775 case TEXTURELAYERTYPE_TEXTURE:
7776 // singletexture unlit texture with transparency support
7777 memset(&m, 0, sizeof(m));
7778 m.tex[0] = R_GetTexture(layer->texture);
7779 m.texmatrix[0] = layer->texmatrix;
7780 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7781 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7782 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7783 R_Mesh_TextureState(&m);
7784 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);
7786 case TEXTURELAYERTYPE_FOG:
7787 // singletexture fogging
7788 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7791 memset(&m, 0, sizeof(m));
7792 m.tex[0] = R_GetTexture(layer->texture);
7793 m.texmatrix[0] = layer->texmatrix;
7794 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7795 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7796 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7797 R_Mesh_TextureState(&m);
7800 R_Mesh_ResetTextureState();
7801 // generate a color array for the fog pass
7802 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7808 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7809 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)
7811 f = 1 - RSurf_FogVertex(v);
7812 c[0] = layer->color[0];
7813 c[1] = layer->color[1];
7814 c[2] = layer->color[2];
7815 c[3] = f * layer->color[3];
7818 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7821 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7823 GL_LockArrays(0, 0);
7826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7828 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7829 GL_AlphaTest(false);
7833 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7837 GL_AlphaTest(false);
7838 R_Mesh_ColorPointer(NULL, 0, 0);
7839 R_Mesh_ResetTextureState();
7840 R_SetupGenericShader(false);
7842 if(rsurface.texture && rsurface.texture->currentskinframe)
7844 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7845 c[3] *= rsurface.texture->currentalpha;
7855 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7857 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7858 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7859 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7862 // brighten it up (as texture value 127 means "unlit")
7863 c[0] *= 2 * r_refdef.view.colorscale;
7864 c[1] *= 2 * r_refdef.view.colorscale;
7865 c[2] *= 2 * r_refdef.view.colorscale;
7867 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7868 c[3] *= r_wateralpha.value;
7870 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7872 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7873 GL_DepthMask(false);
7875 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7877 GL_BlendFunc(GL_ONE, GL_ONE);
7878 GL_DepthMask(false);
7880 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7882 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7883 GL_DepthMask(false);
7885 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7887 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7888 GL_DepthMask(false);
7892 GL_BlendFunc(GL_ONE, GL_ZERO);
7893 GL_DepthMask(writedepth);
7896 rsurface.lightmapcolor4f = NULL;
7898 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7900 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7902 rsurface.lightmapcolor4f = NULL;
7903 rsurface.lightmapcolor4f_bufferobject = 0;
7904 rsurface.lightmapcolor4f_bufferoffset = 0;
7906 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7908 qboolean applycolor = true;
7911 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7913 r_refdef.lightmapintensity = 1;
7914 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7915 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7919 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7921 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7922 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7923 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7926 if(!rsurface.lightmapcolor4f)
7927 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7929 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7930 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7931 if(r_refdef.fogenabled)
7932 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7934 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7935 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7938 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7941 RSurf_SetupDepthAndCulling();
7942 if (r_showsurfaces.integer == 3)
7944 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7947 switch (vid.renderpath)
7949 case RENDERPATH_GL20:
7950 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7952 case RENDERPATH_GL13:
7953 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7955 case RENDERPATH_GL11:
7956 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7962 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7965 RSurf_SetupDepthAndCulling();
7966 if (r_showsurfaces.integer == 3)
7968 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7971 switch (vid.renderpath)
7973 case RENDERPATH_GL20:
7974 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7976 case RENDERPATH_GL13:
7977 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7979 case RENDERPATH_GL11:
7980 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7986 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7989 int texturenumsurfaces, endsurface;
7991 const msurface_t *surface;
7992 const msurface_t *texturesurfacelist[1024];
7994 // if the model is static it doesn't matter what value we give for
7995 // wantnormals and wanttangents, so this logic uses only rules applicable
7996 // to a model, knowing that they are meaningless otherwise
7997 if (ent == r_refdef.scene.worldentity)
7998 RSurf_ActiveWorldEntity();
7999 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8000 RSurf_ActiveModelEntity(ent, false, false);
8003 switch (vid.renderpath)
8005 case RENDERPATH_GL20:
8006 RSurf_ActiveModelEntity(ent, true, true);
8008 case RENDERPATH_GL13:
8009 case RENDERPATH_GL11:
8010 RSurf_ActiveModelEntity(ent, true, false);
8015 for (i = 0;i < numsurfaces;i = j)
8018 surface = rsurface.modelsurfaces + surfacelist[i];
8019 texture = surface->texture;
8020 rsurface.texture = R_GetCurrentTexture(texture);
8021 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8022 // scan ahead until we find a different texture
8023 endsurface = min(i + 1024, numsurfaces);
8024 texturenumsurfaces = 0;
8025 texturesurfacelist[texturenumsurfaces++] = surface;
8026 for (;j < endsurface;j++)
8028 surface = rsurface.modelsurfaces + surfacelist[j];
8029 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8031 texturesurfacelist[texturenumsurfaces++] = surface;
8033 // render the range of surfaces
8034 if (ent == r_refdef.scene.worldentity)
8035 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8037 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8039 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8040 GL_AlphaTest(false);
8043 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8045 const entity_render_t *queueentity = r_refdef.scene.worldentity;
8049 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8051 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8053 RSurf_SetupDepthAndCulling();
8054 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8055 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8057 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8059 RSurf_SetupDepthAndCulling();
8060 GL_AlphaTest(false);
8061 R_Mesh_ColorPointer(NULL, 0, 0);
8062 R_Mesh_ResetTextureState();
8063 R_SetupGenericShader(false);
8064 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8066 GL_BlendFunc(GL_ONE, GL_ZERO);
8067 GL_Color(0, 0, 0, 1);
8068 GL_DepthTest(writedepth);
8069 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8071 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8073 RSurf_SetupDepthAndCulling();
8074 GL_AlphaTest(false);
8075 R_Mesh_ColorPointer(NULL, 0, 0);
8076 R_Mesh_ResetTextureState();
8077 R_SetupGenericShader(false);
8078 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8080 GL_BlendFunc(GL_ONE, GL_ZERO);
8082 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8084 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8085 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8086 else if (!rsurface.texture->currentnumlayers)
8088 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8090 // transparent surfaces get pushed off into the transparent queue
8091 int surfacelistindex;
8092 const msurface_t *surface;
8093 vec3_t tempcenter, center;
8094 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8096 surface = texturesurfacelist[surfacelistindex];
8097 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8098 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8099 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8100 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8101 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8106 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8107 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8112 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8116 // break the surface list down into batches by texture and use of lightmapping
8117 for (i = 0;i < numsurfaces;i = j)
8120 // texture is the base texture pointer, rsurface.texture is the
8121 // current frame/skin the texture is directing us to use (for example
8122 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8123 // use skin 1 instead)
8124 texture = surfacelist[i]->texture;
8125 rsurface.texture = R_GetCurrentTexture(texture);
8126 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8127 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8129 // if this texture is not the kind we want, skip ahead to the next one
8130 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8134 // simply scan ahead until we find a different texture or lightmap state
8135 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8137 // render the range of surfaces
8138 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8142 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8147 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8149 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8151 RSurf_SetupDepthAndCulling();
8152 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8153 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8155 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8157 RSurf_SetupDepthAndCulling();
8158 GL_AlphaTest(false);
8159 R_Mesh_ColorPointer(NULL, 0, 0);
8160 R_Mesh_ResetTextureState();
8161 R_SetupGenericShader(false);
8162 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8164 GL_BlendFunc(GL_ONE, GL_ZERO);
8165 GL_Color(0, 0, 0, 1);
8166 GL_DepthTest(writedepth);
8167 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8169 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8171 RSurf_SetupDepthAndCulling();
8172 GL_AlphaTest(false);
8173 R_Mesh_ColorPointer(NULL, 0, 0);
8174 R_Mesh_ResetTextureState();
8175 R_SetupGenericShader(false);
8176 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8178 GL_BlendFunc(GL_ONE, GL_ZERO);
8180 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8182 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8183 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8184 else if (!rsurface.texture->currentnumlayers)
8186 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8188 // transparent surfaces get pushed off into the transparent queue
8189 int surfacelistindex;
8190 const msurface_t *surface;
8191 vec3_t tempcenter, center;
8192 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8194 surface = texturesurfacelist[surfacelistindex];
8195 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8196 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8197 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8198 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8199 if (queueentity->transparent_offset) // transparent offset
8201 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8202 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8203 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8205 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8210 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8211 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8216 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8220 // break the surface list down into batches by texture and use of lightmapping
8221 for (i = 0;i < numsurfaces;i = j)
8224 // texture is the base texture pointer, rsurface.texture is the
8225 // current frame/skin the texture is directing us to use (for example
8226 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8227 // use skin 1 instead)
8228 texture = surfacelist[i]->texture;
8229 rsurface.texture = R_GetCurrentTexture(texture);
8230 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8231 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8233 // if this texture is not the kind we want, skip ahead to the next one
8234 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8238 // simply scan ahead until we find a different texture or lightmap state
8239 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8241 // render the range of surfaces
8242 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8246 float locboxvertex3f[6*4*3] =
8248 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8249 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8250 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8251 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8252 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8253 1,0,0, 0,0,0, 0,1,0, 1,1,0
8256 unsigned short locboxelements[6*2*3] =
8266 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8269 cl_locnode_t *loc = (cl_locnode_t *)ent;
8271 float vertex3f[6*4*3];
8273 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8274 GL_DepthMask(false);
8275 GL_DepthRange(0, 1);
8276 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8278 GL_CullFace(GL_NONE);
8279 R_Mesh_Matrix(&identitymatrix);
8281 R_Mesh_VertexPointer(vertex3f, 0, 0);
8282 R_Mesh_ColorPointer(NULL, 0, 0);
8283 R_Mesh_ResetTextureState();
8284 R_SetupGenericShader(false);
8287 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8288 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8289 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8290 surfacelist[0] < 0 ? 0.5f : 0.125f);
8292 if (VectorCompare(loc->mins, loc->maxs))
8294 VectorSet(size, 2, 2, 2);
8295 VectorMA(loc->mins, -0.5f, size, mins);
8299 VectorCopy(loc->mins, mins);
8300 VectorSubtract(loc->maxs, loc->mins, size);
8303 for (i = 0;i < 6*4*3;)
8304 for (j = 0;j < 3;j++, i++)
8305 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8307 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8310 void R_DrawLocs(void)
8313 cl_locnode_t *loc, *nearestloc;
8315 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8316 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8318 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8319 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8323 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8325 if (decalsystem->decals)
8326 Mem_Free(decalsystem->decals);
8327 memset(decalsystem, 0, sizeof(*decalsystem));
8330 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8337 // expand or initialize the system
8338 if (decalsystem->maxdecals <= decalsystem->numdecals)
8340 decalsystem_t old = *decalsystem;
8341 qboolean useshortelements;
8342 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8343 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8344 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8345 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8346 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8347 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8348 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8349 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8350 if (decalsystem->numdecals)
8351 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8353 Mem_Free(old.decals);
8354 for (i = 0;i < decalsystem->maxdecals*3;i++)
8355 decalsystem->element3i[i] = i;
8356 if (useshortelements)
8357 for (i = 0;i < decalsystem->maxdecals*3;i++)
8358 decalsystem->element3s[i] = i;
8361 // grab a decal and search for another free slot for the next one
8362 maxdecals = decalsystem->maxdecals;
8363 decals = decalsystem->decals;
8364 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8365 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8367 decalsystem->freedecal = i;
8368 if (decalsystem->numdecals <= i)
8369 decalsystem->numdecals = i + 1;
8371 // initialize the decal
8373 decal->triangleindex = triangleindex;
8374 decal->surfaceindex = surfaceindex;
8375 decal->decalsequence = decalsequence;
8376 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8377 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8378 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8379 decal->color4ub[0][3] = 255;
8380 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8381 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8382 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8383 decal->color4ub[1][3] = 255;
8384 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8385 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8386 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8387 decal->color4ub[2][3] = 255;
8388 decal->vertex3f[0][0] = v0[0];
8389 decal->vertex3f[0][1] = v0[1];
8390 decal->vertex3f[0][2] = v0[2];
8391 decal->vertex3f[1][0] = v1[0];
8392 decal->vertex3f[1][1] = v1[1];
8393 decal->vertex3f[1][2] = v1[2];
8394 decal->vertex3f[2][0] = v2[0];
8395 decal->vertex3f[2][1] = v2[1];
8396 decal->vertex3f[2][2] = v2[2];
8397 decal->texcoord2f[0][0] = t0[0];
8398 decal->texcoord2f[0][1] = t0[1];
8399 decal->texcoord2f[1][0] = t1[0];
8400 decal->texcoord2f[1][1] = t1[1];
8401 decal->texcoord2f[2][0] = t2[0];
8402 decal->texcoord2f[2][1] = t2[1];
8405 extern cvar_t cl_decals_bias;
8406 extern cvar_t cl_decals_models;
8407 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8408 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8410 matrix4x4_t projection;
8411 decalsystem_t *decalsystem;
8414 const float *vertex3f;
8415 const msurface_t *surface;
8416 const msurface_t *surfaces;
8417 const int *surfacelist;
8418 const texture_t *texture;
8422 int surfacelistindex;
8425 int decalsurfaceindex;
8430 float localorigin[3];
8431 float localnormal[3];
8442 float points[2][9][3];
8446 decalsystem = &ent->decalsystem;
8448 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8450 R_DecalSystem_Reset(&ent->decalsystem);
8454 if (!model->brush.data_nodes && !cl_decals_models.integer)
8456 if (decalsystem->model)
8457 R_DecalSystem_Reset(decalsystem);
8461 if (decalsystem->model != model)
8462 R_DecalSystem_Reset(decalsystem);
8463 decalsystem->model = model;
8465 RSurf_ActiveModelEntity(ent, false, false);
8467 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8468 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8469 VectorNormalize(localnormal);
8470 localsize = worldsize*rsurface.inversematrixscale;
8471 ilocalsize = 1.0f / localsize;
8472 localmins[0] = localorigin[0] - localsize;
8473 localmins[1] = localorigin[1] - localsize;
8474 localmins[2] = localorigin[2] - localsize;
8475 localmaxs[0] = localorigin[0] + localsize;
8476 localmaxs[1] = localorigin[1] + localsize;
8477 localmaxs[2] = localorigin[2] + localsize;
8479 //VectorCopy(localnormal, planes[4]);
8480 //VectorVectors(planes[4], planes[2], planes[0]);
8481 AnglesFromVectors(angles, localnormal, NULL, false);
8482 AngleVectors(angles, planes[0], planes[2], planes[4]);
8483 VectorNegate(planes[0], planes[1]);
8484 VectorNegate(planes[2], planes[3]);
8485 VectorNegate(planes[4], planes[5]);
8486 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8487 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8488 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8489 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8490 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8491 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8496 matrix4x4_t forwardprojection;
8497 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8498 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8503 float projectionvector[4][3];
8504 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8505 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8506 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8507 projectionvector[0][0] = planes[0][0] * ilocalsize;
8508 projectionvector[0][1] = planes[1][0] * ilocalsize;
8509 projectionvector[0][2] = planes[2][0] * ilocalsize;
8510 projectionvector[1][0] = planes[0][1] * ilocalsize;
8511 projectionvector[1][1] = planes[1][1] * ilocalsize;
8512 projectionvector[1][2] = planes[2][1] * ilocalsize;
8513 projectionvector[2][0] = planes[0][2] * ilocalsize;
8514 projectionvector[2][1] = planes[1][2] * ilocalsize;
8515 projectionvector[2][2] = planes[2][2] * ilocalsize;
8516 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8517 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8518 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8519 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8523 dynamic = model->surfmesh.isanimated;
8524 vertex3f = rsurface.modelvertex3f;
8525 numsurfacelist = model->nummodelsurfaces;
8526 surfacelist = model->sortedmodelsurfaces;
8527 surfaces = model->data_surfaces;
8528 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8530 surfaceindex = surfacelist[surfacelistindex];
8531 surface = surfaces + surfaceindex;
8532 // skip transparent surfaces
8533 texture = surface->texture;
8534 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8536 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8538 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8540 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8541 numvertices = surface->num_vertices;
8542 numtriangles = surface->num_triangles;
8543 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8545 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8547 index = 3*e[cornerindex];
8548 VectorCopy(vertex3f + index, v[cornerindex]);
8551 //TriangleNormal(v[0], v[1], v[2], normal);
8552 //if (DotProduct(normal, localnormal) < 0.0f)
8554 // clip by each of the box planes formed from the projection matrix
8555 // if anything survives, we emit the decal
8556 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8559 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8562 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8565 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8568 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8571 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8574 // some part of the triangle survived, so we have to accept it...
8577 // dynamic always uses the original triangle
8579 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8581 index = 3*e[cornerindex];
8582 VectorCopy(vertex3f + index, v[cornerindex]);
8585 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8587 // convert vertex positions to texcoords
8588 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8589 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8590 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8591 // calculate distance fade from the projection origin
8592 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8593 f = bound(0.0f, f, 1.0f);
8594 c[cornerindex][0] = r * f;
8595 c[cornerindex][1] = g * f;
8596 c[cornerindex][2] = b * f;
8597 c[cornerindex][3] = 1.0f;
8598 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8601 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8603 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8604 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8609 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8610 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8612 int renderentityindex;
8615 entity_render_t *ent;
8617 if (!cl_decals_newsystem.integer)
8620 worldmins[0] = worldorigin[0] - worldsize;
8621 worldmins[1] = worldorigin[1] - worldsize;
8622 worldmins[2] = worldorigin[2] - worldsize;
8623 worldmaxs[0] = worldorigin[0] + worldsize;
8624 worldmaxs[1] = worldorigin[1] + worldsize;
8625 worldmaxs[2] = worldorigin[2] + worldsize;
8627 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8629 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8631 ent = r_refdef.scene.entities[renderentityindex];
8632 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8635 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8639 typedef struct r_decalsystem_splatqueue_s
8648 r_decalsystem_splatqueue_t;
8650 int r_decalsystem_numqueued = 0;
8651 #define MAX_DECALSYSTEM_QUEUE 1024
8652 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8654 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8656 r_decalsystem_splatqueue_t *queue;
8658 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8661 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8662 VectorCopy(worldorigin, queue->worldorigin);
8663 VectorCopy(worldnormal, queue->worldnormal);
8664 Vector4Set(queue->color, r, g, b, a);
8665 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8666 queue->worldsize = worldsize;
8667 queue->decalsequence = cl.decalsequence++;
8670 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8673 r_decalsystem_splatqueue_t *queue;
8675 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8676 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8677 r_decalsystem_numqueued = 0;
8680 extern cvar_t cl_decals_max;
8681 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8684 decalsystem_t *decalsystem = &ent->decalsystem;
8691 if (!decalsystem->numdecals)
8694 if (r_showsurfaces.integer)
8697 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8699 R_DecalSystem_Reset(decalsystem);
8703 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8704 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8706 if (decalsystem->lastupdatetime)
8707 frametime = (cl.time - decalsystem->lastupdatetime);
8710 decalsystem->lastupdatetime = cl.time;
8711 decal = decalsystem->decals;
8712 numdecals = decalsystem->numdecals;
8714 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8716 if (decal->color4ub[0][3])
8718 decal->lived += frametime;
8719 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8721 memset(decal, 0, sizeof(*decal));
8722 if (decalsystem->freedecal > i)
8723 decalsystem->freedecal = i;
8727 decal = decalsystem->decals;
8728 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8731 // collapse the array by shuffling the tail decals into the gaps
8734 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8735 decalsystem->freedecal++;
8736 if (decalsystem->freedecal == numdecals)
8738 decal[decalsystem->freedecal] = decal[--numdecals];
8741 decalsystem->numdecals = numdecals;
8745 // if there are no decals left, reset decalsystem
8746 R_DecalSystem_Reset(decalsystem);
8750 extern skinframe_t *decalskinframe;
8751 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8754 decalsystem_t *decalsystem = &ent->decalsystem;
8764 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8767 numdecals = decalsystem->numdecals;
8771 if (r_showsurfaces.integer)
8774 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8776 R_DecalSystem_Reset(decalsystem);
8780 // if the model is static it doesn't matter what value we give for
8781 // wantnormals and wanttangents, so this logic uses only rules applicable
8782 // to a model, knowing that they are meaningless otherwise
8783 if (ent == r_refdef.scene.worldentity)
8784 RSurf_ActiveWorldEntity();
8786 RSurf_ActiveModelEntity(ent, false, false);
8788 decalsystem->lastupdatetime = cl.time;
8789 decal = decalsystem->decals;
8791 fadedelay = cl_decals_time.value;
8792 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8794 // update vertex positions for animated models
8795 v3f = decalsystem->vertex3f;
8796 c4f = decalsystem->color4f;
8797 t2f = decalsystem->texcoord2f;
8798 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8800 if (!decal->color4ub[0][3])
8803 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8806 // update color values for fading decals
8807 if (decal->lived >= cl_decals_time.value)
8809 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8810 alpha *= (1.0f/255.0f);
8813 alpha = 1.0f/255.0f;
8815 c4f[ 0] = decal->color4ub[0][0] * alpha;
8816 c4f[ 1] = decal->color4ub[0][1] * alpha;
8817 c4f[ 2] = decal->color4ub[0][2] * alpha;
8819 c4f[ 4] = decal->color4ub[1][0] * alpha;
8820 c4f[ 5] = decal->color4ub[1][1] * alpha;
8821 c4f[ 6] = decal->color4ub[1][2] * alpha;
8823 c4f[ 8] = decal->color4ub[2][0] * alpha;
8824 c4f[ 9] = decal->color4ub[2][1] * alpha;
8825 c4f[10] = decal->color4ub[2][2] * alpha;
8828 t2f[0] = decal->texcoord2f[0][0];
8829 t2f[1] = decal->texcoord2f[0][1];
8830 t2f[2] = decal->texcoord2f[1][0];
8831 t2f[3] = decal->texcoord2f[1][1];
8832 t2f[4] = decal->texcoord2f[2][0];
8833 t2f[5] = decal->texcoord2f[2][1];
8835 // update vertex positions for animated models
8836 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8838 e = rsurface.modelelement3i + 3*decal->triangleindex;
8839 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8840 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8841 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8845 VectorCopy(decal->vertex3f[0], v3f);
8846 VectorCopy(decal->vertex3f[1], v3f + 3);
8847 VectorCopy(decal->vertex3f[2], v3f + 6);
8858 r_refdef.stats.drawndecals += numtris;
8859 // now render the decals all at once
8860 // (this assumes they all use one particle font texture!)
8861 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8862 R_Mesh_ResetTextureState();
8863 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8864 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8865 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8866 R_SetupGenericShader(true);
8867 GL_DepthMask(false);
8868 GL_DepthRange(0, 1);
8869 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8871 GL_CullFace(GL_NONE);
8872 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8873 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8874 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8875 GL_LockArrays(0, numtris * 3);
8876 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8877 GL_LockArrays(0, 0);
8881 static void R_DrawModelDecals(void)
8885 // fade faster when there are too many decals
8886 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8887 for (i = 0;i < r_refdef.scene.numentities;i++)
8888 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8890 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8891 for (i = 0;i < r_refdef.scene.numentities;i++)
8892 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8893 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8895 R_DecalSystem_ApplySplatEntitiesQueue();
8897 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8898 for (i = 0;i < r_refdef.scene.numentities;i++)
8899 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8901 r_refdef.stats.totaldecals += numdecals;
8903 if (r_showsurfaces.integer)
8906 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8908 if (!r_drawentities.integer)
8911 for (i = 0;i < r_refdef.scene.numentities;i++)
8913 if (!r_refdef.viewcache.entityvisible[i])
8915 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8916 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8920 void R_DrawDebugModel(void)
8922 entity_render_t *ent = rsurface.entity;
8923 int i, j, k, l, flagsmask;
8924 const int *elements;
8926 const msurface_t *surface;
8927 dp_model_t *model = ent->model;
8930 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8932 R_Mesh_ColorPointer(NULL, 0, 0);
8933 R_Mesh_ResetTextureState();
8934 R_SetupGenericShader(false);
8935 GL_DepthRange(0, 1);
8936 GL_DepthTest(!r_showdisabledepthtest.integer);
8937 GL_DepthMask(false);
8938 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8940 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8942 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8943 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8945 if (brush->colbrushf && brush->colbrushf->numtriangles)
8947 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8948 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);
8949 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8952 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8954 if (surface->num_collisiontriangles)
8956 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8957 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);
8958 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8963 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8965 if (r_showtris.integer || r_shownormals.integer)
8967 if (r_showdisabledepthtest.integer)
8969 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8970 GL_DepthMask(false);
8974 GL_BlendFunc(GL_ONE, GL_ZERO);
8977 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8979 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8981 rsurface.texture = R_GetCurrentTexture(surface->texture);
8982 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8984 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8985 if (r_showtris.value > 0)
8987 if (!rsurface.texture->currentlayers->depthmask)
8988 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8989 else if (ent == r_refdef.scene.worldentity)
8990 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8992 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8993 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8994 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8995 R_Mesh_ColorPointer(NULL, 0, 0);
8996 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8997 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8998 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8999 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);
9000 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9003 if (r_shownormals.value < 0)
9006 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9008 VectorCopy(rsurface.vertex3f + l * 3, v);
9009 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9010 qglVertex3f(v[0], v[1], v[2]);
9011 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9012 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9013 qglVertex3f(v[0], v[1], v[2]);
9018 if (r_shownormals.value > 0)
9021 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9023 VectorCopy(rsurface.vertex3f + l * 3, v);
9024 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9025 qglVertex3f(v[0], v[1], v[2]);
9026 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9027 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9028 qglVertex3f(v[0], v[1], v[2]);
9033 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9035 VectorCopy(rsurface.vertex3f + l * 3, v);
9036 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9037 qglVertex3f(v[0], v[1], v[2]);
9038 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9039 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9040 qglVertex3f(v[0], v[1], v[2]);
9045 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9047 VectorCopy(rsurface.vertex3f + l * 3, v);
9048 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9049 qglVertex3f(v[0], v[1], v[2]);
9050 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9051 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9052 qglVertex3f(v[0], v[1], v[2]);
9059 rsurface.texture = NULL;
9063 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9064 int r_maxsurfacelist = 0;
9065 const msurface_t **r_surfacelist = NULL;
9066 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9068 int i, j, endj, f, flagsmask;
9070 dp_model_t *model = r_refdef.scene.worldmodel;
9071 msurface_t *surfaces;
9072 unsigned char *update;
9073 int numsurfacelist = 0;
9077 if (r_maxsurfacelist < model->num_surfaces)
9079 r_maxsurfacelist = model->num_surfaces;
9081 Mem_Free((msurface_t**)r_surfacelist);
9082 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9085 RSurf_ActiveWorldEntity();
9087 surfaces = model->data_surfaces;
9088 update = model->brushq1.lightmapupdateflags;
9090 // update light styles on this submodel
9091 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9093 model_brush_lightstyleinfo_t *style;
9094 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9096 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9098 int *list = style->surfacelist;
9099 style->value = r_refdef.scene.lightstylevalue[style->style];
9100 for (j = 0;j < style->numsurfaces;j++)
9101 update[list[j]] = true;
9106 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9111 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9117 rsurface.uselightmaptexture = false;
9118 rsurface.texture = NULL;
9119 rsurface.rtlight = NULL;
9121 // add visible surfaces to draw list
9122 for (i = 0;i < model->nummodelsurfaces;i++)
9124 j = model->sortedmodelsurfaces[i];
9125 if (r_refdef.viewcache.world_surfacevisible[j])
9126 r_surfacelist[numsurfacelist++] = surfaces + j;
9128 // update lightmaps if needed
9130 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9131 if (r_refdef.viewcache.world_surfacevisible[j])
9133 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9134 // don't do anything if there were no surfaces
9135 if (!numsurfacelist)
9137 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9140 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9141 GL_AlphaTest(false);
9143 // add to stats if desired
9144 if (r_speeds.integer && !skysurfaces && !depthonly)
9146 r_refdef.stats.world_surfaces += numsurfacelist;
9147 for (j = 0;j < numsurfacelist;j++)
9148 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9151 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9154 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9156 int i, j, endj, f, flagsmask;
9158 dp_model_t *model = ent->model;
9159 msurface_t *surfaces;
9160 unsigned char *update;
9161 int numsurfacelist = 0;
9165 if (r_maxsurfacelist < model->num_surfaces)
9167 r_maxsurfacelist = model->num_surfaces;
9169 Mem_Free((msurface_t **)r_surfacelist);
9170 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9173 // if the model is static it doesn't matter what value we give for
9174 // wantnormals and wanttangents, so this logic uses only rules applicable
9175 // to a model, knowing that they are meaningless otherwise
9176 if (ent == r_refdef.scene.worldentity)
9177 RSurf_ActiveWorldEntity();
9178 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9179 RSurf_ActiveModelEntity(ent, false, false);
9181 RSurf_ActiveModelEntity(ent, false, false);
9184 switch (vid.renderpath)
9186 case RENDERPATH_GL20:
9187 RSurf_ActiveModelEntity(ent, true, true);
9189 case RENDERPATH_GL13:
9190 case RENDERPATH_GL11:
9191 RSurf_ActiveModelEntity(ent, true, false);
9196 surfaces = model->data_surfaces;
9197 update = model->brushq1.lightmapupdateflags;
9199 // update light styles
9200 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9202 model_brush_lightstyleinfo_t *style;
9203 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9205 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9207 int *list = style->surfacelist;
9208 style->value = r_refdef.scene.lightstylevalue[style->style];
9209 for (j = 0;j < style->numsurfaces;j++)
9210 update[list[j]] = true;
9215 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9220 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9226 rsurface.uselightmaptexture = false;
9227 rsurface.texture = NULL;
9228 rsurface.rtlight = NULL;
9230 // add visible surfaces to draw list
9231 for (i = 0;i < model->nummodelsurfaces;i++)
9232 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9233 // don't do anything if there were no surfaces
9234 if (!numsurfacelist)
9236 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9239 // update lightmaps if needed
9241 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9243 R_BuildLightMap(ent, surfaces + j);
9244 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9245 GL_AlphaTest(false);
9247 // add to stats if desired
9248 if (r_speeds.integer && !skysurfaces && !depthonly)
9250 r_refdef.stats.entities_surfaces += numsurfacelist;
9251 for (j = 0;j < numsurfacelist;j++)
9252 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9255 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9258 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9260 static texture_t texture;
9261 static msurface_t surface;
9262 const msurface_t *surfacelist = &surface;
9264 // fake enough texture and surface state to render this geometry
9266 texture.update_lastrenderframe = -1; // regenerate this texture
9267 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9268 texture.currentskinframe = skinframe;
9269 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9270 texture.specularscalemod = 1;
9271 texture.specularpowermod = 1;
9273 surface.texture = &texture;
9274 surface.num_triangles = numtriangles;
9275 surface.num_firsttriangle = firsttriangle;
9276 surface.num_vertices = numvertices;
9277 surface.num_firstvertex = firstvertex;
9280 rsurface.texture = R_GetCurrentTexture(surface.texture);
9281 rsurface.uselightmaptexture = false;
9282 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);