2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 r_viewcache_t r_viewcache;
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
41 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)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 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"};
45 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"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 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"};
48 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"};
49 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"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 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"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 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)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 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"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
96 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
97 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
98 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
99 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
100 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
101 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
104 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
105 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
106 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)"};
108 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"};
110 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"};
112 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
115 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
116 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"};
117 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
118 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
119 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121 extern qboolean v_flipped_state;
123 typedef struct r_glsl_bloomshader_s
126 int loc_Texture_Bloom;
128 r_glsl_bloomshader_t;
130 static struct r_bloomstate_s
135 int bloomwidth, bloomheight;
137 int screentexturewidth, screentextureheight;
138 rtexture_t *texture_screen;
140 int bloomtexturewidth, bloomtextureheight;
141 rtexture_t *texture_bloom;
143 r_glsl_bloomshader_t *shader;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 //rtexture_t *r_texture_fogintensity;
196 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
197 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199 // vertex coordinates for a quad that covers the screen exactly
200 const static float r_screenvertex3f[12] =
208 extern void R_DrawModelShadows(void);
210 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
213 for (i = 0;i < verts;i++)
224 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
227 for (i = 0;i < verts;i++)
237 // FIXME: move this to client?
240 if (gamemode == GAME_NEHAHRA)
242 Cvar_Set("gl_fogenable", "0");
243 Cvar_Set("gl_fogdensity", "0.2");
244 Cvar_Set("gl_fogred", "0.3");
245 Cvar_Set("gl_foggreen", "0.3");
246 Cvar_Set("gl_fogblue", "0.3");
248 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
251 float FogPoint_World(const vec3_t p)
253 unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
254 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
257 float FogPoint_Model(const vec3_t p)
259 unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
260 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
263 static void R_BuildBlankTextures(void)
265 unsigned char data[4];
266 data[2] = 128; // normal X
267 data[1] = 128; // normal Y
268 data[0] = 255; // normal Z
269 data[3] = 128; // height
270 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
275 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
280 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
285 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 static void R_BuildNoTexture(void)
291 unsigned char pix[16][16][4];
292 // this makes a light grey/dark grey checkerboard texture
293 for (y = 0;y < 16;y++)
295 for (x = 0;x < 16;x++)
297 if ((y < 8) ^ (x < 8))
313 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
316 static void R_BuildWhiteCube(void)
318 unsigned char data[6*1*1*4];
319 memset(data, 255, sizeof(data));
320 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
323 static void R_BuildNormalizationCube(void)
327 vec_t s, t, intensity;
329 unsigned char data[6][NORMSIZE][NORMSIZE][4];
330 for (side = 0;side < 6;side++)
332 for (y = 0;y < NORMSIZE;y++)
334 for (x = 0;x < NORMSIZE;x++)
336 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
337 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
372 intensity = 127.0f / sqrt(DotProduct(v, v));
373 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
374 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
375 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
376 data[side][y][x][3] = 255;
380 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
383 static void R_BuildFogTexture(void)
387 unsigned char data1[FOGWIDTH][4];
388 //unsigned char data2[FOGWIDTH][4];
389 for (x = 0;x < FOGWIDTH;x++)
391 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
396 //data2[x][0] = 255 - b;
397 //data2[x][1] = 255 - b;
398 //data2[x][2] = 255 - b;
401 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);
402 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
405 static const char *builtinshaderstring =
406 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
407 "// written by Forest 'LordHavoc' Hale\n"
409 "// common definitions between vertex shader and fragment shader:\n"
411 "#ifdef __GLSL_CG_DATA_TYPES\n"
412 "# define myhalf half\n"
413 "# define myhvec2 hvec2\n"
414 "# define myhvec3 hvec3\n"
415 "# define myhvec4 hvec4\n"
417 "# define myhalf float\n"
418 "# define myhvec2 vec2\n"
419 "# define myhvec3 vec3\n"
420 "# define myhvec4 vec4\n"
423 "varying vec2 TexCoord;\n"
424 "varying vec2 TexCoordLightmap;\n"
426 "//#ifdef MODE_LIGHTSOURCE\n"
427 "varying vec3 CubeVector;\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 LightVector;\n"
433 "//# ifdef MODE_LIGHTDIRECTION\n"
434 "//varying vec3 LightVector;\n"
438 "varying vec3 EyeVector;\n"
440 "varying vec3 EyeVectorModelSpace;\n"
443 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
444 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
445 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
447 "//#ifdef MODE_WATER\n"
448 "varying vec4 ModelViewProjectionPosition;\n"
450 "//# ifdef MODE_REFRACTION\n"
451 "//varying vec4 ModelViewProjectionPosition;\n"
453 "//# ifdef USEREFLECTION\n"
454 "//varying vec4 ModelViewProjectionPosition;\n"
463 "// vertex shader specific:\n"
464 "#ifdef VERTEX_SHADER\n"
466 "uniform vec3 LightPosition;\n"
467 "uniform vec3 EyePosition;\n"
468 "uniform vec3 LightDir;\n"
470 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
474 " gl_FrontColor = gl_Color;\n"
475 " // copy the surface texcoord\n"
476 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
477 "#ifndef MODE_LIGHTSOURCE\n"
478 "# ifndef MODE_LIGHTDIRECTION\n"
479 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
483 "#ifdef MODE_LIGHTSOURCE\n"
484 " // transform vertex position into light attenuation/cubemap space\n"
485 " // (-1 to +1 across the light box)\n"
486 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
488 " // transform unnormalized light direction into tangent space\n"
489 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
490 " // normalize it per pixel)\n"
491 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
492 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
493 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
494 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
497 "#ifdef MODE_LIGHTDIRECTION\n"
498 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
499 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
500 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
503 " // transform unnormalized eye direction into tangent space\n"
505 " vec3 EyeVectorModelSpace;\n"
507 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
512 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
513 " VectorS = gl_MultiTexCoord1.xyz;\n"
514 " VectorT = gl_MultiTexCoord2.xyz;\n"
515 " VectorR = gl_MultiTexCoord3.xyz;\n"
518 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
519 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
520 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
521 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
524 "// transform vertex to camera space, using ftransform to match non-VS\n"
526 " gl_Position = ftransform();\n"
528 "#ifdef MODE_WATER\n"
529 " ModelViewProjectionPosition = gl_Position;\n"
531 "#ifdef MODE_REFRACTION\n"
532 " ModelViewProjectionPosition = gl_Position;\n"
534 "#ifdef USEREFLECTION\n"
535 " ModelViewProjectionPosition = gl_Position;\n"
539 "#endif // VERTEX_SHADER\n"
544 "// fragment shader specific:\n"
545 "#ifdef FRAGMENT_SHADER\n"
547 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
548 "uniform sampler2D Texture_Normal;\n"
549 "uniform sampler2D Texture_Color;\n"
550 "uniform sampler2D Texture_Gloss;\n"
551 "uniform samplerCube Texture_Cube;\n"
552 "uniform sampler2D Texture_Attenuation;\n"
553 "uniform sampler2D Texture_FogMask;\n"
554 "uniform sampler2D Texture_Pants;\n"
555 "uniform sampler2D Texture_Shirt;\n"
556 "uniform sampler2D Texture_Lightmap;\n"
557 "uniform sampler2D Texture_Deluxemap;\n"
558 "uniform sampler2D Texture_Glow;\n"
559 "uniform sampler2D Texture_Reflection;\n"
560 "uniform sampler2D Texture_Refraction;\n"
562 "uniform myhvec3 LightColor;\n"
563 "uniform myhvec3 AmbientColor;\n"
564 "uniform myhvec3 DiffuseColor;\n"
565 "uniform myhvec3 SpecularColor;\n"
566 "uniform myhvec3 Color_Pants;\n"
567 "uniform myhvec3 Color_Shirt;\n"
568 "uniform myhvec3 FogColor;\n"
570 "//#ifdef MODE_WATER\n"
571 "uniform vec4 DistortScaleRefractReflect;\n"
572 "uniform vec4 ScreenScaleRefractReflect;\n"
573 "uniform vec4 ScreenCenterRefractReflect;\n"
574 "uniform myhvec4 RefractColor;\n"
575 "uniform myhvec4 ReflectColor;\n"
576 "uniform myhalf ReflectFactor;\n"
577 "uniform myhalf ReflectOffset;\n"
579 "//# ifdef MODE_REFRACTION\n"
580 "//uniform vec4 DistortScaleRefractReflect;\n"
581 "//uniform vec4 ScreenScaleRefractReflect;\n"
582 "//uniform vec4 ScreenCenterRefractReflect;\n"
583 "//uniform myhvec4 RefractColor;\n"
584 "//# ifdef USEREFLECTION\n"
585 "//uniform myhvec4 ReflectColor;\n"
588 "//# ifdef USEREFLECTION\n"
589 "//uniform vec4 DistortScaleRefractReflect;\n"
590 "//uniform vec4 ScreenScaleRefractReflect;\n"
591 "//uniform vec4 ScreenCenterRefractReflect;\n"
592 "//uniform myhvec4 ReflectColor;\n"
597 "uniform myhalf GlowScale;\n"
598 "uniform myhalf SceneBrightness;\n"
599 "#ifdef USECONTRASTBOOST\n"
600 "uniform myhalf ContrastBoostCoeff;\n"
603 "uniform float OffsetMapping_Scale;\n"
604 "uniform float OffsetMapping_Bias;\n"
605 "uniform float FogRangeRecip;\n"
607 "uniform myhalf AmbientScale;\n"
608 "uniform myhalf DiffuseScale;\n"
609 "uniform myhalf SpecularScale;\n"
610 "uniform myhalf SpecularPower;\n"
612 "#ifdef USEOFFSETMAPPING\n"
613 "vec2 OffsetMapping(vec2 TexCoord)\n"
615 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
616 " // 14 sample relief mapping: linear search and then binary search\n"
617 " // this basically steps forward a small amount repeatedly until it finds\n"
618 " // itself inside solid, then jitters forward and back using decreasing\n"
619 " // amounts to find the impact\n"
620 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
621 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
622 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
623 " vec3 RT = vec3(TexCoord, 1);\n"
624 " OffsetVector *= 0.1;\n"
625 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
626 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
627 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
628 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
629 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
635 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
636 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
637 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
638 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
641 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
642 " // this basically moves forward the full distance, and then backs up based\n"
643 " // on height of samples\n"
644 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
645 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
646 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
647 " TexCoord += OffsetVector;\n"
648 " OffsetVector *= 0.333;\n"
649 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
650 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
651 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
652 " return TexCoord;\n"
655 "#endif // USEOFFSETMAPPING\n"
657 "#ifdef MODE_WATER\n"
662 "#ifdef USEOFFSETMAPPING\n"
663 " // apply offsetmapping\n"
664 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
665 "#define TexCoord TexCoordOffset\n"
668 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
669 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
670 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
671 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
672 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
675 "#else // MODE_WATER\n"
676 "#ifdef MODE_REFRACTION\n"
678 "// refraction pass\n"
681 "#ifdef USEOFFSETMAPPING\n"
682 " // apply offsetmapping\n"
683 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
684 "#define TexCoord TexCoordOffset\n"
687 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
688 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
689 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
690 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
693 "#else // MODE_REFRACTION\n"
696 "#ifdef USEOFFSETMAPPING\n"
697 " // apply offsetmapping\n"
698 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
699 "#define TexCoord TexCoordOffset\n"
702 " // combine the diffuse textures (base, pants, shirt)\n"
703 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
704 "#ifdef USECOLORMAPPING\n"
705 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
711 "#ifdef MODE_LIGHTSOURCE\n"
714 " // calculate surface normal, light normal, and specular normal\n"
715 " // compute color intensity for the two textures (colormap and glossmap)\n"
716 " // scale by light color and attenuation as efficiently as possible\n"
717 " // (do as much scalar math as possible rather than vector math)\n"
718 "# ifdef USESPECULAR\n"
719 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
720 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
721 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
723 " // calculate directional shading\n"
724 " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
726 "# ifdef USEDIFFUSE\n"
727 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
728 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
730 " // calculate directional shading\n"
731 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
733 " // calculate directionless shading\n"
734 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
738 "# ifdef USECUBEFILTER\n"
739 " // apply light cubemap filter\n"
740 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
741 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
743 " color *= myhvec4(gl_Color);\n"
744 "#endif // MODE_LIGHTSOURCE\n"
749 "#ifdef MODE_LIGHTDIRECTION\n"
750 " // directional model lighting\n"
751 "# ifdef USESPECULAR\n"
752 " // get the surface normal and light normal\n"
753 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
754 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
756 " // calculate directional shading\n"
757 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
758 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
759 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
761 "# ifdef USEDIFFUSE\n"
762 " // get the surface normal and light normal\n"
763 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
764 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
766 " // calculate directional shading\n"
767 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
769 " color.rgb *= AmbientColor;\n"
773 " color *= myhvec4(gl_Color);\n"
774 "#endif // MODE_LIGHTDIRECTION\n"
779 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
780 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
782 " // get the surface normal and light normal\n"
783 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
785 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
786 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
787 " // calculate directional shading\n"
788 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
789 "# ifdef USESPECULAR\n"
790 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
791 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
794 " // apply lightmap color\n"
795 " color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
796 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
801 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
802 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
804 " // get the surface normal and light normal\n"
805 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
807 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
808 " // calculate directional shading\n"
809 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
810 "# ifdef USESPECULAR\n"
811 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
812 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
815 " // apply lightmap color\n"
816 " color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
817 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
822 "#ifdef MODE_LIGHTMAP\n"
823 " // apply lightmap color\n"
824 " color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
825 "#endif // MODE_LIGHTMAP\n"
835 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
838 "#ifndef MODE_LIGHTSOURCE\n"
839 "# ifdef USEREFLECTION\n"
840 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
841 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
842 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
843 " color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
849 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
852 "#ifdef USECONTRASTBOOST\n"
853 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
856 " color.rgb *= SceneBrightness;\n"
858 " gl_FragColor = vec4(color);\n"
860 "#endif // MODE_REFRACTION\n"
861 "#endif // MODE_WATER\n"
863 "#endif // FRAGMENT_SHADER\n"
866 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
867 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
868 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
869 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
870 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
871 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
872 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
873 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
874 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
875 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
876 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
878 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
879 const char *shaderpermutationinfo[][2] =
881 {"#define USECOLORMAPPING\n", " colormapping"},
882 {"#define USECONTRASTBOOST\n", " contrastboost"},
883 {"#define USEFOG\n", " fog"},
884 {"#define USECUBEFILTER\n", " cubefilter"},
885 {"#define USEGLOW\n", " glow"},
886 {"#define USEDIFFUSE\n", " diffuse"},
887 {"#define USESPECULAR\n", " specular"},
888 {"#define USEREFLECTION\n", " reflection"},
889 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
890 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
894 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
895 typedef enum shadermode_e
897 SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
898 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
899 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
900 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
901 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
902 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
903 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
908 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
909 const char *shadermodeinfo[][2] =
911 {"#define MODE_LIGHTMAP\n", " lightmap"},
912 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
913 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
914 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
915 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
916 {"#define MODE_REFRACTION\n", " refraction"},
917 {"#define MODE_WATER\n", " water"},
921 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
923 typedef struct r_glsl_permutation_s
925 // indicates if we have tried compiling this permutation already
927 // 0 if compilation failed
929 // locations of detected uniforms in program object, or -1 if not found
930 int loc_Texture_Normal;
931 int loc_Texture_Color;
932 int loc_Texture_Gloss;
933 int loc_Texture_Cube;
934 int loc_Texture_Attenuation;
935 int loc_Texture_FogMask;
936 int loc_Texture_Pants;
937 int loc_Texture_Shirt;
938 int loc_Texture_Lightmap;
939 int loc_Texture_Deluxemap;
940 int loc_Texture_Glow;
941 int loc_Texture_Refraction;
942 int loc_Texture_Reflection;
944 int loc_LightPosition;
949 int loc_FogRangeRecip;
950 int loc_AmbientScale;
951 int loc_DiffuseScale;
952 int loc_SpecularScale;
953 int loc_SpecularPower;
955 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
956 int loc_OffsetMapping_Scale;
957 int loc_AmbientColor;
958 int loc_DiffuseColor;
959 int loc_SpecularColor;
961 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
962 int loc_DistortScaleRefractReflect;
963 int loc_ScreenScaleRefractReflect;
964 int loc_ScreenCenterRefractReflect;
965 int loc_RefractColor;
966 int loc_ReflectColor;
967 int loc_ReflectFactor;
968 int loc_ReflectOffset;
970 r_glsl_permutation_t;
972 // information about each possible shader permutation
973 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
974 // currently selected permutation
975 r_glsl_permutation_t *r_glsl_permutation;
977 // these are additional flags used only by R_GLSL_CompilePermutation
978 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
979 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
980 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
982 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
985 qboolean shaderfound;
986 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
987 int vertstrings_count;
988 int geomstrings_count;
989 int fragstrings_count;
991 const char *vertstrings_list[32+1];
992 const char *geomstrings_list[32+1];
993 const char *fragstrings_list[32+1];
994 char permutationname[256];
999 vertstrings_list[0] = "#define VERTEX_SHADER\n";
1000 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1001 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1002 vertstrings_count = 1;
1003 geomstrings_count = 1;
1004 fragstrings_count = 1;
1005 permutationname[0] = 0;
1006 i = permutation / SHADERPERMUTATION_MODEBASE;
1007 vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1008 geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1009 fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1010 strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1011 for (i = 0;shaderpermutationinfo[i][0];i++)
1013 if (permutation & (1<<i))
1015 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1016 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1017 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1018 strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1022 // keep line numbers correct
1023 vertstrings_list[vertstrings_count++] = "\n";
1024 geomstrings_list[geomstrings_count++] = "\n";
1025 fragstrings_list[fragstrings_count++] = "\n";
1028 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1029 shaderfound = false;
1032 Con_DPrint("from disk... ");
1033 vertstrings_list[vertstrings_count++] = shaderstring;
1034 geomstrings_list[geomstrings_count++] = shaderstring;
1035 fragstrings_list[fragstrings_count++] = shaderstring;
1038 else if (!strcmp(filename, "glsl/default.glsl"))
1040 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1041 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1042 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1045 // clear any lists that are not needed by this shader
1046 if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1047 vertstrings_count = 0;
1048 if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1049 geomstrings_count = 0;
1050 if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1051 fragstrings_count = 0;
1052 // compile the shader program
1053 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1054 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1058 qglUseProgramObjectARB(p->program);CHECKGLERROR
1059 // look up all the uniform variable names we care about, so we don't
1060 // have to look them up every time we set them
1061 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1062 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1063 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1064 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1065 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1066 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1067 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1068 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1069 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1070 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1071 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1072 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1073 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1074 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1075 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1076 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1077 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
1078 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1079 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1080 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1081 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1082 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1083 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1084 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1085 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1086 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1087 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1088 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1089 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1090 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1091 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1092 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1093 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1094 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1095 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1096 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1097 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1098 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1099 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1100 // initialize the samplers to refer to the texture units we use
1101 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
1102 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
1103 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
1104 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
1105 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
1106 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
1107 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
1108 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1109 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1110 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
1111 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1112 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1113 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1115 qglUseProgramObjectARB(0);CHECKGLERROR
1116 if (developer.integer)
1117 Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1121 if (developer.integer)
1122 Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1124 Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename);
1127 Mem_Free(shaderstring);
1130 void R_GLSL_Restart_f(void)
1133 for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1134 if (r_glsl_permutations[i].program)
1135 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1136 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1139 void R_GLSL_DumpShader_f(void)
1143 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1146 Con_Printf("failed to write to glsl/default.glsl\n");
1150 FS_Print(file, "// The engine may define the following macros:\n");
1151 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1152 for (i = 0;shadermodeinfo[i][0];i++)
1153 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1154 for (i = 0;shaderpermutationinfo[i][0];i++)
1155 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1156 FS_Print(file, "\n");
1157 FS_Print(file, builtinshaderstring);
1160 Con_Printf("glsl/default.glsl written\n");
1163 extern rtexture_t *r_shadow_attenuationgradienttexture;
1164 extern rtexture_t *r_shadow_attenuation2dtexture;
1165 extern rtexture_t *r_shadow_attenuation3dtexture;
1166 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1168 // select a permutation of the lighting shader appropriate to this
1169 // combination of texture, entity, light source, and fogging, only use the
1170 // minimum features necessary to avoid wasting rendering time in the
1171 // fragment shader on features that are not being used
1172 const char *shaderfilename = NULL;
1173 unsigned int permutation = 0;
1174 unsigned int shadertype = 0;
1175 shadermode_t mode = 0;
1176 r_glsl_permutation = NULL;
1177 shaderfilename = "glsl/default.glsl";
1178 shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1179 // TODO: implement geometry-shader based shadow volumes someday
1180 if (r_glsl_offsetmapping.integer)
1182 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1183 if (r_glsl_offsetmapping_reliefmapping.integer)
1184 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1186 if (rsurfacepass == RSURFPASS_BACKGROUND)
1188 // distorted background
1189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1190 mode = SHADERMODE_WATER;
1192 mode = SHADERMODE_REFRACTION;
1194 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1197 mode = SHADERMODE_LIGHTSOURCE;
1198 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1199 permutation |= SHADERPERMUTATION_CUBEFILTER;
1200 if (diffusescale > 0)
1201 permutation |= SHADERPERMUTATION_DIFFUSE;
1202 if (specularscale > 0)
1203 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1204 if (r_refdef.fogenabled)
1205 permutation |= SHADERPERMUTATION_FOG;
1206 if (rsurface.texture->colormapping)
1207 permutation |= SHADERPERMUTATION_COLORMAPPING;
1208 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1209 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1211 permutation |= SHADERPERMUTATION_REFLECTION;
1213 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1215 // unshaded geometry (fullbright or ambient model lighting)
1216 mode = SHADERMODE_LIGHTMAP;
1217 if (rsurface.texture->currentskinframe->glow)
1218 permutation |= SHADERPERMUTATION_GLOW;
1219 if (r_refdef.fogenabled)
1220 permutation |= SHADERPERMUTATION_FOG;
1221 if (rsurface.texture->colormapping)
1222 permutation |= SHADERPERMUTATION_COLORMAPPING;
1223 if (r_glsl_offsetmapping.integer)
1225 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1226 if (r_glsl_offsetmapping_reliefmapping.integer)
1227 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1229 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1230 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1232 permutation |= SHADERPERMUTATION_REFLECTION;
1234 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1236 // directional model lighting
1237 mode = SHADERMODE_LIGHTDIRECTION;
1238 if (rsurface.texture->currentskinframe->glow)
1239 permutation |= SHADERPERMUTATION_GLOW;
1240 permutation |= SHADERPERMUTATION_DIFFUSE;
1241 if (specularscale > 0)
1242 permutation |= SHADERPERMUTATION_SPECULAR;
1243 if (r_refdef.fogenabled)
1244 permutation |= SHADERPERMUTATION_FOG;
1245 if (rsurface.texture->colormapping)
1246 permutation |= SHADERPERMUTATION_COLORMAPPING;
1247 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1248 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1249 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1250 permutation |= SHADERPERMUTATION_REFLECTION;
1252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1254 // ambient model lighting
1255 mode = SHADERMODE_LIGHTDIRECTION;
1256 if (rsurface.texture->currentskinframe->glow)
1257 permutation |= SHADERPERMUTATION_GLOW;
1258 if (r_refdef.fogenabled)
1259 permutation |= SHADERPERMUTATION_FOG;
1260 if (rsurface.texture->colormapping)
1261 permutation |= SHADERPERMUTATION_COLORMAPPING;
1262 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1263 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1265 permutation |= SHADERPERMUTATION_REFLECTION;
1270 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1272 // deluxemapping (light direction texture)
1273 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1274 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1276 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1277 if (specularscale > 0)
1278 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1280 else if (r_glsl_deluxemapping.integer >= 2)
1282 // fake deluxemapping (uniform light direction in tangentspace)
1283 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1284 if (specularscale > 0)
1285 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1289 // ordinary lightmapping
1290 mode = SHADERMODE_LIGHTMAP;
1292 if (rsurface.texture->currentskinframe->glow)
1293 permutation |= SHADERPERMUTATION_GLOW;
1294 if (r_refdef.fogenabled)
1295 permutation |= SHADERPERMUTATION_FOG;
1296 if (rsurface.texture->colormapping)
1297 permutation |= SHADERPERMUTATION_COLORMAPPING;
1298 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1299 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1300 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1301 permutation |= SHADERPERMUTATION_REFLECTION;
1303 permutation |= mode * SHADERPERMUTATION_MODEBASE;
1304 if (!r_glsl_permutations[permutation].program)
1306 if (!r_glsl_permutations[permutation].compiled)
1307 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1308 if (!r_glsl_permutations[permutation].program)
1310 // remove features until we find a valid permutation
1312 for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1316 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1317 Cvar_SetValueQuick(&r_glsl, 0);
1318 return 0; // no bit left to clear
1320 // reduce i more quickly whenever it would not remove any bits
1321 if (!(permutation & i))
1324 if (!r_glsl_permutations[permutation].compiled)
1325 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1326 if (r_glsl_permutations[permutation].program)
1331 r_glsl_permutation = r_glsl_permutations + permutation;
1333 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1334 if (mode == SHADERMODE_LIGHTSOURCE)
1336 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1337 if (permutation & SHADERPERMUTATION_DIFFUSE)
1339 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1340 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1341 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1342 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1346 // ambient only is simpler
1347 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1348 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1349 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1350 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1353 else if (mode == SHADERMODE_LIGHTDIRECTION)
1355 if (r_glsl_permutation->loc_AmbientColor >= 0)
1356 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1357 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1358 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1359 if (r_glsl_permutation->loc_SpecularColor >= 0)
1360 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1361 if (r_glsl_permutation->loc_LightDir >= 0)
1362 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1366 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1367 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1368 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1370 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1371 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1373 // The formula used is actually:
1374 // color.rgb *= SceneBrightness;
1375 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1376 // I simplify that to
1377 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1378 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1380 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1381 // and do [[calculations]] here in the engine
1382 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1383 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1386 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1387 if (r_glsl_permutation->loc_FogColor >= 0)
1389 // additive passes are only darkened by fog, not tinted
1390 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1391 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1396 // color.rgb *= SceneBrightness;
1397 VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1398 if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1400 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1401 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1402 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1403 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1405 qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1408 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1410 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1411 if (r_glsl_permutation->loc_Color_Pants >= 0)
1413 if (rsurface.texture->currentskinframe->pants)
1414 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1416 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1418 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1420 if (rsurface.texture->currentskinframe->shirt)
1421 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1423 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1425 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1426 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1427 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1428 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);
1429 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]);
1430 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]);
1431 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1432 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1433 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1434 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1439 #define SKINFRAME_HASH 1024
1443 int loadsequence; // incremented each level change
1444 memexpandablearray_t array;
1445 skinframe_t *hash[SKINFRAME_HASH];
1449 void R_SkinFrame_PrepareForPurge(void)
1451 r_skinframe.loadsequence++;
1452 // wrap it without hitting zero
1453 if (r_skinframe.loadsequence >= 200)
1454 r_skinframe.loadsequence = 1;
1457 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1461 // mark the skinframe as used for the purging code
1462 skinframe->loadsequence = r_skinframe.loadsequence;
1465 void R_SkinFrame_Purge(void)
1469 for (i = 0;i < SKINFRAME_HASH;i++)
1471 for (s = r_skinframe.hash[i];s;s = s->next)
1473 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1475 if (s->merged == s->base)
1477 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1478 R_PurgeTexture(s->stain );s->stain = NULL;
1479 R_PurgeTexture(s->merged);s->merged = NULL;
1480 R_PurgeTexture(s->base );s->base = NULL;
1481 R_PurgeTexture(s->pants );s->pants = NULL;
1482 R_PurgeTexture(s->shirt );s->shirt = NULL;
1483 R_PurgeTexture(s->nmap );s->nmap = NULL;
1484 R_PurgeTexture(s->gloss );s->gloss = NULL;
1485 R_PurgeTexture(s->glow );s->glow = NULL;
1486 R_PurgeTexture(s->fog );s->fog = NULL;
1487 s->loadsequence = 0;
1493 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1495 char basename[MAX_QPATH];
1497 Image_StripImageExtension(name, basename, sizeof(basename));
1499 if( last == NULL ) {
1501 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1502 item = r_skinframe.hash[hashindex];
1507 // linearly search through the hash bucket
1508 for( ; item ; item = item->next ) {
1509 if( !strcmp( item->basename, basename ) ) {
1516 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1520 char basename[MAX_QPATH];
1522 Image_StripImageExtension(name, basename, sizeof(basename));
1524 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1525 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1526 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1530 rtexture_t *dyntexture;
1531 // check whether its a dynamic texture
1532 dyntexture = CL_GetDynTexture( basename );
1533 if (!add && !dyntexture)
1535 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1536 memset(item, 0, sizeof(*item));
1537 strlcpy(item->basename, basename, sizeof(item->basename));
1538 item->base = dyntexture; // either NULL or dyntexture handle
1539 item->textureflags = textureflags;
1540 item->comparewidth = comparewidth;
1541 item->compareheight = compareheight;
1542 item->comparecrc = comparecrc;
1543 item->next = r_skinframe.hash[hashindex];
1544 r_skinframe.hash[hashindex] = item;
1546 else if( item->base == NULL )
1548 rtexture_t *dyntexture;
1549 // check whether its a dynamic texture
1550 // 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]
1551 dyntexture = CL_GetDynTexture( basename );
1552 item->base = dyntexture; // either NULL or dyntexture handle
1555 R_SkinFrame_MarkUsed(item);
1559 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1561 // FIXME: it should be possible to disable loading various layers using
1562 // cvars, to prevent wasted loading time and memory usage if the user does
1564 qboolean loadnormalmap = true;
1565 qboolean loadgloss = true;
1566 qboolean loadpantsandshirt = true;
1567 qboolean loadglow = true;
1569 unsigned char *pixels;
1570 unsigned char *bumppixels;
1571 unsigned char *basepixels = NULL;
1572 int basepixels_width;
1573 int basepixels_height;
1574 skinframe_t *skinframe;
1576 if (cls.state == ca_dedicated)
1579 // return an existing skinframe if already loaded
1580 // if loading of the first image fails, don't make a new skinframe as it
1581 // would cause all future lookups of this to be missing
1582 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1583 if (skinframe && skinframe->base)
1586 basepixels = loadimagepixelsbgra(name, complain, true);
1587 if (basepixels == NULL)
1590 // we've got some pixels to store, so really allocate this new texture now
1592 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1593 skinframe->stain = NULL;
1594 skinframe->merged = NULL;
1595 skinframe->base = r_texture_notexture;
1596 skinframe->pants = NULL;
1597 skinframe->shirt = NULL;
1598 skinframe->nmap = r_texture_blanknormalmap;
1599 skinframe->gloss = NULL;
1600 skinframe->glow = NULL;
1601 skinframe->fog = NULL;
1603 basepixels_width = image_width;
1604 basepixels_height = image_height;
1605 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);
1607 if (textureflags & TEXF_ALPHA)
1609 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1610 if (basepixels[j] < 255)
1612 if (j < basepixels_width * basepixels_height * 4)
1614 // has transparent pixels
1615 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1616 for (j = 0;j < image_width * image_height * 4;j += 4)
1621 pixels[j+3] = basepixels[j+3];
1623 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);
1628 // _norm is the name used by tenebrae and has been adopted as standard
1631 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1633 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1637 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1639 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1640 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1641 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1643 Mem_Free(bumppixels);
1645 else if (r_shadow_bumpscale_basetexture.value > 0)
1647 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1648 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1649 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1653 // _luma is supported for tenebrae compatibility
1654 // (I think it's a very stupid name, but oh well)
1655 // _glow is the preferred name
1656 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1657 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1658 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1659 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1662 Mem_Free(basepixels);
1667 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1672 for (i = 0;i < width*height;i++)
1673 if (((unsigned char *)&palette[in[i]])[3] > 0)
1675 if (i == width*height)
1678 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1681 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1682 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1685 unsigned char *temp1, *temp2;
1686 skinframe_t *skinframe;
1688 if (cls.state == ca_dedicated)
1691 // if already loaded just return it, otherwise make a new skinframe
1692 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1693 if (skinframe && skinframe->base)
1696 skinframe->stain = NULL;
1697 skinframe->merged = NULL;
1698 skinframe->base = r_texture_notexture;
1699 skinframe->pants = NULL;
1700 skinframe->shirt = NULL;
1701 skinframe->nmap = r_texture_blanknormalmap;
1702 skinframe->gloss = NULL;
1703 skinframe->glow = NULL;
1704 skinframe->fog = NULL;
1706 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1710 if (r_shadow_bumpscale_basetexture.value > 0)
1712 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1713 temp2 = temp1 + width * height * 4;
1714 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1715 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1718 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1719 if (textureflags & TEXF_ALPHA)
1721 for (i = 3;i < width * height * 4;i += 4)
1722 if (skindata[i] < 255)
1724 if (i < width * height * 4)
1726 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1727 memcpy(fogpixels, skindata, width * height * 4);
1728 for (i = 0;i < width * height * 4;i += 4)
1729 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1730 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1731 Mem_Free(fogpixels);
1738 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1741 unsigned char *temp1, *temp2;
1742 skinframe_t *skinframe;
1744 if (cls.state == ca_dedicated)
1747 // if already loaded just return it, otherwise make a new skinframe
1748 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1749 if (skinframe && skinframe->base)
1752 skinframe->stain = NULL;
1753 skinframe->merged = NULL;
1754 skinframe->base = r_texture_notexture;
1755 skinframe->pants = NULL;
1756 skinframe->shirt = NULL;
1757 skinframe->nmap = r_texture_blanknormalmap;
1758 skinframe->gloss = NULL;
1759 skinframe->glow = NULL;
1760 skinframe->fog = NULL;
1762 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1766 if (r_shadow_bumpscale_basetexture.value > 0)
1768 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1769 temp2 = temp1 + width * height * 4;
1770 // use either a custom palette or the quake palette
1771 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1772 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1773 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1776 // use either a custom palette, or the quake palette
1777 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1778 if (loadglowtexture)
1779 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1780 if (loadpantsandshirt)
1782 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1783 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1785 if (skinframe->pants || skinframe->shirt)
1786 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1787 if (textureflags & TEXF_ALPHA)
1789 for (i = 0;i < width * height;i++)
1790 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1792 if (i < width * height)
1793 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1799 skinframe_t *R_SkinFrame_LoadMissing(void)
1801 skinframe_t *skinframe;
1803 if (cls.state == ca_dedicated)
1806 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1807 skinframe->stain = NULL;
1808 skinframe->merged = NULL;
1809 skinframe->base = r_texture_notexture;
1810 skinframe->pants = NULL;
1811 skinframe->shirt = NULL;
1812 skinframe->nmap = r_texture_blanknormalmap;
1813 skinframe->gloss = NULL;
1814 skinframe->glow = NULL;
1815 skinframe->fog = NULL;
1820 void gl_main_start(void)
1825 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1826 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1828 alpha = 1 - exp(r / ((double)x*(double)x));
1829 if (x == FOGMASKTABLEWIDTH - 1)
1831 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1834 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1835 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1837 // set up r_skinframe loading system for textures
1838 memset(&r_skinframe, 0, sizeof(r_skinframe));
1839 r_skinframe.loadsequence = 1;
1840 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1842 r_main_texturepool = R_AllocTexturePool();
1843 R_BuildBlankTextures();
1845 if (gl_texturecubemap)
1848 R_BuildNormalizationCube();
1850 R_BuildFogTexture();
1851 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1852 memset(&r_waterstate, 0, sizeof(r_waterstate));
1853 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1854 memset(&r_svbsp, 0, sizeof (r_svbsp));
1857 void gl_main_shutdown(void)
1859 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1860 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1862 // clear out the r_skinframe state
1863 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1864 memset(&r_skinframe, 0, sizeof(r_skinframe));
1867 Mem_Free(r_svbsp.nodes);
1868 memset(&r_svbsp, 0, sizeof (r_svbsp));
1869 R_FreeTexturePool(&r_main_texturepool);
1870 r_texture_blanknormalmap = NULL;
1871 r_texture_white = NULL;
1872 r_texture_grey128 = NULL;
1873 r_texture_black = NULL;
1874 r_texture_whitecube = NULL;
1875 r_texture_normalizationcube = NULL;
1876 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1877 memset(&r_waterstate, 0, sizeof(r_waterstate));
1881 extern void CL_ParseEntityLump(char *entitystring);
1882 void gl_main_newmap(void)
1884 // FIXME: move this code to client
1886 char *entities, entname[MAX_QPATH];
1889 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1890 l = (int)strlen(entname) - 4;
1891 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1893 memcpy(entname + l, ".ent", 5);
1894 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1896 CL_ParseEntityLump(entities);
1901 if (cl.worldmodel->brush.entities)
1902 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1906 void GL_Main_Init(void)
1908 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1910 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1911 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1912 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1913 if (gamemode == GAME_NEHAHRA)
1915 Cvar_RegisterVariable (&gl_fogenable);
1916 Cvar_RegisterVariable (&gl_fogdensity);
1917 Cvar_RegisterVariable (&gl_fogred);
1918 Cvar_RegisterVariable (&gl_foggreen);
1919 Cvar_RegisterVariable (&gl_fogblue);
1920 Cvar_RegisterVariable (&gl_fogstart);
1921 Cvar_RegisterVariable (&gl_fogend);
1923 Cvar_RegisterVariable(&r_depthfirst);
1924 Cvar_RegisterVariable(&r_nearclip);
1925 Cvar_RegisterVariable(&r_showbboxes);
1926 Cvar_RegisterVariable(&r_showsurfaces);
1927 Cvar_RegisterVariable(&r_showtris);
1928 Cvar_RegisterVariable(&r_shownormals);
1929 Cvar_RegisterVariable(&r_showlighting);
1930 Cvar_RegisterVariable(&r_showshadowvolumes);
1931 Cvar_RegisterVariable(&r_showcollisionbrushes);
1932 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1933 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1934 Cvar_RegisterVariable(&r_showdisabledepthtest);
1935 Cvar_RegisterVariable(&r_drawportals);
1936 Cvar_RegisterVariable(&r_drawentities);
1937 Cvar_RegisterVariable(&r_cullentities_trace);
1938 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1939 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1940 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1941 Cvar_RegisterVariable(&r_drawviewmodel);
1942 Cvar_RegisterVariable(&r_speeds);
1943 Cvar_RegisterVariable(&r_fullbrights);
1944 Cvar_RegisterVariable(&r_wateralpha);
1945 Cvar_RegisterVariable(&r_dynamic);
1946 Cvar_RegisterVariable(&r_fullbright);
1947 Cvar_RegisterVariable(&r_shadows);
1948 Cvar_RegisterVariable(&r_shadows_throwdistance);
1949 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1950 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1951 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1952 Cvar_RegisterVariable(&r_textureunits);
1953 Cvar_RegisterVariable(&r_glsl);
1954 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1955 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1956 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1957 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1958 Cvar_RegisterVariable(&r_water);
1959 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1960 Cvar_RegisterVariable(&r_water_clippingplanebias);
1961 Cvar_RegisterVariable(&r_water_refractdistort);
1962 Cvar_RegisterVariable(&r_water_reflectdistort);
1963 Cvar_RegisterVariable(&r_lerpsprites);
1964 Cvar_RegisterVariable(&r_lerpmodels);
1965 Cvar_RegisterVariable(&r_waterscroll);
1966 Cvar_RegisterVariable(&r_bloom);
1967 Cvar_RegisterVariable(&r_bloom_colorscale);
1968 Cvar_RegisterVariable(&r_bloom_brighten);
1969 Cvar_RegisterVariable(&r_bloom_blur);
1970 Cvar_RegisterVariable(&r_bloom_resolution);
1971 Cvar_RegisterVariable(&r_bloom_colorexponent);
1972 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1973 Cvar_RegisterVariable(&r_hdr);
1974 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1975 Cvar_RegisterVariable(&r_glsl_contrastboost);
1976 Cvar_RegisterVariable(&r_hdr_glowintensity);
1977 Cvar_RegisterVariable(&r_hdr_range);
1978 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1979 Cvar_RegisterVariable(&developer_texturelogging);
1980 Cvar_RegisterVariable(&gl_lightmaps);
1981 Cvar_RegisterVariable(&r_test);
1982 Cvar_RegisterVariable(&r_batchmode);
1983 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1984 Cvar_SetValue("r_fullbrights", 0);
1985 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1987 Cvar_RegisterVariable(&r_track_sprites);
1988 Cvar_RegisterVariable(&r_track_sprites_flags);
1989 Cvar_RegisterVariable(&r_track_sprites_scalew);
1990 Cvar_RegisterVariable(&r_track_sprites_scaleh);
1993 extern void R_Textures_Init(void);
1994 extern void GL_Draw_Init(void);
1995 extern void GL_Main_Init(void);
1996 extern void R_Shadow_Init(void);
1997 extern void R_Sky_Init(void);
1998 extern void GL_Surf_Init(void);
1999 extern void R_Light_Init(void);
2000 extern void R_Particles_Init(void);
2001 extern void R_Explosion_Init(void);
2002 extern void gl_backend_init(void);
2003 extern void Sbar_Init(void);
2004 extern void R_LightningBeams_Init(void);
2005 extern void Mod_RenderInit(void);
2007 void Render_Init(void)
2020 R_LightningBeams_Init();
2029 extern char *ENGINE_EXTENSIONS;
2032 VID_CheckExtensions();
2034 // LordHavoc: report supported extensions
2035 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2037 // clear to black (loading plaque will be seen over this)
2039 qglClearColor(0,0,0,1);CHECKGLERROR
2040 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2043 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2047 for (i = 0;i < r_view.numfrustumplanes;i++)
2049 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2052 p = r_view.frustum + i;
2057 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2061 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2065 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2069 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2073 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2077 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2081 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2085 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2093 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2097 for (i = 0;i < numplanes;i++)
2104 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2108 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2112 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2116 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2120 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2124 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2128 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2132 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2140 //==================================================================================
2142 static void R_UpdateEntityLighting(entity_render_t *ent)
2144 vec3_t tempdiffusenormal;
2146 // fetch the lighting from the worldmodel data
2147 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2148 VectorClear(ent->modellight_diffuse);
2149 VectorClear(tempdiffusenormal);
2150 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2153 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2154 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2157 VectorSet(ent->modellight_ambient, 1, 1, 1);
2159 // move the light direction into modelspace coordinates for lighting code
2160 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2161 if(VectorLength2(ent->modellight_lightdir) > 0)
2163 VectorNormalize(ent->modellight_lightdir);
2167 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2170 // scale ambient and directional light contributions according to rendering variables
2171 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2172 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2173 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2174 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2175 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2176 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2179 static void R_View_UpdateEntityVisible (void)
2182 entity_render_t *ent;
2184 if (!r_drawentities.integer)
2187 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2188 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2190 // worldmodel can check visibility
2191 for (i = 0;i < r_refdef.numentities;i++)
2193 ent = r_refdef.entities[i];
2194 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2197 if(r_cullentities_trace.integer)
2199 for (i = 0;i < r_refdef.numentities;i++)
2201 ent = r_refdef.entities[i];
2202 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2204 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2205 ent->last_trace_visibility = realtime;
2206 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2207 r_viewcache.entityvisible[i] = 0;
2214 // no worldmodel or it can't check visibility
2215 for (i = 0;i < r_refdef.numentities;i++)
2217 ent = r_refdef.entities[i];
2218 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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));
2222 // update entity lighting (even on hidden entities for r_shadows)
2223 for (i = 0;i < r_refdef.numentities;i++)
2224 R_UpdateEntityLighting(r_refdef.entities[i]);
2227 // only used if skyrendermasked, and normally returns false
2228 int R_DrawBrushModelsSky (void)
2231 entity_render_t *ent;
2233 if (!r_drawentities.integer)
2237 for (i = 0;i < r_refdef.numentities;i++)
2239 if (!r_viewcache.entityvisible[i])
2241 ent = r_refdef.entities[i];
2242 if (!ent->model || !ent->model->DrawSky)
2244 ent->model->DrawSky(ent);
2250 static void R_DrawNoModel(entity_render_t *ent);
2251 static void R_DrawModels(void)
2254 entity_render_t *ent;
2256 if (!r_drawentities.integer)
2259 for (i = 0;i < r_refdef.numentities;i++)
2261 if (!r_viewcache.entityvisible[i])
2263 ent = r_refdef.entities[i];
2264 r_refdef.stats.entities++;
2265 if (ent->model && ent->model->Draw != NULL)
2266 ent->model->Draw(ent);
2272 static void R_DrawModelsDepth(void)
2275 entity_render_t *ent;
2277 if (!r_drawentities.integer)
2280 for (i = 0;i < r_refdef.numentities;i++)
2282 if (!r_viewcache.entityvisible[i])
2284 ent = r_refdef.entities[i];
2285 if (ent->model && ent->model->DrawDepth != NULL)
2286 ent->model->DrawDepth(ent);
2290 static void R_DrawModelsDebug(void)
2293 entity_render_t *ent;
2295 if (!r_drawentities.integer)
2298 for (i = 0;i < r_refdef.numentities;i++)
2300 if (!r_viewcache.entityvisible[i])
2302 ent = r_refdef.entities[i];
2303 if (ent->model && ent->model->DrawDebug != NULL)
2304 ent->model->DrawDebug(ent);
2308 static void R_DrawModelsAddWaterPlanes(void)
2311 entity_render_t *ent;
2313 if (!r_drawentities.integer)
2316 for (i = 0;i < r_refdef.numentities;i++)
2318 if (!r_viewcache.entityvisible[i])
2320 ent = r_refdef.entities[i];
2321 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2322 ent->model->DrawAddWaterPlanes(ent);
2326 static void R_View_SetFrustum(void)
2329 double slopex, slopey;
2331 // break apart the view matrix into vectors for various purposes
2332 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2333 VectorNegate(r_view.left, r_view.right);
2336 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2337 r_view.frustum[0].normal[1] = 0 - 0;
2338 r_view.frustum[0].normal[2] = -1 - 0;
2339 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2340 r_view.frustum[1].normal[1] = 0 + 0;
2341 r_view.frustum[1].normal[2] = -1 + 0;
2342 r_view.frustum[2].normal[0] = 0 - 0;
2343 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2344 r_view.frustum[2].normal[2] = -1 - 0;
2345 r_view.frustum[3].normal[0] = 0 + 0;
2346 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2347 r_view.frustum[3].normal[2] = -1 + 0;
2351 zNear = r_refdef.nearclip;
2352 nudge = 1.0 - 1.0 / (1<<23);
2353 r_view.frustum[4].normal[0] = 0 - 0;
2354 r_view.frustum[4].normal[1] = 0 - 0;
2355 r_view.frustum[4].normal[2] = -1 - -nudge;
2356 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2357 r_view.frustum[5].normal[0] = 0 + 0;
2358 r_view.frustum[5].normal[1] = 0 + 0;
2359 r_view.frustum[5].normal[2] = -1 + -nudge;
2360 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2366 r_view.frustum[0].normal[0] = m[3] - m[0];
2367 r_view.frustum[0].normal[1] = m[7] - m[4];
2368 r_view.frustum[0].normal[2] = m[11] - m[8];
2369 r_view.frustum[0].dist = m[15] - m[12];
2371 r_view.frustum[1].normal[0] = m[3] + m[0];
2372 r_view.frustum[1].normal[1] = m[7] + m[4];
2373 r_view.frustum[1].normal[2] = m[11] + m[8];
2374 r_view.frustum[1].dist = m[15] + m[12];
2376 r_view.frustum[2].normal[0] = m[3] - m[1];
2377 r_view.frustum[2].normal[1] = m[7] - m[5];
2378 r_view.frustum[2].normal[2] = m[11] - m[9];
2379 r_view.frustum[2].dist = m[15] - m[13];
2381 r_view.frustum[3].normal[0] = m[3] + m[1];
2382 r_view.frustum[3].normal[1] = m[7] + m[5];
2383 r_view.frustum[3].normal[2] = m[11] + m[9];
2384 r_view.frustum[3].dist = m[15] + m[13];
2386 r_view.frustum[4].normal[0] = m[3] - m[2];
2387 r_view.frustum[4].normal[1] = m[7] - m[6];
2388 r_view.frustum[4].normal[2] = m[11] - m[10];
2389 r_view.frustum[4].dist = m[15] - m[14];
2391 r_view.frustum[5].normal[0] = m[3] + m[2];
2392 r_view.frustum[5].normal[1] = m[7] + m[6];
2393 r_view.frustum[5].normal[2] = m[11] + m[10];
2394 r_view.frustum[5].dist = m[15] + m[14];
2397 if (r_view.useperspective)
2399 slopex = 1.0 / r_view.frustum_x;
2400 slopey = 1.0 / r_view.frustum_y;
2401 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2402 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
2403 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
2404 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
2405 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2407 // Leaving those out was a mistake, those were in the old code, and they
2408 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2409 // I couldn't reproduce it after adding those normalizations. --blub
2410 VectorNormalize(r_view.frustum[0].normal);
2411 VectorNormalize(r_view.frustum[1].normal);
2412 VectorNormalize(r_view.frustum[2].normal);
2413 VectorNormalize(r_view.frustum[3].normal);
2415 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2416 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2417 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2418 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2419 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2421 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2422 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2423 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2424 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2425 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2429 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2430 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
2431 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2432 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
2433 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2434 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2435 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2436 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2437 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2438 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2440 r_view.numfrustumplanes = 5;
2442 if (r_view.useclipplane)
2444 r_view.numfrustumplanes = 6;
2445 r_view.frustum[5] = r_view.clipplane;
2448 for (i = 0;i < r_view.numfrustumplanes;i++)
2449 PlaneClassify(r_view.frustum + i);
2451 // LordHavoc: note to all quake engine coders, Quake had a special case
2452 // for 90 degrees which assumed a square view (wrong), so I removed it,
2453 // Quake2 has it disabled as well.
2455 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2456 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2457 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2458 //PlaneClassify(&frustum[0]);
2460 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2461 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2462 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2463 //PlaneClassify(&frustum[1]);
2465 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2466 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2467 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2468 //PlaneClassify(&frustum[2]);
2470 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2471 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2472 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2473 //PlaneClassify(&frustum[3]);
2476 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2477 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2478 //PlaneClassify(&frustum[4]);
2481 void R_View_Update(void)
2483 R_View_SetFrustum();
2484 R_View_WorldVisibility(r_view.useclipplane);
2485 R_View_UpdateEntityVisible();
2488 void R_SetupView(void)
2490 if (!r_view.useperspective)
2491 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2492 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2493 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2495 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2497 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2499 if (r_view.useclipplane)
2501 // LordHavoc: couldn't figure out how to make this approach the
2502 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2503 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2504 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2505 dist = r_view.clipplane.dist;
2506 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2510 void R_ResetViewRendering2D(void)
2512 if (gl_support_fragment_shader)
2514 qglUseProgramObjectARB(0);CHECKGLERROR
2519 // GL is weird because it's bottom to top, r_view.y is top to bottom
2520 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2521 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2522 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2523 GL_Color(1, 1, 1, 1);
2524 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2525 GL_BlendFunc(GL_ONE, GL_ZERO);
2526 GL_AlphaTest(false);
2527 GL_ScissorTest(false);
2528 GL_DepthMask(false);
2529 GL_DepthRange(0, 1);
2530 GL_DepthTest(false);
2531 R_Mesh_Matrix(&identitymatrix);
2532 R_Mesh_ResetTextureState();
2533 GL_PolygonOffset(0, 0);
2534 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2535 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2536 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2537 qglStencilMask(~0);CHECKGLERROR
2538 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2539 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2540 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2543 void R_ResetViewRendering3D(void)
2545 if (gl_support_fragment_shader)
2547 qglUseProgramObjectARB(0);CHECKGLERROR
2552 // GL is weird because it's bottom to top, r_view.y is top to bottom
2553 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2555 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2556 GL_Color(1, 1, 1, 1);
2557 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2558 GL_BlendFunc(GL_ONE, GL_ZERO);
2559 GL_AlphaTest(false);
2560 GL_ScissorTest(true);
2562 GL_DepthRange(0, 1);
2564 R_Mesh_Matrix(&identitymatrix);
2565 R_Mesh_ResetTextureState();
2566 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2567 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2568 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2569 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2570 qglStencilMask(~0);CHECKGLERROR
2571 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2572 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2573 GL_CullFace(r_view.cullface_back);
2577 R_Bloom_SetupShader(
2579 "// written by Forest 'LordHavoc' Hale\n"
2581 "// common definitions between vertex shader and fragment shader:\n"
2583 "#ifdef __GLSL_CG_DATA_TYPES\n"
2584 "#define myhalf half\n"
2585 "#define myhvec2 hvec2\n"
2586 "#define myhvec3 hvec3\n"
2587 "#define myhvec4 hvec4\n"
2589 "#define myhalf float\n"
2590 "#define myhvec2 vec2\n"
2591 "#define myhvec3 vec3\n"
2592 "#define myhvec4 vec4\n"
2595 "varying vec2 ScreenTexCoord;\n"
2596 "varying vec2 BloomTexCoord;\n"
2601 "// vertex shader specific:\n"
2602 "#ifdef VERTEX_SHADER\n"
2606 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2607 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2608 " // transform vertex to camera space, using ftransform to match non-VS\n"
2610 " gl_Position = ftransform();\n"
2613 "#endif // VERTEX_SHADER\n"
2618 "// fragment shader specific:\n"
2619 "#ifdef FRAGMENT_SHADER\n"
2624 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2625 " for (x = -BLUR_X;x <= BLUR_X;x++)
2626 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2627 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2628 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2629 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2631 " gl_FragColor = vec4(color);\n"
2634 "#endif // FRAGMENT_SHADER\n"
2637 void R_RenderScene(qboolean addwaterplanes);
2639 static void R_Water_StartFrame(void)
2642 int waterwidth, waterheight, texturewidth, textureheight;
2643 r_waterstate_waterplane_t *p;
2645 // set waterwidth and waterheight to the water resolution that will be
2646 // used (often less than the screen resolution for faster rendering)
2647 waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2648 waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2650 // calculate desired texture sizes
2651 // can't use water if the card does not support the texture size
2652 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2653 texturewidth = textureheight = waterwidth = waterheight = 0;
2654 else if (gl_support_arb_texture_non_power_of_two)
2656 texturewidth = waterwidth;
2657 textureheight = waterheight;
2661 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2662 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2665 // allocate textures as needed
2666 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2668 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2669 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2671 if (p->texture_refraction)
2672 R_FreeTexture(p->texture_refraction);
2673 p->texture_refraction = NULL;
2674 if (p->texture_reflection)
2675 R_FreeTexture(p->texture_reflection);
2676 p->texture_reflection = NULL;
2678 memset(&r_waterstate, 0, sizeof(r_waterstate));
2679 r_waterstate.waterwidth = waterwidth;
2680 r_waterstate.waterheight = waterheight;
2681 r_waterstate.texturewidth = texturewidth;
2682 r_waterstate.textureheight = textureheight;
2685 if (r_waterstate.waterwidth)
2687 r_waterstate.enabled = true;
2689 // set up variables that will be used in shader setup
2690 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2691 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2692 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2693 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2696 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2697 r_waterstate.numwaterplanes = 0;
2700 static void R_Water_AddWaterPlane(msurface_t *surface)
2702 int triangleindex, planeindex;
2708 r_waterstate_waterplane_t *p;
2709 // just use the first triangle with a valid normal for any decisions
2710 VectorClear(normal);
2711 VectorClear(center);
2712 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2714 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2715 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2716 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2717 TriangleNormal(vert[0], vert[1], vert[2], normal);
2718 if (VectorLength2(normal) >= 0.001)
2721 // now find the center of this surface
2722 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2724 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2725 VectorAdd(center, vert[0], center);
2727 f = 1.0 / surface->num_triangles*3;
2728 VectorScale(center, f, center);
2730 // find a matching plane if there is one
2731 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2732 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2734 if (planeindex >= r_waterstate.maxwaterplanes)
2735 return; // nothing we can do, out of planes
2737 // if this triangle does not fit any known plane rendered this frame, add one
2738 if (planeindex >= r_waterstate.numwaterplanes)
2740 // store the new plane
2741 r_waterstate.numwaterplanes++;
2742 VectorCopy(normal, p->plane.normal);
2743 VectorNormalize(p->plane.normal);
2744 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2745 PlaneClassify(&p->plane);
2746 // flip the plane if it does not face the viewer
2747 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2749 VectorNegate(p->plane.normal, p->plane.normal);
2750 p->plane.dist *= -1;
2751 PlaneClassify(&p->plane);
2753 // clear materialflags and pvs
2754 p->materialflags = 0;
2755 p->pvsvalid = false;
2757 // merge this surface's materialflags into the waterplane
2758 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2759 // merge this surface's PVS into the waterplane
2760 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2762 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2767 static void R_Water_ProcessPlanes(void)
2769 r_view_t originalview;
2771 r_waterstate_waterplane_t *p;
2773 originalview = r_view;
2775 // make sure enough textures are allocated
2776 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2780 if (!p->texture_refraction)
2781 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);
2782 if (!p->texture_refraction)
2786 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2788 if (!p->texture_reflection)
2789 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);
2790 if (!p->texture_reflection)
2796 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2798 r_view.showdebug = false;
2799 r_view.width = r_waterstate.waterwidth;
2800 r_view.height = r_waterstate.waterheight;
2801 r_view.useclipplane = true;
2802 r_waterstate.renderingscene = true;
2804 // render the normal view scene and copy into texture
2805 // (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)
2806 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2808 r_view.clipplane = p->plane;
2809 VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2810 r_view.clipplane.dist = -r_view.clipplane.dist;
2811 PlaneClassify(&r_view.clipplane);
2813 R_RenderScene(false);
2815 // copy view into the screen texture
2816 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2817 GL_ActiveTexture(0);
2819 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2822 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2824 // render reflected scene and copy into texture
2825 Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2826 r_view.clipplane = p->plane;
2827 // reverse the cullface settings for this render
2828 r_view.cullface_front = GL_FRONT;
2829 r_view.cullface_back = GL_BACK;
2830 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2832 r_view.usecustompvs = true;
2834 memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2836 memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2839 R_ResetViewRendering3D();
2841 if (r_timereport_active)
2842 R_TimeReport("viewclear");
2844 R_RenderScene(false);
2846 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2847 GL_ActiveTexture(0);
2849 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2851 R_ResetViewRendering3D();
2853 if (r_timereport_active)
2854 R_TimeReport("viewclear");
2857 r_view = originalview;
2858 r_view.clear = true;
2859 r_waterstate.renderingscene = false;
2863 r_view = originalview;
2864 r_waterstate.renderingscene = false;
2865 Cvar_SetValueQuick(&r_water, 0);
2866 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2870 void R_Bloom_StartFrame(void)
2872 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2874 // set bloomwidth and bloomheight to the bloom resolution that will be
2875 // used (often less than the screen resolution for faster rendering)
2876 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2877 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2878 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2880 // calculate desired texture sizes
2881 if (gl_support_arb_texture_non_power_of_two)
2883 screentexturewidth = r_view.width;
2884 screentextureheight = r_view.height;
2885 bloomtexturewidth = r_bloomstate.bloomwidth;
2886 bloomtextureheight = r_bloomstate.bloomheight;
2890 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2891 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2892 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2893 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2898 screentexturewidth = screentextureheight = 0;
2900 else if (r_bloom.integer)
2905 screentexturewidth = screentextureheight = 0;
2906 bloomtexturewidth = bloomtextureheight = 0;
2909 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2911 // can't use bloom if the parameters are too weird
2912 // can't use bloom if the card does not support the texture size
2913 if (r_bloomstate.texture_screen)
2914 R_FreeTexture(r_bloomstate.texture_screen);
2915 if (r_bloomstate.texture_bloom)
2916 R_FreeTexture(r_bloomstate.texture_bloom);
2917 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2921 r_bloomstate.enabled = true;
2922 r_bloomstate.hdr = r_hdr.integer != 0;
2924 // allocate textures as needed
2925 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2927 if (r_bloomstate.texture_screen)
2928 R_FreeTexture(r_bloomstate.texture_screen);
2929 r_bloomstate.texture_screen = NULL;
2930 r_bloomstate.screentexturewidth = screentexturewidth;
2931 r_bloomstate.screentextureheight = screentextureheight;
2932 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2933 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);
2935 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2937 if (r_bloomstate.texture_bloom)
2938 R_FreeTexture(r_bloomstate.texture_bloom);
2939 r_bloomstate.texture_bloom = NULL;
2940 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2941 r_bloomstate.bloomtextureheight = bloomtextureheight;
2942 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2943 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);
2946 // set up a texcoord array for the full resolution screen image
2947 // (we have to keep this around to copy back during final render)
2948 r_bloomstate.screentexcoord2f[0] = 0;
2949 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2950 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2951 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2952 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2953 r_bloomstate.screentexcoord2f[5] = 0;
2954 r_bloomstate.screentexcoord2f[6] = 0;
2955 r_bloomstate.screentexcoord2f[7] = 0;
2957 // set up a texcoord array for the reduced resolution bloom image
2958 // (which will be additive blended over the screen image)
2959 r_bloomstate.bloomtexcoord2f[0] = 0;
2960 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2961 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2962 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2963 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2964 r_bloomstate.bloomtexcoord2f[5] = 0;
2965 r_bloomstate.bloomtexcoord2f[6] = 0;
2966 r_bloomstate.bloomtexcoord2f[7] = 0;
2969 void R_Bloom_CopyScreenTexture(float colorscale)
2971 r_refdef.stats.bloom++;
2973 R_ResetViewRendering2D();
2974 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2975 R_Mesh_ColorPointer(NULL, 0, 0);
2976 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2977 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2979 // copy view into the screen texture
2980 GL_ActiveTexture(0);
2982 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2983 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2985 // now scale it down to the bloom texture size
2987 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2988 GL_BlendFunc(GL_ONE, GL_ZERO);
2989 GL_Color(colorscale, colorscale, colorscale, 1);
2990 // TODO: optimize with multitexture or GLSL
2991 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2992 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2994 // we now have a bloom image in the framebuffer
2995 // copy it into the bloom image texture for later processing
2996 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2997 GL_ActiveTexture(0);
2999 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3000 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3003 void R_Bloom_CopyHDRTexture(void)
3005 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3006 GL_ActiveTexture(0);
3008 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3009 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3012 void R_Bloom_MakeTexture(void)
3015 float xoffset, yoffset, r, brighten;
3017 r_refdef.stats.bloom++;
3019 R_ResetViewRendering2D();
3020 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3021 R_Mesh_ColorPointer(NULL, 0, 0);
3023 // we have a bloom image in the framebuffer
3025 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3027 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3030 r = bound(0, r_bloom_colorexponent.value / x, 1);
3031 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3032 GL_Color(r, r, r, 1);
3033 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3034 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3035 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3036 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3038 // copy the vertically blurred bloom view to a texture
3039 GL_ActiveTexture(0);
3041 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3042 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3045 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3046 brighten = r_bloom_brighten.value;
3048 brighten *= r_hdr_range.value;
3049 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3050 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3052 for (dir = 0;dir < 2;dir++)
3054 // blend on at multiple vertical offsets to achieve a vertical blur
3055 // TODO: do offset blends using GLSL
3056 GL_BlendFunc(GL_ONE, GL_ZERO);
3057 for (x = -range;x <= range;x++)
3059 if (!dir){xoffset = 0;yoffset = x;}
3060 else {xoffset = x;yoffset = 0;}
3061 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3062 yoffset /= (float)r_bloomstate.bloomtextureheight;
3063 // compute a texcoord array with the specified x and y offset
3064 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3065 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3066 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3067 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3068 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3069 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3070 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3071 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3072 // this r value looks like a 'dot' particle, fading sharply to
3073 // black at the edges
3074 // (probably not realistic but looks good enough)
3075 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3076 //r = (dir ? 1.0f : brighten)/(range*2+1);
3077 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3078 GL_Color(r, r, r, 1);
3079 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3080 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3081 GL_BlendFunc(GL_ONE, GL_ONE);
3084 // copy the vertically blurred bloom view to a texture
3085 GL_ActiveTexture(0);
3087 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3088 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3091 // apply subtract last
3092 // (just like it would be in a GLSL shader)
3093 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3095 GL_BlendFunc(GL_ONE, GL_ZERO);
3096 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3097 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3098 GL_Color(1, 1, 1, 1);
3099 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3100 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3102 GL_BlendFunc(GL_ONE, GL_ONE);
3103 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3104 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3105 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3106 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3107 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3108 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3109 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3111 // copy the darkened bloom view to a texture
3112 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3113 GL_ActiveTexture(0);
3115 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3116 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3120 void R_HDR_RenderBloomTexture(void)
3122 int oldwidth, oldheight;
3124 oldwidth = r_view.width;
3125 oldheight = r_view.height;
3126 r_view.width = r_bloomstate.bloomwidth;
3127 r_view.height = r_bloomstate.bloomheight;
3129 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3130 // TODO: add exposure compensation features
3131 // TODO: add fp16 framebuffer support
3133 r_view.showdebug = false;
3134 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3136 r_view.colorscale /= r_hdr_range.value;
3137 r_waterstate.numwaterplanes = 0;
3138 R_RenderScene(r_waterstate.enabled);
3139 r_view.showdebug = true;
3141 R_ResetViewRendering2D();
3143 R_Bloom_CopyHDRTexture();
3144 R_Bloom_MakeTexture();
3146 R_ResetViewRendering3D();
3149 if (r_timereport_active)
3150 R_TimeReport("viewclear");
3152 // restore the view settings
3153 r_view.width = oldwidth;
3154 r_view.height = oldheight;
3157 static void R_BlendView(void)
3159 if (r_bloomstate.enabled && r_bloomstate.hdr)
3161 // render high dynamic range bloom effect
3162 // the bloom texture was made earlier this render, so we just need to
3163 // blend it onto the screen...
3164 R_ResetViewRendering2D();
3165 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3166 R_Mesh_ColorPointer(NULL, 0, 0);
3167 GL_Color(1, 1, 1, 1);
3168 GL_BlendFunc(GL_ONE, GL_ONE);
3169 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3170 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3171 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3172 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3174 else if (r_bloomstate.enabled)
3176 // render simple bloom effect
3177 // copy the screen and shrink it and darken it for the bloom process
3178 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3179 // make the bloom texture
3180 R_Bloom_MakeTexture();
3181 // put the original screen image back in place and blend the bloom
3183 R_ResetViewRendering2D();
3184 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3185 R_Mesh_ColorPointer(NULL, 0, 0);
3186 GL_Color(1, 1, 1, 1);
3187 GL_BlendFunc(GL_ONE, GL_ZERO);
3188 // do both in one pass if possible
3189 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3190 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3191 if (r_textureunits.integer >= 2 && gl_combine.integer)
3193 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3194 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3195 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3199 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3200 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3201 // now blend on the bloom texture
3202 GL_BlendFunc(GL_ONE, GL_ONE);
3203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3204 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3206 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3207 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3209 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3211 // apply a color tint to the whole view
3212 R_ResetViewRendering2D();
3213 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3214 R_Mesh_ColorPointer(NULL, 0, 0);
3215 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3216 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3221 void R_RenderScene(qboolean addwaterplanes);
3223 matrix4x4_t r_waterscrollmatrix;
3225 void R_UpdateVariables(void)
3229 r_refdef.farclip = 4096;
3230 if (r_refdef.worldmodel)
3231 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3232 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3234 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3235 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3236 r_refdef.polygonfactor = 0;
3237 r_refdef.polygonoffset = 0;
3238 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3239 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3241 r_refdef.rtworld = r_shadow_realtime_world.integer;
3242 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3243 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3244 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3245 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3246 if (r_showsurfaces.integer)
3248 r_refdef.rtworld = false;
3249 r_refdef.rtworldshadows = false;
3250 r_refdef.rtdlight = false;
3251 r_refdef.rtdlightshadows = false;
3252 r_refdef.lightmapintensity = 0;
3255 if (gamemode == GAME_NEHAHRA)
3257 if (gl_fogenable.integer)
3259 r_refdef.oldgl_fogenable = true;
3260 r_refdef.fog_density = gl_fogdensity.value;
3261 r_refdef.fog_red = gl_fogred.value;
3262 r_refdef.fog_green = gl_foggreen.value;
3263 r_refdef.fog_blue = gl_fogblue.value;
3265 else if (r_refdef.oldgl_fogenable)
3267 r_refdef.oldgl_fogenable = false;
3268 r_refdef.fog_density = 0;
3269 r_refdef.fog_red = 0;
3270 r_refdef.fog_green = 0;
3271 r_refdef.fog_blue = 0;
3274 if (r_refdef.fog_density)
3276 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
3277 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3278 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3280 if (r_refdef.fog_density)
3282 r_refdef.fogenabled = true;
3283 // this is the point where the fog reaches 0.9986 alpha, which we
3284 // consider a good enough cutoff point for the texture
3285 // (0.9986 * 256 == 255.6)
3286 r_refdef.fogrange = 400 / r_refdef.fog_density;
3287 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3288 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3289 // fog color was already set
3292 r_refdef.fogenabled = false;
3300 void R_RenderView(void)
3302 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3303 return; //Host_Error ("R_RenderView: NULL worldmodel");
3305 R_Shadow_UpdateWorldLightSelection();
3307 R_Bloom_StartFrame();
3308 R_Water_StartFrame();
3311 if (r_timereport_active)
3312 R_TimeReport("viewsetup");
3314 R_ResetViewRendering3D();
3319 if (r_timereport_active)
3320 R_TimeReport("viewclear");
3322 r_view.clear = true;
3324 r_view.showdebug = true;
3326 // this produces a bloom texture to be used in R_BlendView() later
3328 R_HDR_RenderBloomTexture();
3330 r_view.colorscale = r_hdr_scenebrightness.value;
3331 r_waterstate.numwaterplanes = 0;
3332 R_RenderScene(r_waterstate.enabled);
3335 if (r_timereport_active)
3336 R_TimeReport("blendview");
3338 GL_Scissor(0, 0, vid.width, vid.height);
3339 GL_ScissorTest(false);
3343 extern void R_DrawLightningBeams (void);
3344 extern void VM_CL_AddPolygonsToMeshQueue (void);
3345 extern void R_DrawPortals (void);
3346 extern cvar_t cl_locs_show;
3347 static void R_DrawLocs(void);
3348 static void R_DrawEntityBBoxes(void);
3349 void R_RenderScene(qboolean addwaterplanes)
3353 R_ResetViewRendering3D();
3356 if (r_timereport_active)
3357 R_TimeReport("watervis");
3359 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3361 r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3362 if (r_timereport_active)
3363 R_TimeReport("waterworld");
3366 // don't let sound skip if going slow
3367 if (r_refdef.extraupdate)
3370 R_DrawModelsAddWaterPlanes();
3371 if (r_timereport_active)
3372 R_TimeReport("watermodels");
3374 R_Water_ProcessPlanes();
3375 if (r_timereport_active)
3376 R_TimeReport("waterscenes");
3379 R_ResetViewRendering3D();
3381 // don't let sound skip if going slow
3382 if (r_refdef.extraupdate)
3385 R_MeshQueue_BeginScene();
3390 if (r_timereport_active)
3391 R_TimeReport("visibility");
3393 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3395 if (cl.csqc_vidvars.drawworld)
3397 // don't let sound skip if going slow
3398 if (r_refdef.extraupdate)
3401 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3403 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3404 if (r_timereport_active)
3405 R_TimeReport("worldsky");
3408 if (R_DrawBrushModelsSky() && r_timereport_active)
3409 R_TimeReport("bmodelsky");
3412 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3414 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3415 if (r_timereport_active)
3416 R_TimeReport("worlddepth");
3418 if (r_depthfirst.integer >= 2)
3420 R_DrawModelsDepth();
3421 if (r_timereport_active)
3422 R_TimeReport("modeldepth");
3425 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3427 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3428 if (r_timereport_active)
3429 R_TimeReport("world");
3432 // don't let sound skip if going slow
3433 if (r_refdef.extraupdate)
3437 if (r_timereport_active)
3438 R_TimeReport("models");
3440 // don't let sound skip if going slow
3441 if (r_refdef.extraupdate)
3444 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3446 R_DrawModelShadows();
3448 R_ResetViewRendering3D();
3450 // don't let sound skip if going slow
3451 if (r_refdef.extraupdate)
3455 R_ShadowVolumeLighting(false);
3456 if (r_timereport_active)
3457 R_TimeReport("rtlights");
3459 // don't let sound skip if going slow
3460 if (r_refdef.extraupdate)
3463 if (cl.csqc_vidvars.drawworld)
3465 R_DrawLightningBeams();
3466 if (r_timereport_active)
3467 R_TimeReport("lightning");
3470 if (r_timereport_active)
3471 R_TimeReport("decals");
3474 if (r_timereport_active)
3475 R_TimeReport("particles");
3478 if (r_timereport_active)
3479 R_TimeReport("explosions");
3482 if (gl_support_fragment_shader)
3484 qglUseProgramObjectARB(0);CHECKGLERROR
3486 VM_CL_AddPolygonsToMeshQueue();
3488 if (r_view.showdebug)
3490 if (cl_locs_show.integer)
3493 if (r_timereport_active)
3494 R_TimeReport("showlocs");
3497 if (r_drawportals.integer)
3500 if (r_timereport_active)
3501 R_TimeReport("portals");
3504 if (r_showbboxes.value > 0)
3506 R_DrawEntityBBoxes();
3507 if (r_timereport_active)
3508 R_TimeReport("bboxes");
3512 if (gl_support_fragment_shader)
3514 qglUseProgramObjectARB(0);CHECKGLERROR
3516 R_MeshQueue_RenderTransparent();
3517 if (r_timereport_active)
3518 R_TimeReport("drawtrans");
3520 if (gl_support_fragment_shader)
3522 qglUseProgramObjectARB(0);CHECKGLERROR
3525 if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3527 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3528 if (r_timereport_active)
3529 R_TimeReport("worlddebug");
3530 R_DrawModelsDebug();
3531 if (r_timereport_active)
3532 R_TimeReport("modeldebug");
3535 if (gl_support_fragment_shader)
3537 qglUseProgramObjectARB(0);CHECKGLERROR
3540 if (cl.csqc_vidvars.drawworld)
3543 if (r_timereport_active)
3544 R_TimeReport("coronas");
3547 // don't let sound skip if going slow
3548 if (r_refdef.extraupdate)
3551 R_ResetViewRendering2D();
3554 static const int bboxelements[36] =
3564 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3567 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3568 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3569 GL_DepthMask(false);
3570 GL_DepthRange(0, 1);
3571 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3572 R_Mesh_Matrix(&identitymatrix);
3573 R_Mesh_ResetTextureState();
3575 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3576 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3577 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3578 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3579 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3580 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3581 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3582 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3583 R_FillColors(color4f, 8, cr, cg, cb, ca);
3584 if (r_refdef.fogenabled)
3586 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3588 f1 = FogPoint_World(v);
3590 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3591 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3592 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3595 R_Mesh_VertexPointer(vertex3f, 0, 0);
3596 R_Mesh_ColorPointer(color4f, 0, 0);
3597 R_Mesh_ResetTextureState();
3598 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3601 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3605 prvm_edict_t *edict;
3606 // this function draws bounding boxes of server entities
3610 for (i = 0;i < numsurfaces;i++)
3612 edict = PRVM_EDICT_NUM(surfacelist[i]);
3613 switch ((int)edict->fields.server->solid)
3615 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3616 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3617 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3618 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3619 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3620 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3622 color[3] *= r_showbboxes.value;
3623 color[3] = bound(0, color[3], 1);
3624 GL_DepthTest(!r_showdisabledepthtest.integer);
3625 GL_CullFace(r_view.cullface_front);
3626 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3631 static void R_DrawEntityBBoxes(void)
3634 prvm_edict_t *edict;
3636 // this function draws bounding boxes of server entities
3640 for (i = 0;i < prog->num_edicts;i++)
3642 edict = PRVM_EDICT_NUM(i);
3643 if (edict->priv.server->free)
3645 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3646 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3651 int nomodelelements[24] =
3663 float nomodelvertex3f[6*3] =
3673 float nomodelcolor4f[6*4] =
3675 0.0f, 0.0f, 0.5f, 1.0f,
3676 0.0f, 0.0f, 0.5f, 1.0f,
3677 0.0f, 0.5f, 0.0f, 1.0f,
3678 0.0f, 0.5f, 0.0f, 1.0f,
3679 0.5f, 0.0f, 0.0f, 1.0f,
3680 0.5f, 0.0f, 0.0f, 1.0f
3683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3688 // this is only called once per entity so numsurfaces is always 1, and
3689 // surfacelist is always {0}, so this code does not handle batches
3690 R_Mesh_Matrix(&ent->matrix);
3692 if (ent->flags & EF_ADDITIVE)
3694 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3695 GL_DepthMask(false);
3697 else if (ent->alpha < 1)
3699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3700 GL_DepthMask(false);
3704 GL_BlendFunc(GL_ONE, GL_ZERO);
3707 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3708 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3709 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3710 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3711 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3712 if (r_refdef.fogenabled)
3715 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3716 R_Mesh_ColorPointer(color4f, 0, 0);
3717 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3718 f1 = FogPoint_World(org);
3720 for (i = 0, c = color4f;i < 6;i++, c += 4)
3722 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3723 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3724 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3728 else if (ent->alpha != 1)
3730 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3731 R_Mesh_ColorPointer(color4f, 0, 0);
3732 for (i = 0, c = color4f;i < 6;i++, c += 4)
3736 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3737 R_Mesh_ResetTextureState();
3738 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3741 void R_DrawNoModel(entity_render_t *ent)
3744 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3745 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3746 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3748 // R_DrawNoModelCallback(ent, 0);
3751 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3753 vec3_t right1, right2, diff, normal;
3755 VectorSubtract (org2, org1, normal);
3757 // calculate 'right' vector for start
3758 VectorSubtract (r_view.origin, org1, diff);
3759 CrossProduct (normal, diff, right1);
3760 VectorNormalize (right1);
3762 // calculate 'right' vector for end
3763 VectorSubtract (r_view.origin, org2, diff);
3764 CrossProduct (normal, diff, right2);
3765 VectorNormalize (right2);
3767 vert[ 0] = org1[0] + width * right1[0];
3768 vert[ 1] = org1[1] + width * right1[1];
3769 vert[ 2] = org1[2] + width * right1[2];
3770 vert[ 3] = org1[0] - width * right1[0];
3771 vert[ 4] = org1[1] - width * right1[1];
3772 vert[ 5] = org1[2] - width * right1[2];
3773 vert[ 6] = org2[0] - width * right2[0];
3774 vert[ 7] = org2[1] - width * right2[1];
3775 vert[ 8] = org2[2] - width * right2[2];
3776 vert[ 9] = org2[0] + width * right2[0];
3777 vert[10] = org2[1] + width * right2[1];
3778 vert[11] = org2[2] + width * right2[2];
3781 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3783 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3788 if (r_refdef.fogenabled)
3789 fog = FogPoint_World(origin);
3791 R_Mesh_Matrix(&identitymatrix);
3792 GL_BlendFunc(blendfunc1, blendfunc2);
3798 GL_CullFace(r_view.cullface_front);
3801 GL_CullFace(r_view.cullface_back);
3803 GL_DepthMask(false);
3804 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3805 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3806 GL_DepthTest(!depthdisable);
3808 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3809 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3810 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3811 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3812 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3813 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3814 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3815 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3816 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3817 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3818 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3819 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3821 R_Mesh_VertexPointer(vertex3f, 0, 0);
3822 R_Mesh_ColorPointer(NULL, 0, 0);
3823 R_Mesh_ResetTextureState();
3824 R_Mesh_TexBind(0, R_GetTexture(texture));
3825 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3826 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3827 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3828 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3830 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3832 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3833 GL_BlendFunc(blendfunc1, GL_ONE);
3835 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3836 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3840 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3845 VectorSet(v, x, y, z);
3846 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3847 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3849 if (i == mesh->numvertices)
3851 if (mesh->numvertices < mesh->maxvertices)
3853 VectorCopy(v, vertex3f);
3854 mesh->numvertices++;
3856 return mesh->numvertices;
3862 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3866 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3867 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3868 e = mesh->element3i + mesh->numtriangles * 3;
3869 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3871 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3872 if (mesh->numtriangles < mesh->maxtriangles)
3877 mesh->numtriangles++;
3879 element[1] = element[2];
3883 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3887 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3888 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3889 e = mesh->element3i + mesh->numtriangles * 3;
3890 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3892 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3893 if (mesh->numtriangles < mesh->maxtriangles)
3898 mesh->numtriangles++;
3900 element[1] = element[2];
3904 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3905 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3907 int planenum, planenum2;
3910 mplane_t *plane, *plane2;
3912 double temppoints[2][256*3];
3913 // figure out how large a bounding box we need to properly compute this brush
3915 for (w = 0;w < numplanes;w++)
3916 maxdist = max(maxdist, planes[w].dist);
3917 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3918 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3919 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3923 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3924 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3926 if (planenum2 == planenum)
3928 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);
3931 if (tempnumpoints < 3)
3933 // generate elements forming a triangle fan for this polygon
3934 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3938 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)
3940 texturelayer_t *layer;
3941 layer = t->currentlayers + t->currentnumlayers++;
3943 layer->depthmask = depthmask;
3944 layer->blendfunc1 = blendfunc1;
3945 layer->blendfunc2 = blendfunc2;
3946 layer->texture = texture;
3947 layer->texmatrix = *matrix;
3948 layer->color[0] = r * r_view.colorscale;
3949 layer->color[1] = g * r_view.colorscale;
3950 layer->color[2] = b * r_view.colorscale;
3951 layer->color[3] = a;
3954 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3957 index = parms[2] + r_refdef.time * parms[3];
3958 index -= floor(index);
3962 case Q3WAVEFUNC_NONE:
3963 case Q3WAVEFUNC_NOISE:
3964 case Q3WAVEFUNC_COUNT:
3967 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3968 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3969 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3970 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3971 case Q3WAVEFUNC_TRIANGLE:
3973 f = index - floor(index);
3984 return (float)(parms[0] + parms[1] * f);
3987 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3990 model_t *model = ent->model;
3993 q3shaderinfo_layer_tcmod_t *tcmod;
3995 // switch to an alternate material if this is a q1bsp animated material
3997 texture_t *texture = t;
3998 int s = ent->skinnum;
3999 if ((unsigned int)s >= (unsigned int)model->numskins)
4001 if (model->skinscenes)
4003 if (model->skinscenes[s].framecount > 1)
4004 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4006 s = model->skinscenes[s].firstframe;
4009 t = t + s * model->num_surfaces;
4012 // use an alternate animation if the entity's frame is not 0,
4013 // and only if the texture has an alternate animation
4014 if (ent->frame2 != 0 && t->anim_total[1])
4015 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4017 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4019 texture->currentframe = t;
4022 // update currentskinframe to be a qw skin or animation frame
4023 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4025 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4027 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4028 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4029 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4031 t->currentskinframe = r_qwskincache_skinframe[i];
4032 if (t->currentskinframe == NULL)
4033 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4035 else if (t->numskinframes >= 2)
4036 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4037 if (t->backgroundnumskinframes >= 2)
4038 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4040 t->currentmaterialflags = t->basematerialflags;
4041 t->currentalpha = ent->alpha;
4042 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4044 t->currentalpha *= r_wateralpha.value;
4046 * FIXME what is this supposed to do?
4047 // if rendering refraction/reflection, disable transparency
4048 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4049 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4052 if(!r_waterstate.enabled)
4053 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4054 if (!(ent->flags & RENDER_LIGHT))
4055 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4056 else if (rsurface.modeltexcoordlightmap2f == NULL)
4058 // pick a model lighting mode
4059 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4060 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4062 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4064 if (ent->effects & EF_ADDITIVE)
4065 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4066 else if (t->currentalpha < 1)
4067 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4068 if (ent->effects & EF_DOUBLESIDED)
4069 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4070 if (ent->effects & EF_NODEPTHTEST)
4071 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4072 if (ent->flags & RENDER_VIEWMODEL)
4073 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4074 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4075 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4077 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4080 switch(tcmod->tcmod)
4084 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4085 matrix = r_waterscrollmatrix;
4087 matrix = identitymatrix;
4089 case Q3TCMOD_ENTITYTRANSLATE:
4090 // this is used in Q3 to allow the gamecode to control texcoord
4091 // scrolling on the entity, which is not supported in darkplaces yet.
4092 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4094 case Q3TCMOD_ROTATE:
4095 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4096 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4097 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4100 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4102 case Q3TCMOD_SCROLL:
4103 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4105 case Q3TCMOD_STRETCH:
4106 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4107 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4109 case Q3TCMOD_TRANSFORM:
4110 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4111 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4112 VectorSet(tcmat + 6, 0 , 0 , 1);
4113 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4114 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4116 case Q3TCMOD_TURBULENT:
4117 // this is handled in the RSurf_PrepareVertices function
4118 matrix = identitymatrix;
4121 // either replace or concatenate the transformation
4123 t->currenttexmatrix = matrix;
4126 matrix4x4_t temp = t->currenttexmatrix;
4127 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4131 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4132 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4133 t->glosstexture = r_texture_black;
4134 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4135 t->backgroundglosstexture = r_texture_black;
4136 t->specularpower = r_shadow_glossexponent.value;
4137 // TODO: store reference values for these in the texture?
4138 t->specularscale = 0;
4139 if (r_shadow_gloss.integer > 0)
4141 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4143 if (r_shadow_glossintensity.value > 0)
4145 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4146 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4147 t->specularscale = r_shadow_glossintensity.value;
4150 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4152 t->glosstexture = r_texture_white;
4153 t->backgroundglosstexture = r_texture_white;
4154 t->specularscale = r_shadow_gloss2intensity.value;
4158 // lightmaps mode looks bad with dlights using actual texturing, so turn
4159 // off the colormap and glossmap, but leave the normalmap on as it still
4160 // accurately represents the shading involved
4161 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4163 t->basetexture = r_texture_white;
4164 t->specularscale = 0;
4167 t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4168 t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4169 // submodels are biased to avoid z-fighting with world surfaces that they
4170 // may be exactly overlapping (avoids z-fighting artifacts on certain
4171 // doors and things in Quake maps)
4172 if (ent->model->brush.submodel)
4174 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4175 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4178 VectorClear(t->dlightcolor);
4179 t->currentnumlayers = 0;
4180 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4182 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4184 int blendfunc1, blendfunc2, depthmask;
4185 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4187 blendfunc1 = GL_SRC_ALPHA;
4188 blendfunc2 = GL_ONE;
4190 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4192 blendfunc1 = GL_SRC_ALPHA;
4193 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4195 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4197 blendfunc1 = t->customblendfunc[0];
4198 blendfunc2 = t->customblendfunc[1];
4202 blendfunc1 = GL_ONE;
4203 blendfunc2 = GL_ZERO;
4205 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4206 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4208 rtexture_t *currentbasetexture;
4210 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4211 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4212 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4213 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4215 // fullbright is not affected by r_refdef.lightmapintensity
4216 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4217 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4218 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4219 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4220 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4225 // set the color tint used for lights affecting this surface
4226 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4228 // q3bsp has no lightmap updates, so the lightstylevalue that
4229 // would normally be baked into the lightmap must be
4230 // applied to the color
4231 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4232 if (ent->model->type == mod_brushq3)
4233 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4234 colorscale *= r_refdef.lightmapintensity;
4235 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4236 if (r_ambient.value >= (1.0f/64.0f))
4237 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4238 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4240 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4241 if (r_ambient.value >= (1.0f/64.0f))
4242 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4244 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4246 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4247 if (r_ambient.value >= (1.0f/64.0f))
4248 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4251 if (t->currentskinframe->glow != NULL)
4252 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4253 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4255 // if this is opaque use alpha blend which will darken the earlier
4258 // if this is an alpha blended material, all the earlier passes
4259 // were darkened by fog already, so we only need to add the fog
4260 // color ontop through the fog mask texture
4262 // if this is an additive blended material, all the earlier passes
4263 // were darkened by fog already, and we should not add fog color
4264 // (because the background was not darkened, there is no fog color
4265 // that was lost behind it).
4266 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4273 void R_UpdateAllTextureInfo(entity_render_t *ent)
4277 for (i = 0;i < ent->model->num_texturesperskin;i++)
4278 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4281 rsurfacestate_t rsurface;
4283 void R_Mesh_ResizeArrays(int newvertices)
4286 if (rsurface.array_size >= newvertices)
4288 if (rsurface.array_modelvertex3f)
4289 Mem_Free(rsurface.array_modelvertex3f);
4290 rsurface.array_size = (newvertices + 1023) & ~1023;
4291 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4292 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4293 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4294 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4295 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4296 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4297 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4298 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4299 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4300 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4301 rsurface.array_color4f = base + rsurface.array_size * 27;
4302 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4305 void RSurf_CleanUp(void)
4308 if (rsurface.mode == RSURFMODE_GLSL)
4310 qglUseProgramObjectARB(0);CHECKGLERROR
4312 GL_AlphaTest(false);
4313 rsurface.mode = RSURFMODE_NONE;
4314 rsurface.uselightmaptexture = false;
4315 rsurface.texture = NULL;
4318 void RSurf_ActiveWorldEntity(void)
4320 model_t *model = r_refdef.worldmodel;
4322 if (rsurface.array_size < model->surfmesh.num_vertices)
4323 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4324 rsurface.matrix = identitymatrix;
4325 rsurface.inversematrix = identitymatrix;
4326 R_Mesh_Matrix(&identitymatrix);
4327 VectorCopy(r_view.origin, rsurface.modelorg);
4328 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4329 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4330 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4331 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4332 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4333 rsurface.frameblend[0].frame = 0;
4334 rsurface.frameblend[0].lerp = 1;
4335 rsurface.frameblend[1].frame = 0;
4336 rsurface.frameblend[1].lerp = 0;
4337 rsurface.frameblend[2].frame = 0;
4338 rsurface.frameblend[2].lerp = 0;
4339 rsurface.frameblend[3].frame = 0;
4340 rsurface.frameblend[3].lerp = 0;
4341 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4342 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4343 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4344 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4345 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4346 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4347 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4348 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4349 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4350 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4351 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4352 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4353 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4354 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4355 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4356 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4357 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4358 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4359 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4360 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4361 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4362 rsurface.modelelement3i = model->surfmesh.data_element3i;
4363 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4364 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4365 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4366 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4367 rsurface.modelsurfaces = model->data_surfaces;
4368 rsurface.generatedvertex = false;
4369 rsurface.vertex3f = rsurface.modelvertex3f;
4370 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4371 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4372 rsurface.svector3f = rsurface.modelsvector3f;
4373 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4374 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4375 rsurface.tvector3f = rsurface.modeltvector3f;
4376 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4377 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4378 rsurface.normal3f = rsurface.modelnormal3f;
4379 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4380 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4381 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4384 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4386 model_t *model = ent->model;
4388 if (rsurface.array_size < model->surfmesh.num_vertices)
4389 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4390 rsurface.matrix = ent->matrix;
4391 rsurface.inversematrix = ent->inversematrix;
4392 R_Mesh_Matrix(&rsurface.matrix);
4393 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4394 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4395 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4396 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4397 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4398 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4399 rsurface.frameblend[0] = ent->frameblend[0];
4400 rsurface.frameblend[1] = ent->frameblend[1];
4401 rsurface.frameblend[2] = ent->frameblend[2];
4402 rsurface.frameblend[3] = ent->frameblend[3];
4403 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4407 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4408 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4409 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4410 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4411 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4413 else if (wantnormals)
4415 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4416 rsurface.modelsvector3f = NULL;
4417 rsurface.modeltvector3f = NULL;
4418 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4419 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4423 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4424 rsurface.modelsvector3f = NULL;
4425 rsurface.modeltvector3f = NULL;
4426 rsurface.modelnormal3f = NULL;
4427 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4429 rsurface.modelvertex3f_bufferobject = 0;
4430 rsurface.modelvertex3f_bufferoffset = 0;
4431 rsurface.modelsvector3f_bufferobject = 0;
4432 rsurface.modelsvector3f_bufferoffset = 0;
4433 rsurface.modeltvector3f_bufferobject = 0;
4434 rsurface.modeltvector3f_bufferoffset = 0;
4435 rsurface.modelnormal3f_bufferobject = 0;
4436 rsurface.modelnormal3f_bufferoffset = 0;
4437 rsurface.generatedvertex = true;
4441 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4442 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4443 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4444 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4445 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4446 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4447 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4448 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4449 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4450 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4451 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4452 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4453 rsurface.generatedvertex = false;
4455 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4456 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4457 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4458 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4459 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4460 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4461 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4462 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4463 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4464 rsurface.modelelement3i = model->surfmesh.data_element3i;
4465 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4466 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4467 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4468 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4469 rsurface.modelsurfaces = model->data_surfaces;
4470 rsurface.vertex3f = rsurface.modelvertex3f;
4471 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4472 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4473 rsurface.svector3f = rsurface.modelsvector3f;
4474 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4475 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4476 rsurface.tvector3f = rsurface.modeltvector3f;
4477 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4478 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4479 rsurface.normal3f = rsurface.modelnormal3f;
4480 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4481 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4482 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4485 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4486 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4489 int texturesurfaceindex;
4494 const float *v1, *in_tc;
4496 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4498 q3shaderinfo_deform_t *deform;
4499 // 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
4500 if (rsurface.generatedvertex)
4502 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4503 generatenormals = true;
4504 for (i = 0;i < Q3MAXDEFORMS;i++)
4506 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4508 generatetangents = true;
4509 generatenormals = true;
4511 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4512 generatenormals = true;
4514 if (generatenormals && !rsurface.modelnormal3f)
4516 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4517 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4518 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4519 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4521 if (generatetangents && !rsurface.modelsvector3f)
4523 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4524 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4525 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4526 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4527 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4528 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4529 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);
4532 rsurface.vertex3f = rsurface.modelvertex3f;
4533 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4534 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4535 rsurface.svector3f = rsurface.modelsvector3f;
4536 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4537 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4538 rsurface.tvector3f = rsurface.modeltvector3f;
4539 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4540 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4541 rsurface.normal3f = rsurface.modelnormal3f;
4542 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4543 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4544 // if vertices are deformed (sprite flares and things in maps, possibly
4545 // water waves, bulges and other deformations), generate them into
4546 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4547 // (may be static model data or generated data for an animated model, or
4548 // the previous deform pass)
4549 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4551 switch (deform->deform)
4554 case Q3DEFORM_PROJECTIONSHADOW:
4555 case Q3DEFORM_TEXT0:
4556 case Q3DEFORM_TEXT1:
4557 case Q3DEFORM_TEXT2:
4558 case Q3DEFORM_TEXT3:
4559 case Q3DEFORM_TEXT4:
4560 case Q3DEFORM_TEXT5:
4561 case Q3DEFORM_TEXT6:
4562 case Q3DEFORM_TEXT7:
4565 case Q3DEFORM_AUTOSPRITE:
4566 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4567 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4568 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4569 VectorNormalize(newforward);
4570 VectorNormalize(newright);
4571 VectorNormalize(newup);
4572 // make deformed versions of only the model vertices used by the specified surfaces
4573 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4575 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4576 // a single autosprite surface can contain multiple sprites...
4577 for (j = 0;j < surface->num_vertices - 3;j += 4)
4579 VectorClear(center);
4580 for (i = 0;i < 4;i++)
4581 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4582 VectorScale(center, 0.25f, center);
4583 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4584 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4585 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4586 for (i = 0;i < 4;i++)
4588 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4589 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4592 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);
4593 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);
4595 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4596 rsurface.vertex3f_bufferobject = 0;
4597 rsurface.vertex3f_bufferoffset = 0;
4598 rsurface.svector3f = rsurface.array_deformedsvector3f;
4599 rsurface.svector3f_bufferobject = 0;
4600 rsurface.svector3f_bufferoffset = 0;
4601 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4602 rsurface.tvector3f_bufferobject = 0;
4603 rsurface.tvector3f_bufferoffset = 0;
4604 rsurface.normal3f = rsurface.array_deformednormal3f;
4605 rsurface.normal3f_bufferobject = 0;
4606 rsurface.normal3f_bufferoffset = 0;
4608 case Q3DEFORM_AUTOSPRITE2:
4609 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4610 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4611 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4612 VectorNormalize(newforward);
4613 VectorNormalize(newright);
4614 VectorNormalize(newup);
4615 // make deformed versions of only the model vertices used by the specified surfaces
4616 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4618 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4619 const float *v1, *v2;
4629 memset(shortest, 0, sizeof(shortest));
4630 // a single autosprite surface can contain multiple sprites...
4631 for (j = 0;j < surface->num_vertices - 3;j += 4)
4633 VectorClear(center);
4634 for (i = 0;i < 4;i++)
4635 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4636 VectorScale(center, 0.25f, center);
4637 // find the two shortest edges, then use them to define the
4638 // axis vectors for rotating around the central axis
4639 for (i = 0;i < 6;i++)
4641 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4642 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4644 Debug_PolygonBegin(NULL, 0, false, 0);
4645 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4646 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);
4647 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4650 l = VectorDistance2(v1, v2);
4651 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4653 l += (1.0f / 1024.0f);
4654 if (shortest[0].length2 > l || i == 0)
4656 shortest[1] = shortest[0];
4657 shortest[0].length2 = l;
4658 shortest[0].v1 = v1;
4659 shortest[0].v2 = v2;
4661 else if (shortest[1].length2 > l || i == 1)
4663 shortest[1].length2 = l;
4664 shortest[1].v1 = v1;
4665 shortest[1].v2 = v2;
4668 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4669 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4671 Debug_PolygonBegin(NULL, 0, false, 0);
4672 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4673 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);
4674 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4677 // this calculates the right vector from the shortest edge
4678 // and the up vector from the edge midpoints
4679 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4680 VectorNormalize(right);
4681 VectorSubtract(end, start, up);
4682 VectorNormalize(up);
4683 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4684 //VectorSubtract(rsurface.modelorg, center, forward);
4685 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4686 VectorNegate(forward, forward);
4687 VectorReflect(forward, 0, up, forward);
4688 VectorNormalize(forward);
4689 CrossProduct(up, forward, newright);
4690 VectorNormalize(newright);
4692 Debug_PolygonBegin(NULL, 0, false, 0);
4693 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);
4694 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4695 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4699 Debug_PolygonBegin(NULL, 0, false, 0);
4700 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4701 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4702 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4705 // rotate the quad around the up axis vector, this is made
4706 // especially easy by the fact we know the quad is flat,
4707 // so we only have to subtract the center position and
4708 // measure distance along the right vector, and then
4709 // multiply that by the newright vector and add back the
4711 // we also need to subtract the old position to undo the
4712 // displacement from the center, which we do with a
4713 // DotProduct, the subtraction/addition of center is also
4714 // optimized into DotProducts here
4715 l = DotProduct(right, center);
4716 for (i = 0;i < 4;i++)
4718 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4719 f = DotProduct(right, v1) - l;
4720 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4723 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);
4724 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);
4726 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4727 rsurface.vertex3f_bufferobject = 0;
4728 rsurface.vertex3f_bufferoffset = 0;
4729 rsurface.svector3f = rsurface.array_deformedsvector3f;
4730 rsurface.svector3f_bufferobject = 0;
4731 rsurface.svector3f_bufferoffset = 0;
4732 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4733 rsurface.tvector3f_bufferobject = 0;
4734 rsurface.tvector3f_bufferoffset = 0;
4735 rsurface.normal3f = rsurface.array_deformednormal3f;
4736 rsurface.normal3f_bufferobject = 0;
4737 rsurface.normal3f_bufferoffset = 0;
4739 case Q3DEFORM_NORMAL:
4740 // deform the normals to make reflections wavey
4741 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4743 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4744 for (j = 0;j < surface->num_vertices;j++)
4747 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4748 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4749 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4750 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4751 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4752 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4753 VectorNormalize(normal);
4755 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);
4757 rsurface.svector3f = rsurface.array_deformedsvector3f;
4758 rsurface.svector3f_bufferobject = 0;
4759 rsurface.svector3f_bufferoffset = 0;
4760 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4761 rsurface.tvector3f_bufferobject = 0;
4762 rsurface.tvector3f_bufferoffset = 0;
4763 rsurface.normal3f = rsurface.array_deformednormal3f;
4764 rsurface.normal3f_bufferobject = 0;
4765 rsurface.normal3f_bufferoffset = 0;
4768 // deform vertex array to make wavey water and flags and such
4769 waveparms[0] = deform->waveparms[0];
4770 waveparms[1] = deform->waveparms[1];
4771 waveparms[2] = deform->waveparms[2];
4772 waveparms[3] = deform->waveparms[3];
4773 // this is how a divisor of vertex influence on deformation
4774 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4775 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4776 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4778 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4779 for (j = 0;j < surface->num_vertices;j++)
4781 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4782 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4783 // if the wavefunc depends on time, evaluate it per-vertex
4786 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4787 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4789 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4792 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4793 rsurface.vertex3f_bufferobject = 0;
4794 rsurface.vertex3f_bufferoffset = 0;
4796 case Q3DEFORM_BULGE:
4797 // deform vertex array to make the surface have moving bulges
4798 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4800 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4801 for (j = 0;j < surface->num_vertices;j++)
4803 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4804 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4807 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4808 rsurface.vertex3f_bufferobject = 0;
4809 rsurface.vertex3f_bufferoffset = 0;
4812 // deform vertex array
4813 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4814 VectorScale(deform->parms, scale, waveparms);
4815 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4817 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4818 for (j = 0;j < surface->num_vertices;j++)
4819 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4821 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4822 rsurface.vertex3f_bufferobject = 0;
4823 rsurface.vertex3f_bufferoffset = 0;
4827 // generate texcoords based on the chosen texcoord source
4828 switch(rsurface.texture->tcgen.tcgen)
4831 case Q3TCGEN_TEXTURE:
4832 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4833 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4834 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4836 case Q3TCGEN_LIGHTMAP:
4837 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4838 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4839 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4841 case Q3TCGEN_VECTOR:
4842 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4844 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4845 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)
4847 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4848 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4851 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4852 rsurface.texcoordtexture2f_bufferobject = 0;
4853 rsurface.texcoordtexture2f_bufferoffset = 0;
4855 case Q3TCGEN_ENVIRONMENT:
4856 // make environment reflections using a spheremap
4857 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4859 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4860 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4861 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4862 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4863 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4865 float l, d, eyedir[3];
4866 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4867 l = 0.5f / VectorLength(eyedir);
4868 d = DotProduct(normal, eyedir)*2;
4869 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4870 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4873 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4874 rsurface.texcoordtexture2f_bufferobject = 0;
4875 rsurface.texcoordtexture2f_bufferoffset = 0;
4878 // the only tcmod that needs software vertex processing is turbulent, so
4879 // check for it here and apply the changes if needed
4880 // and we only support that as the first one
4881 // (handling a mixture of turbulent and other tcmods would be problematic
4882 // without punting it entirely to a software path)
4883 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4885 amplitude = rsurface.texture->tcmods[0].parms[1];
4886 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4887 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4889 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4890 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)
4892 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4893 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4896 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4897 rsurface.texcoordtexture2f_bufferobject = 0;
4898 rsurface.texcoordtexture2f_bufferoffset = 0;
4900 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4901 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4902 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4903 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4906 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4909 const msurface_t *surface = texturesurfacelist[0];
4910 const msurface_t *surface2;
4915 // TODO: lock all array ranges before render, rather than on each surface
4916 if (texturenumsurfaces == 1)
4918 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4919 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4921 else if (r_batchmode.integer == 2)
4923 #define MAXBATCHTRIANGLES 4096
4924 int batchtriangles = 0;
4925 int batchelements[MAXBATCHTRIANGLES*3];
4926 for (i = 0;i < texturenumsurfaces;i = j)
4928 surface = texturesurfacelist[i];
4930 if (surface->num_triangles > MAXBATCHTRIANGLES)
4932 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4935 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4936 batchtriangles = surface->num_triangles;
4937 firstvertex = surface->num_firstvertex;
4938 endvertex = surface->num_firstvertex + surface->num_vertices;
4939 for (;j < texturenumsurfaces;j++)
4941 surface2 = texturesurfacelist[j];
4942 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4944 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4945 batchtriangles += surface2->num_triangles;
4946 firstvertex = min(firstvertex, surface2->num_firstvertex);
4947 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4949 surface2 = texturesurfacelist[j-1];
4950 numvertices = endvertex - firstvertex;
4951 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4954 else if (r_batchmode.integer == 1)
4956 for (i = 0;i < texturenumsurfaces;i = j)
4958 surface = texturesurfacelist[i];
4959 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4960 if (texturesurfacelist[j] != surface2)
4962 surface2 = texturesurfacelist[j-1];
4963 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4964 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4965 GL_LockArrays(surface->num_firstvertex, numvertices);
4966 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4971 for (i = 0;i < texturenumsurfaces;i++)
4973 surface = texturesurfacelist[i];
4974 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4975 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4980 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4982 int i, planeindex, vertexindex;
4986 r_waterstate_waterplane_t *p, *bestp;
4987 msurface_t *surface;
4988 if (r_waterstate.renderingscene)
4990 for (i = 0;i < texturenumsurfaces;i++)
4992 surface = texturesurfacelist[i];
4993 if (lightmaptexunit >= 0)
4994 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4995 if (deluxemaptexunit >= 0)
4996 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4997 // pick the closest matching water plane
5000 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5003 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5005 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5006 d += fabs(PlaneDiff(vert, &p->plane));
5008 if (bestd > d || !bestp)
5016 if (refractiontexunit >= 0)
5017 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5018 if (reflectiontexunit >= 0)
5019 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5023 if (refractiontexunit >= 0)
5024 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5025 if (reflectiontexunit >= 0)
5026 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5028 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5029 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5033 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5037 const msurface_t *surface = texturesurfacelist[0];
5038 const msurface_t *surface2;
5043 // TODO: lock all array ranges before render, rather than on each surface
5044 if (texturenumsurfaces == 1)
5046 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5047 if (deluxemaptexunit >= 0)
5048 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5049 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5050 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5052 else if (r_batchmode.integer == 2)
5054 #define MAXBATCHTRIANGLES 4096
5055 int batchtriangles = 0;
5056 int batchelements[MAXBATCHTRIANGLES*3];
5057 for (i = 0;i < texturenumsurfaces;i = j)
5059 surface = texturesurfacelist[i];
5060 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5061 if (deluxemaptexunit >= 0)
5062 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5064 if (surface->num_triangles > MAXBATCHTRIANGLES)
5066 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5069 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5070 batchtriangles = surface->num_triangles;
5071 firstvertex = surface->num_firstvertex;
5072 endvertex = surface->num_firstvertex + surface->num_vertices;
5073 for (;j < texturenumsurfaces;j++)
5075 surface2 = texturesurfacelist[j];
5076 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5078 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5079 batchtriangles += surface2->num_triangles;
5080 firstvertex = min(firstvertex, surface2->num_firstvertex);
5081 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5083 surface2 = texturesurfacelist[j-1];
5084 numvertices = endvertex - firstvertex;
5085 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5088 else if (r_batchmode.integer == 1)
5091 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5092 for (i = 0;i < texturenumsurfaces;i = j)
5094 surface = texturesurfacelist[i];
5095 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5096 if (texturesurfacelist[j] != surface2)
5098 Con_Printf(" %i", j - i);
5101 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5103 for (i = 0;i < texturenumsurfaces;i = j)
5105 surface = texturesurfacelist[i];
5106 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5107 if (deluxemaptexunit >= 0)
5108 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5109 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5110 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5113 Con_Printf(" %i", j - i);
5115 surface2 = texturesurfacelist[j-1];
5116 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5117 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5118 GL_LockArrays(surface->num_firstvertex, numvertices);
5119 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5127 for (i = 0;i < texturenumsurfaces;i++)
5129 surface = texturesurfacelist[i];
5130 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5131 if (deluxemaptexunit >= 0)
5132 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5133 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5134 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5139 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5142 int texturesurfaceindex;
5143 if (r_showsurfaces.integer == 2)
5145 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5147 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5148 for (j = 0;j < surface->num_triangles;j++)
5150 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5151 GL_Color(f, f, f, 1);
5152 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5158 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5161 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5162 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5163 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5164 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5169 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5171 int texturesurfaceindex;
5175 if (rsurface.lightmapcolor4f)
5177 // generate color arrays for the surfaces in this list
5178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5181 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)
5183 f = FogPoint_Model(v);
5193 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5195 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5196 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)
5198 f = FogPoint_Model(v);
5206 rsurface.lightmapcolor4f = rsurface.array_color4f;
5207 rsurface.lightmapcolor4f_bufferobject = 0;
5208 rsurface.lightmapcolor4f_bufferoffset = 0;
5211 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5213 int texturesurfaceindex;
5216 if (!rsurface.lightmapcolor4f)
5218 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5220 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221 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)
5229 rsurface.lightmapcolor4f = rsurface.array_color4f;
5230 rsurface.lightmapcolor4f_bufferobject = 0;
5231 rsurface.lightmapcolor4f_bufferoffset = 0;
5234 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5237 rsurface.lightmapcolor4f = NULL;
5238 rsurface.lightmapcolor4f_bufferobject = 0;
5239 rsurface.lightmapcolor4f_bufferoffset = 0;
5240 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5241 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5242 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5243 GL_Color(r, g, b, a);
5244 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5247 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5249 // TODO: optimize applyfog && applycolor case
5250 // just apply fog if necessary, and tint the fog color array if necessary
5251 rsurface.lightmapcolor4f = NULL;
5252 rsurface.lightmapcolor4f_bufferobject = 0;
5253 rsurface.lightmapcolor4f_bufferoffset = 0;
5254 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5255 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5256 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5257 GL_Color(r, g, b, a);
5258 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5261 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5263 int texturesurfaceindex;
5267 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5269 // generate color arrays for the surfaces in this list
5270 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5272 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5273 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5275 if (surface->lightmapinfo->samples)
5277 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5278 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5279 VectorScale(lm, scale, c);
5280 if (surface->lightmapinfo->styles[1] != 255)
5282 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5284 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5285 VectorMA(c, scale, lm, c);
5286 if (surface->lightmapinfo->styles[2] != 255)
5289 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5290 VectorMA(c, scale, lm, c);
5291 if (surface->lightmapinfo->styles[3] != 255)
5294 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5295 VectorMA(c, scale, lm, c);
5305 rsurface.lightmapcolor4f = rsurface.array_color4f;
5306 rsurface.lightmapcolor4f_bufferobject = 0;
5307 rsurface.lightmapcolor4f_bufferoffset = 0;
5311 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5312 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5313 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5315 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5316 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5317 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5318 GL_Color(r, g, b, a);
5319 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5322 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5324 int texturesurfaceindex;
5328 vec3_t ambientcolor;
5329 vec3_t diffusecolor;
5333 VectorCopy(rsurface.modellight_lightdir, lightdir);
5334 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5335 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5336 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5337 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5338 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5339 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5340 if (VectorLength2(diffusecolor) > 0)
5342 // generate color arrays for the surfaces in this list
5343 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5345 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5346 int numverts = surface->num_vertices;
5347 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5348 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5349 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5350 // q3-style directional shading
5351 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5353 if ((f = DotProduct(c2, lightdir)) > 0)
5354 VectorMA(ambientcolor, f, diffusecolor, c);
5356 VectorCopy(ambientcolor, c);
5365 rsurface.lightmapcolor4f = rsurface.array_color4f;
5366 rsurface.lightmapcolor4f_bufferobject = 0;
5367 rsurface.lightmapcolor4f_bufferoffset = 0;
5371 r = ambientcolor[0];
5372 g = ambientcolor[1];
5373 b = ambientcolor[2];
5374 rsurface.lightmapcolor4f = NULL;
5375 rsurface.lightmapcolor4f_bufferobject = 0;
5376 rsurface.lightmapcolor4f_bufferoffset = 0;
5378 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5379 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5380 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5381 GL_Color(r, g, b, a);
5382 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5385 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5387 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5388 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5389 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5390 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5391 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5393 rsurface.mode = RSURFMODE_SHOWSURFACES;
5395 GL_BlendFunc(GL_ONE, GL_ZERO);
5396 R_Mesh_ColorPointer(NULL, 0, 0);
5397 R_Mesh_ResetTextureState();
5399 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5400 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5403 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5405 // transparent sky would be ridiculous
5406 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5408 if (rsurface.mode != RSURFMODE_SKY)
5410 if (rsurface.mode == RSURFMODE_GLSL)
5412 qglUseProgramObjectARB(0);CHECKGLERROR
5414 rsurface.mode = RSURFMODE_SKY;
5418 skyrendernow = false;
5420 // restore entity matrix
5421 R_Mesh_Matrix(&rsurface.matrix);
5423 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5424 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5425 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5426 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5428 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5429 // skymasking on them, and Quake3 never did sky masking (unlike
5430 // software Quake and software Quake2), so disable the sky masking
5431 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5432 // and skymasking also looks very bad when noclipping outside the
5433 // level, so don't use it then either.
5434 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5436 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5437 R_Mesh_ColorPointer(NULL, 0, 0);
5438 R_Mesh_ResetTextureState();
5439 if (skyrendermasked)
5441 // depth-only (masking)
5442 GL_ColorMask(0,0,0,0);
5443 // just to make sure that braindead drivers don't draw
5444 // anything despite that colormask...
5445 GL_BlendFunc(GL_ZERO, GL_ONE);
5450 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5453 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5454 if (skyrendermasked)
5455 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5459 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5461 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5464 if (rsurface.mode != RSURFMODE_GLSL)
5466 rsurface.mode = RSURFMODE_GLSL;
5467 R_Mesh_ResetTextureState();
5470 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5471 R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5472 R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5473 R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5474 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5475 R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5476 R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5477 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5479 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5480 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5481 R_Mesh_ColorPointer(NULL, 0, 0);
5483 else if (rsurface.uselightmaptexture)
5485 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5486 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5487 R_Mesh_ColorPointer(NULL, 0, 0);
5491 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5492 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5493 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5495 R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5496 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5497 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5499 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5501 // render background
5502 GL_BlendFunc(GL_ONE, GL_ZERO);
5504 GL_AlphaTest(false);
5506 GL_Color(1, 1, 1, 1);
5507 R_Mesh_ColorPointer(NULL, 0, 0);
5509 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5510 if (r_glsl_permutation)
5512 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5513 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5514 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5515 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5516 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5517 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5518 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5521 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5522 GL_DepthMask(false);
5523 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5526 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5527 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5528 R_Mesh_ColorPointer(NULL, 0, 0);
5530 else if (rsurface.uselightmaptexture)
5532 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5533 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5534 R_Mesh_ColorPointer(NULL, 0, 0);
5538 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5539 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5540 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5542 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5543 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5546 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5547 if (!r_glsl_permutation)
5550 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5551 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5552 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5553 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5554 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5555 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5556 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5558 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5560 GL_BlendFunc(GL_ONE, GL_ZERO);
5562 GL_AlphaTest(false);
5565 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5567 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5568 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5570 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5574 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5575 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5577 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5579 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5584 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5586 // OpenGL 1.3 path - anything not completely ancient
5587 int texturesurfaceindex;
5588 qboolean applycolor;
5592 const texturelayer_t *layer;
5593 if (rsurface.mode != RSURFMODE_MULTIPASS)
5594 rsurface.mode = RSURFMODE_MULTIPASS;
5595 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5597 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5600 int layertexrgbscale;
5601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5603 if (layerindex == 0)
5607 GL_AlphaTest(false);
5608 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5611 GL_DepthMask(layer->depthmask);
5612 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5613 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5615 layertexrgbscale = 4;
5616 VectorScale(layer->color, 0.25f, layercolor);
5618 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5620 layertexrgbscale = 2;
5621 VectorScale(layer->color, 0.5f, layercolor);
5625 layertexrgbscale = 1;
5626 VectorScale(layer->color, 1.0f, layercolor);
5628 layercolor[3] = layer->color[3];
5629 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5630 R_Mesh_ColorPointer(NULL, 0, 0);
5631 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5632 switch (layer->type)
5634 case TEXTURELAYERTYPE_LITTEXTURE:
5635 memset(&m, 0, sizeof(m));
5636 m.tex[0] = R_GetTexture(r_texture_white);
5637 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5638 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5639 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5640 m.tex[1] = R_GetTexture(layer->texture);
5641 m.texmatrix[1] = layer->texmatrix;
5642 m.texrgbscale[1] = layertexrgbscale;
5643 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5644 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5645 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5646 R_Mesh_TextureState(&m);
5647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5648 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5649 else if (rsurface.uselightmaptexture)
5650 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5652 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5654 case TEXTURELAYERTYPE_TEXTURE:
5655 memset(&m, 0, sizeof(m));
5656 m.tex[0] = R_GetTexture(layer->texture);
5657 m.texmatrix[0] = layer->texmatrix;
5658 m.texrgbscale[0] = layertexrgbscale;
5659 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5660 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5661 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5662 R_Mesh_TextureState(&m);
5663 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5665 case TEXTURELAYERTYPE_FOG:
5666 memset(&m, 0, sizeof(m));
5667 m.texrgbscale[0] = layertexrgbscale;
5670 m.tex[0] = R_GetTexture(layer->texture);
5671 m.texmatrix[0] = layer->texmatrix;
5672 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5673 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5674 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5676 R_Mesh_TextureState(&m);
5677 // generate a color array for the fog pass
5678 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5679 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5683 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5684 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)
5686 f = 1 - FogPoint_Model(v);
5687 c[0] = layercolor[0];
5688 c[1] = layercolor[1];
5689 c[2] = layercolor[2];
5690 c[3] = f * layercolor[3];
5693 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5696 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5698 GL_LockArrays(0, 0);
5701 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5703 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5704 GL_AlphaTest(false);
5708 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5710 // OpenGL 1.1 - crusty old voodoo path
5711 int texturesurfaceindex;
5715 const texturelayer_t *layer;
5716 if (rsurface.mode != RSURFMODE_MULTIPASS)
5717 rsurface.mode = RSURFMODE_MULTIPASS;
5718 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5720 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5722 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5724 if (layerindex == 0)
5728 GL_AlphaTest(false);
5729 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5732 GL_DepthMask(layer->depthmask);
5733 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5734 R_Mesh_ColorPointer(NULL, 0, 0);
5735 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5736 switch (layer->type)
5738 case TEXTURELAYERTYPE_LITTEXTURE:
5739 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5741 // two-pass lit texture with 2x rgbscale
5742 // first the lightmap pass
5743 memset(&m, 0, sizeof(m));
5744 m.tex[0] = R_GetTexture(r_texture_white);
5745 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5746 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5747 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5748 R_Mesh_TextureState(&m);
5749 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5750 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5751 else if (rsurface.uselightmaptexture)
5752 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5754 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5755 GL_LockArrays(0, 0);
5756 // then apply the texture to it
5757 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5758 memset(&m, 0, sizeof(m));
5759 m.tex[0] = R_GetTexture(layer->texture);
5760 m.texmatrix[0] = layer->texmatrix;
5761 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5762 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5763 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5764 R_Mesh_TextureState(&m);
5765 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);
5769 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5770 memset(&m, 0, sizeof(m));
5771 m.tex[0] = R_GetTexture(layer->texture);
5772 m.texmatrix[0] = layer->texmatrix;
5773 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5774 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5775 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5776 R_Mesh_TextureState(&m);
5777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5778 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);
5780 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);
5783 case TEXTURELAYERTYPE_TEXTURE:
5784 // singletexture unlit texture with transparency support
5785 memset(&m, 0, sizeof(m));
5786 m.tex[0] = R_GetTexture(layer->texture);
5787 m.texmatrix[0] = layer->texmatrix;
5788 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5789 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5790 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5791 R_Mesh_TextureState(&m);
5792 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);
5794 case TEXTURELAYERTYPE_FOG:
5795 // singletexture fogging
5796 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5799 memset(&m, 0, sizeof(m));
5800 m.tex[0] = R_GetTexture(layer->texture);
5801 m.texmatrix[0] = layer->texmatrix;
5802 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5803 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5804 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5805 R_Mesh_TextureState(&m);
5808 R_Mesh_ResetTextureState();
5809 // generate a color array for the fog pass
5810 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5814 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5815 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)
5817 f = 1 - FogPoint_Model(v);
5818 c[0] = layer->color[0];
5819 c[1] = layer->color[1];
5820 c[2] = layer->color[2];
5821 c[3] = f * layer->color[3];
5824 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5827 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5829 GL_LockArrays(0, 0);
5832 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5834 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5835 GL_AlphaTest(false);
5839 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5841 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5843 rsurface.rtlight = NULL;
5847 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5849 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5851 if (rsurface.mode != RSURFMODE_MULTIPASS)
5852 rsurface.mode = RSURFMODE_MULTIPASS;
5853 if (r_depthfirst.integer == 3)
5855 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5856 if (!r_view.showdebug)
5857 GL_Color(0, 0, 0, 1);
5859 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5863 GL_ColorMask(0,0,0,0);
5866 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5867 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5868 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5870 GL_BlendFunc(GL_ONE, GL_ZERO);
5872 GL_AlphaTest(false);
5873 R_Mesh_ColorPointer(NULL, 0, 0);
5874 R_Mesh_ResetTextureState();
5875 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5876 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5877 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5879 else if (r_depthfirst.integer == 3)
5881 else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5883 GL_Color(0, 0, 0, 1);
5884 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5886 else if (r_showsurfaces.integer)
5888 if (rsurface.mode != RSURFMODE_MULTIPASS)
5889 rsurface.mode = RSURFMODE_MULTIPASS;
5890 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5891 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5893 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5894 GL_BlendFunc(GL_ONE, GL_ZERO);
5895 GL_DepthMask(writedepth);
5897 GL_AlphaTest(false);
5898 R_Mesh_ColorPointer(NULL, 0, 0);
5899 R_Mesh_ResetTextureState();
5900 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5901 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5903 else if (gl_lightmaps.integer)
5906 if (rsurface.mode != RSURFMODE_MULTIPASS)
5907 rsurface.mode = RSURFMODE_MULTIPASS;
5908 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5910 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5911 GL_BlendFunc(GL_ONE, GL_ZERO);
5912 GL_DepthMask(writedepth);
5914 GL_AlphaTest(false);
5915 R_Mesh_ColorPointer(NULL, 0, 0);
5916 memset(&m, 0, sizeof(m));
5917 m.tex[0] = R_GetTexture(r_texture_white);
5918 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5919 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5920 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5921 R_Mesh_TextureState(&m);
5922 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5923 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5924 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5925 else if (rsurface.uselightmaptexture)
5926 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5928 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5930 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5931 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5932 else if (rsurface.texture->currentnumlayers)
5934 // write depth for anything we skipped on the depth-only pass earlier
5935 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5937 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5938 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5939 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5940 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5941 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5942 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5943 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5944 if (r_glsl.integer && gl_support_fragment_shader)
5945 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5946 else if (gl_combine.integer && r_textureunits.integer >= 2)
5947 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5949 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5952 GL_LockArrays(0, 0);
5955 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5958 int texturenumsurfaces, endsurface;
5960 msurface_t *surface;
5961 msurface_t *texturesurfacelist[1024];
5963 // if the model is static it doesn't matter what value we give for
5964 // wantnormals and wanttangents, so this logic uses only rules applicable
5965 // to a model, knowing that they are meaningless otherwise
5966 if (ent == r_refdef.worldentity)
5967 RSurf_ActiveWorldEntity();
5968 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5969 RSurf_ActiveModelEntity(ent, false, false);
5971 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5973 for (i = 0;i < numsurfaces;i = j)
5976 surface = rsurface.modelsurfaces + surfacelist[i];
5977 texture = surface->texture;
5978 R_UpdateTextureInfo(ent, texture);
5979 rsurface.texture = texture->currentframe;
5980 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5981 // scan ahead until we find a different texture
5982 endsurface = min(i + 1024, numsurfaces);
5983 texturenumsurfaces = 0;
5984 texturesurfacelist[texturenumsurfaces++] = surface;
5985 for (;j < endsurface;j++)
5987 surface = rsurface.modelsurfaces + surfacelist[j];
5988 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5990 texturesurfacelist[texturenumsurfaces++] = surface;
5992 // render the range of surfaces
5993 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5999 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6002 vec3_t tempcenter, center;
6004 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6007 for (i = 0;i < numsurfaces;i++)
6008 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6009 R_Water_AddWaterPlane(surfacelist[i]);
6012 // break the surface list down into batches by texture and use of lightmapping
6013 for (i = 0;i < numsurfaces;i = j)
6016 // texture is the base texture pointer, rsurface.texture is the
6017 // current frame/skin the texture is directing us to use (for example
6018 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6019 // use skin 1 instead)
6020 texture = surfacelist[i]->texture;
6021 rsurface.texture = texture->currentframe;
6022 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6023 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6025 // if this texture is not the kind we want, skip ahead to the next one
6026 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6030 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6032 // transparent surfaces get pushed off into the transparent queue
6033 const msurface_t *surface = surfacelist[i];
6036 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6037 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6038 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6039 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6040 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6044 // simply scan ahead until we find a different texture or lightmap state
6045 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6047 // render the range of surfaces
6048 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6053 float locboxvertex3f[6*4*3] =
6055 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6056 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6057 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6058 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6059 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6060 1,0,0, 0,0,0, 0,1,0, 1,1,0
6063 int locboxelement3i[6*2*3] =
6073 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6076 cl_locnode_t *loc = (cl_locnode_t *)ent;
6078 float vertex3f[6*4*3];
6080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6081 GL_DepthMask(false);
6082 GL_DepthRange(0, 1);
6083 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6085 GL_CullFace(GL_NONE);
6086 R_Mesh_Matrix(&identitymatrix);
6088 R_Mesh_VertexPointer(vertex3f, 0, 0);
6089 R_Mesh_ColorPointer(NULL, 0, 0);
6090 R_Mesh_ResetTextureState();
6093 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6094 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6095 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6096 surfacelist[0] < 0 ? 0.5f : 0.125f);
6098 if (VectorCompare(loc->mins, loc->maxs))
6100 VectorSet(size, 2, 2, 2);
6101 VectorMA(loc->mins, -0.5f, size, mins);
6105 VectorCopy(loc->mins, mins);
6106 VectorSubtract(loc->maxs, loc->mins, size);
6109 for (i = 0;i < 6*4*3;)
6110 for (j = 0;j < 3;j++, i++)
6111 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6113 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6116 void R_DrawLocs(void)
6119 cl_locnode_t *loc, *nearestloc;
6121 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6122 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6124 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6125 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6129 void R_DrawDebugModel(entity_render_t *ent)
6131 int i, j, k, l, flagsmask;
6132 const int *elements;
6134 msurface_t *surface;
6135 model_t *model = ent->model;
6138 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6140 R_Mesh_ColorPointer(NULL, 0, 0);
6141 R_Mesh_ResetTextureState();
6142 GL_DepthRange(0, 1);
6143 GL_DepthTest(!r_showdisabledepthtest.integer);
6144 GL_DepthMask(false);
6145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6147 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6149 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6150 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6152 if (brush->colbrushf && brush->colbrushf->numtriangles)
6154 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6155 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6156 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6159 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6161 if (surface->num_collisiontriangles)
6163 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6164 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6165 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6170 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6172 if (r_showtris.integer || r_shownormals.integer)
6174 if (r_showdisabledepthtest.integer)
6176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6177 GL_DepthMask(false);
6181 GL_BlendFunc(GL_ONE, GL_ZERO);
6184 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6186 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6188 rsurface.texture = surface->texture->currentframe;
6189 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6191 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6192 if (r_showtris.value > 0)
6194 if (!rsurface.texture->currentlayers->depthmask)
6195 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6196 else if (ent == r_refdef.worldentity)
6197 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6199 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6200 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6203 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6205 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6206 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6207 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6208 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6213 if (r_shownormals.value > 0)
6215 GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
6217 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6219 VectorCopy(rsurface.vertex3f + l * 3, v);
6220 qglVertex3f(v[0], v[1], v[2]);
6221 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
6222 qglVertex3f(v[0], v[1], v[2]);
6226 GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
6228 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6230 VectorCopy(rsurface.vertex3f + l * 3, v);
6231 qglVertex3f(v[0], v[1], v[2]);
6232 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
6233 qglVertex3f(v[0], v[1], v[2]);
6237 GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
6239 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6241 VectorCopy(rsurface.vertex3f + l * 3, v);
6242 qglVertex3f(v[0], v[1], v[2]);
6243 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
6244 qglVertex3f(v[0], v[1], v[2]);
6251 rsurface.texture = NULL;
6255 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6256 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6258 int i, j, endj, f, flagsmask;
6259 msurface_t *surface, **surfacechain;
6261 model_t *model = r_refdef.worldmodel;
6262 const int maxsurfacelist = 1024;
6263 int numsurfacelist = 0;
6264 msurface_t *surfacelist[1024];
6268 RSurf_ActiveWorldEntity();
6270 // update light styles
6271 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6273 for (i = 0;i < model->brushq1.light_styles;i++)
6275 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6277 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6278 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6279 for (;(surface = *surfacechain);surfacechain++)
6280 surface->cached_dlight = true;
6285 R_UpdateAllTextureInfo(r_refdef.worldentity);
6286 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6290 R_DrawDebugModel(r_refdef.worldentity);
6296 rsurface.uselightmaptexture = false;
6297 rsurface.texture = NULL;
6299 j = model->firstmodelsurface;
6300 endj = j + model->nummodelsurfaces;
6303 // quickly skip over non-visible surfaces
6304 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6306 // quickly iterate over visible surfaces
6307 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6309 // process this surface
6310 surface = model->data_surfaces + j;
6311 // if this surface fits the criteria, add it to the list
6312 if (surface->num_triangles)
6314 // if lightmap parameters changed, rebuild lightmap texture
6315 if (surface->cached_dlight)
6316 R_BuildLightMap(r_refdef.worldentity, surface);
6317 // add face to draw list
6318 surfacelist[numsurfacelist++] = surface;
6319 r_refdef.stats.world_triangles += surface->num_triangles;
6320 if (numsurfacelist >= maxsurfacelist)
6322 r_refdef.stats.world_surfaces += numsurfacelist;
6323 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6329 r_refdef.stats.world_surfaces += numsurfacelist;
6331 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6335 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6337 int i, f, flagsmask;
6338 msurface_t *surface, *endsurface, **surfacechain;
6340 model_t *model = ent->model;
6341 const int maxsurfacelist = 1024;
6342 int numsurfacelist = 0;
6343 msurface_t *surfacelist[1024];
6347 // if the model is static it doesn't matter what value we give for
6348 // wantnormals and wanttangents, so this logic uses only rules applicable
6349 // to a model, knowing that they are meaningless otherwise
6350 if (ent == r_refdef.worldentity)
6351 RSurf_ActiveWorldEntity();
6352 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6353 RSurf_ActiveModelEntity(ent, false, false);
6355 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6357 // update light styles
6358 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6360 for (i = 0;i < model->brushq1.light_styles;i++)
6362 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6364 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6365 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6366 for (;(surface = *surfacechain);surfacechain++)
6367 surface->cached_dlight = true;
6372 R_UpdateAllTextureInfo(ent);
6373 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6377 R_DrawDebugModel(ent);
6383 rsurface.uselightmaptexture = false;
6384 rsurface.texture = NULL;
6386 surface = model->data_surfaces + model->firstmodelsurface;
6387 endsurface = surface + model->nummodelsurfaces;
6388 for (;surface < endsurface;surface++)
6390 // if this surface fits the criteria, add it to the list
6391 if (surface->num_triangles)
6393 // if lightmap parameters changed, rebuild lightmap texture
6394 if (surface->cached_dlight)
6395 R_BuildLightMap(ent, surface);
6396 // add face to draw list
6397 surfacelist[numsurfacelist++] = surface;
6398 r_refdef.stats.entities_triangles += surface->num_triangles;
6399 if (numsurfacelist >= maxsurfacelist)
6401 r_refdef.stats.entities_surfaces += numsurfacelist;
6402 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6407 r_refdef.stats.entities_surfaces += numsurfacelist;
6409 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);