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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 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)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 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)"};
84 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)"};
85 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
86 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"};
87 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
88 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
91 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
92 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
94 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
95 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
96 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
97 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
98 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
99 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
100 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
102 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
103 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
104 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
105 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)"};
107 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"};
109 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"};
111 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
113 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
114 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
115 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"};
116 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
117 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
118 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
120 extern qboolean v_flipped_state;
122 typedef struct r_glsl_bloomshader_s
125 int loc_Texture_Bloom;
127 r_glsl_bloomshader_t;
129 static struct r_bloomstate_s
134 int bloomwidth, bloomheight;
136 int screentexturewidth, screentextureheight;
137 rtexture_t *texture_screen;
139 int bloomtexturewidth, bloomtextureheight;
140 rtexture_t *texture_bloom;
142 r_glsl_bloomshader_t *shader;
144 // arrays for rendering the screen passes
145 float screentexcoord2f[8];
146 float bloomtexcoord2f[8];
147 float offsettexcoord2f[8];
151 typedef struct r_waterstate_waterplane_s
153 rtexture_t *texture_refraction;
154 rtexture_t *texture_reflection;
156 int materialflags; // combined flags of all water surfaces on this plane
157 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160 r_waterstate_waterplane_t;
162 #define MAX_WATERPLANES 16
164 static struct r_waterstate_s
168 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
170 int waterwidth, waterheight;
171 int texturewidth, textureheight;
173 int maxwaterplanes; // same as MAX_WATERPLANES
175 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
177 float screenscale[2];
178 float screencenter[2];
182 // shadow volume bsp struct with automatically growing nodes buffer
185 rtexture_t *r_texture_blanknormalmap;
186 rtexture_t *r_texture_white;
187 rtexture_t *r_texture_grey128;
188 rtexture_t *r_texture_black;
189 rtexture_t *r_texture_notexture;
190 rtexture_t *r_texture_whitecube;
191 rtexture_t *r_texture_normalizationcube;
192 rtexture_t *r_texture_fogattenuation;
193 //rtexture_t *r_texture_fogintensity;
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
207 extern void R_DrawModelShadows(void);
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 for (i = 0;i < verts;i++)
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 for (i = 0;i < verts;i++)
236 // FIXME: move this to client?
239 if (gamemode == GAME_NEHAHRA)
241 Cvar_Set("gl_fogenable", "0");
242 Cvar_Set("gl_fogdensity", "0.2");
243 Cvar_Set("gl_fogred", "0.3");
244 Cvar_Set("gl_foggreen", "0.3");
245 Cvar_Set("gl_fogblue", "0.3");
247 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250 float FogPoint_World(const vec3_t p)
252 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
256 float FogPoint_Model(const vec3_t p)
258 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 static void R_BuildBlankTextures(void)
264 unsigned char data[4];
265 data[0] = 128; // normal X
266 data[1] = 128; // normal Y
267 data[2] = 255; // normal Z
268 data[3] = 128; // height
269 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
274 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
279 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
284 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
287 static void R_BuildNoTexture(void)
290 unsigned char pix[16][16][4];
291 // this makes a light grey/dark grey checkerboard texture
292 for (y = 0;y < 16;y++)
294 for (x = 0;x < 16;x++)
296 if ((y < 8) ^ (x < 8))
312 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
315 static void R_BuildWhiteCube(void)
317 unsigned char data[6*1*1*4];
318 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
327 static void R_BuildNormalizationCube(void)
331 vec_t s, t, intensity;
333 unsigned char data[6][NORMSIZE][NORMSIZE][4];
334 for (side = 0;side < 6;side++)
336 for (y = 0;y < NORMSIZE;y++)
338 for (x = 0;x < NORMSIZE;x++)
340 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 intensity = 127.0f / sqrt(DotProduct(v, v));
377 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380 data[side][y][x][3] = 255;
384 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
387 static void R_BuildFogTexture(void)
391 unsigned char data1[FOGWIDTH][4];
392 //unsigned char data2[FOGWIDTH][4];
393 for (x = 0;x < FOGWIDTH;x++)
395 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
400 //data2[x][0] = 255 - b;
401 //data2[x][1] = 255 - b;
402 //data2[x][2] = 255 - b;
405 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
413 "// common definitions between vertex shader and fragment shader:\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
442 "varying vec3 EyeVector;\n"
444 "varying vec3 EyeVectorModelSpace;\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
451 "//#ifdef MODE_WATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
454 "//# ifdef MODE_REFRACTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
457 "//# ifdef USEREFLECTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
467 "// vertex shader specific:\n"
468 "#ifdef VERTEX_SHADER\n"
470 "uniform vec3 LightPosition;\n"
471 "uniform vec3 EyePosition;\n"
472 "uniform vec3 LightDir;\n"
474 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
478 " gl_FrontColor = gl_Color;\n"
479 " // copy the surface texcoord\n"
480 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
481 "#ifndef MODE_LIGHTSOURCE\n"
482 "# ifndef MODE_LIGHTDIRECTION\n"
483 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
487 "#ifdef MODE_LIGHTSOURCE\n"
488 " // transform vertex position into light attenuation/cubemap space\n"
489 " // (-1 to +1 across the light box)\n"
490 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
492 " // transform unnormalized light direction into tangent space\n"
493 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
494 " // normalize it per pixel)\n"
495 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
496 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
497 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
498 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
501 "#ifdef MODE_LIGHTDIRECTION\n"
502 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
503 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
504 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
507 " // transform unnormalized eye direction into tangent space\n"
509 " vec3 EyeVectorModelSpace;\n"
511 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
512 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
513 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
514 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
516 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
517 " VectorS = gl_MultiTexCoord1.xyz;\n"
518 " VectorT = gl_MultiTexCoord2.xyz;\n"
519 " VectorR = gl_MultiTexCoord3.xyz;\n"
522 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
523 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
524 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
525 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
528 "// transform vertex to camera space, using ftransform to match non-VS\n"
530 " gl_Position = ftransform();\n"
532 "#ifdef MODE_WATER\n"
533 " ModelViewProjectionPosition = gl_Position;\n"
535 "#ifdef MODE_REFRACTION\n"
536 " ModelViewProjectionPosition = gl_Position;\n"
538 "#ifdef USEREFLECTION\n"
539 " ModelViewProjectionPosition = gl_Position;\n"
543 "#endif // VERTEX_SHADER\n"
548 "// fragment shader specific:\n"
549 "#ifdef FRAGMENT_SHADER\n"
551 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
552 "uniform sampler2D Texture_Normal;\n"
553 "uniform sampler2D Texture_Color;\n"
554 "uniform sampler2D Texture_Gloss;\n"
555 "uniform samplerCube Texture_Cube;\n"
556 "uniform sampler2D Texture_Attenuation;\n"
557 "uniform sampler2D Texture_FogMask;\n"
558 "uniform sampler2D Texture_Pants;\n"
559 "uniform sampler2D Texture_Shirt;\n"
560 "uniform sampler2D Texture_Lightmap;\n"
561 "uniform sampler2D Texture_Deluxemap;\n"
562 "uniform sampler2D Texture_Glow;\n"
563 "uniform sampler2D Texture_Reflection;\n"
564 "uniform sampler2D Texture_Refraction;\n"
566 "uniform myhvec3 LightColor;\n"
567 "uniform myhvec3 AmbientColor;\n"
568 "uniform myhvec3 DiffuseColor;\n"
569 "uniform myhvec3 SpecularColor;\n"
570 "uniform myhvec3 Color_Pants;\n"
571 "uniform myhvec3 Color_Shirt;\n"
572 "uniform myhvec3 FogColor;\n"
574 "//#ifdef MODE_WATER\n"
575 "uniform vec4 DistortScaleRefractReflect;\n"
576 "uniform vec4 ScreenScaleRefractReflect;\n"
577 "uniform vec4 ScreenCenterRefractReflect;\n"
578 "uniform myhvec4 RefractColor;\n"
579 "uniform myhvec4 ReflectColor;\n"
580 "uniform myhalf ReflectFactor;\n"
581 "uniform myhalf ReflectOffset;\n"
583 "//# ifdef MODE_REFRACTION\n"
584 "//uniform vec4 DistortScaleRefractReflect;\n"
585 "//uniform vec4 ScreenScaleRefractReflect;\n"
586 "//uniform vec4 ScreenCenterRefractReflect;\n"
587 "//uniform myhvec4 RefractColor;\n"
588 "//# ifdef USEREFLECTION\n"
589 "//uniform myhvec4 ReflectColor;\n"
592 "//# ifdef USEREFLECTION\n"
593 "//uniform vec4 DistortScaleRefractReflect;\n"
594 "//uniform vec4 ScreenScaleRefractReflect;\n"
595 "//uniform vec4 ScreenCenterRefractReflect;\n"
596 "//uniform myhvec4 ReflectColor;\n"
601 "uniform myhalf GlowScale;\n"
602 "uniform myhalf SceneBrightness;\n"
603 "#ifdef USECONTRASTBOOST\n"
604 "uniform myhalf ContrastBoostCoeff;\n"
607 "uniform float OffsetMapping_Scale;\n"
608 "uniform float OffsetMapping_Bias;\n"
609 "uniform float FogRangeRecip;\n"
611 "uniform myhalf AmbientScale;\n"
612 "uniform myhalf DiffuseScale;\n"
613 "uniform myhalf SpecularScale;\n"
614 "uniform myhalf SpecularPower;\n"
616 "#ifdef USEOFFSETMAPPING\n"
617 "vec2 OffsetMapping(vec2 TexCoord)\n"
619 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
620 " // 14 sample relief mapping: linear search and then binary search\n"
621 " // this basically steps forward a small amount repeatedly until it finds\n"
622 " // itself inside solid, then jitters forward and back using decreasing\n"
623 " // amounts to find the impact\n"
624 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
625 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
626 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
627 " vec3 RT = vec3(TexCoord, 1);\n"
628 " OffsetVector *= 0.1;\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);\n"
635 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
639 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
640 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
641 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
642 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
645 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
646 " // this basically moves forward the full distance, and then backs up based\n"
647 " // on height of samples\n"
648 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
649 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
650 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
651 " TexCoord += OffsetVector;\n"
652 " OffsetVector *= 0.333;\n"
653 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
654 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
655 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
656 " return TexCoord;\n"
659 "#endif // USEOFFSETMAPPING\n"
661 "#ifdef MODE_WATER\n"
666 "#ifdef USEOFFSETMAPPING\n"
667 " // apply offsetmapping\n"
668 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
669 "#define TexCoord TexCoordOffset\n"
672 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
673 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
674 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
675 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
676 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
679 "#else // MODE_WATER\n"
680 "#ifdef MODE_REFRACTION\n"
682 "// refraction pass\n"
685 "#ifdef USEOFFSETMAPPING\n"
686 " // apply offsetmapping\n"
687 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
688 "#define TexCoord TexCoordOffset\n"
691 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
692 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
693 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
694 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
697 "#else // MODE_REFRACTION\n"
700 "#ifdef USEOFFSETMAPPING\n"
701 " // apply offsetmapping\n"
702 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
703 "#define TexCoord TexCoordOffset\n"
706 " // combine the diffuse textures (base, pants, shirt)\n"
707 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
708 "#ifdef USECOLORMAPPING\n"
709 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
715 "#ifdef MODE_LIGHTSOURCE\n"
718 " // calculate surface normal, light normal, and specular normal\n"
719 " // compute color intensity for the two textures (colormap and glossmap)\n"
720 " // scale by light color and attenuation as efficiently as possible\n"
721 " // (do as much scalar math as possible rather than vector math)\n"
722 "# ifdef USESPECULAR\n"
723 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
724 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
725 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
727 " // calculate directional shading\n"
728 " 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"
730 "# ifdef USEDIFFUSE\n"
731 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
732 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
734 " // calculate directional shading\n"
735 " 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"
737 " // calculate directionless shading\n"
738 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
742 "# ifdef USECUBEFILTER\n"
743 " // apply light cubemap filter\n"
744 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
745 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
747 " color *= myhvec4(gl_Color);\n"
748 "#endif // MODE_LIGHTSOURCE\n"
753 "#ifdef MODE_LIGHTDIRECTION\n"
754 " // directional model lighting\n"
755 "# ifdef USESPECULAR\n"
756 " // get the surface normal and light normal\n"
757 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
758 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
760 " // calculate directional shading\n"
761 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
762 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
763 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
765 "# ifdef USEDIFFUSE\n"
766 " // get the surface normal and light normal\n"
767 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
768 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
770 " // calculate directional shading\n"
771 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
773 " color.rgb *= AmbientColor;\n"
777 " color *= myhvec4(gl_Color);\n"
778 "#endif // MODE_LIGHTDIRECTION\n"
783 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
784 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
786 " // get the surface normal and light normal\n"
787 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
789 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
790 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
791 " // calculate directional shading\n"
792 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
793 "# ifdef USESPECULAR\n"
794 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
795 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
798 " // apply lightmap color\n"
799 " color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
800 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
805 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
806 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
808 " // get the surface normal and light normal\n"
809 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
811 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
812 " // calculate directional shading\n"
813 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
814 "# ifdef USESPECULAR\n"
815 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
816 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
819 " // apply lightmap color\n"
820 " color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
821 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
826 "#ifdef MODE_LIGHTMAP\n"
827 " // apply lightmap color\n"
828 " color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
829 "#endif // MODE_LIGHTMAP\n"
839 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
842 "#ifndef MODE_LIGHTSOURCE\n"
843 "# ifdef USEREFLECTION\n"
844 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
845 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
846 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
847 " color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
853 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
856 "#ifdef USECONTRASTBOOST\n"
857 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
860 " color.rgb *= SceneBrightness;\n"
862 " gl_FragColor = vec4(color);\n"
864 "#endif // MODE_REFRACTION\n"
865 "#endif // MODE_WATER\n"
867 "#endif // FRAGMENT_SHADER\n"
870 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
871 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
872 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
873 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
874 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
875 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
876 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
877 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
878 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
879 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
880 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
882 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
883 const char *shaderpermutationinfo[][2] =
885 {"#define USECOLORMAPPING\n", " colormapping"},
886 {"#define USECONTRASTBOOST\n", " contrastboost"},
887 {"#define USEFOG\n", " fog"},
888 {"#define USECUBEFILTER\n", " cubefilter"},
889 {"#define USEGLOW\n", " glow"},
890 {"#define USEDIFFUSE\n", " diffuse"},
891 {"#define USESPECULAR\n", " specular"},
892 {"#define USEREFLECTION\n", " reflection"},
893 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
894 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
898 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
899 typedef enum shadermode_e
901 SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
902 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
903 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
904 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
905 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
906 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
907 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
912 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
913 const char *shadermodeinfo[][2] =
915 {"#define MODE_LIGHTMAP\n", " lightmap"},
916 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
917 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
918 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
919 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
920 {"#define MODE_REFRACTION\n", " refraction"},
921 {"#define MODE_WATER\n", " water"},
925 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
927 typedef struct r_glsl_permutation_s
929 // indicates if we have tried compiling this permutation already
931 // 0 if compilation failed
933 // locations of detected uniforms in program object, or -1 if not found
934 int loc_Texture_Normal;
935 int loc_Texture_Color;
936 int loc_Texture_Gloss;
937 int loc_Texture_Cube;
938 int loc_Texture_Attenuation;
939 int loc_Texture_FogMask;
940 int loc_Texture_Pants;
941 int loc_Texture_Shirt;
942 int loc_Texture_Lightmap;
943 int loc_Texture_Deluxemap;
944 int loc_Texture_Glow;
945 int loc_Texture_Refraction;
946 int loc_Texture_Reflection;
948 int loc_LightPosition;
953 int loc_FogRangeRecip;
954 int loc_AmbientScale;
955 int loc_DiffuseScale;
956 int loc_SpecularScale;
957 int loc_SpecularPower;
959 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
960 int loc_OffsetMapping_Scale;
961 int loc_AmbientColor;
962 int loc_DiffuseColor;
963 int loc_SpecularColor;
965 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
966 int loc_DistortScaleRefractReflect;
967 int loc_ScreenScaleRefractReflect;
968 int loc_ScreenCenterRefractReflect;
969 int loc_RefractColor;
970 int loc_ReflectColor;
971 int loc_ReflectFactor;
972 int loc_ReflectOffset;
974 r_glsl_permutation_t;
976 // information about each possible shader permutation
977 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
978 // currently selected permutation
979 r_glsl_permutation_t *r_glsl_permutation;
981 // these are additional flags used only by R_GLSL_CompilePermutation
982 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
983 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
984 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
986 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
989 qboolean shaderfound;
990 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
991 int vertstrings_count;
992 int geomstrings_count;
993 int fragstrings_count;
995 const char *vertstrings_list[32+1];
996 const char *geomstrings_list[32+1];
997 const char *fragstrings_list[32+1];
998 char permutationname[256];
1003 vertstrings_list[0] = "#define VERTEX_SHADER\n";
1004 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1005 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1006 vertstrings_count = 1;
1007 geomstrings_count = 1;
1008 fragstrings_count = 1;
1009 permutationname[0] = 0;
1010 i = permutation / SHADERPERMUTATION_MODEBASE;
1011 vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1012 geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1013 fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1014 strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1015 for (i = 0;shaderpermutationinfo[i][0];i++)
1017 if (permutation & (1<<i))
1019 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1020 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1021 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1022 strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1026 // keep line numbers correct
1027 vertstrings_list[vertstrings_count++] = "\n";
1028 geomstrings_list[geomstrings_count++] = "\n";
1029 fragstrings_list[fragstrings_count++] = "\n";
1032 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1033 shaderfound = false;
1036 Con_DPrint("from disk... ");
1037 vertstrings_list[vertstrings_count++] = shaderstring;
1038 geomstrings_list[geomstrings_count++] = shaderstring;
1039 fragstrings_list[fragstrings_count++] = shaderstring;
1042 else if (!strcmp(filename, "glsl/default.glsl"))
1044 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1045 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1046 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1049 // clear any lists that are not needed by this shader
1050 if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1051 vertstrings_count = 0;
1052 if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1053 geomstrings_count = 0;
1054 if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1055 fragstrings_count = 0;
1056 // compile the shader program
1057 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1058 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1062 qglUseProgramObjectARB(p->program);CHECKGLERROR
1063 // look up all the uniform variable names we care about, so we don't
1064 // have to look them up every time we set them
1065 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1066 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1067 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1068 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1069 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1070 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1071 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1072 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1073 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1074 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1075 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1076 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1077 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1078 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1079 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1080 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1081 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
1082 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1083 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1084 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1085 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1086 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1087 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1088 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1089 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1090 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1091 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1092 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1093 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1094 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1095 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1096 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1097 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1098 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1099 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1100 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1101 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1102 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1103 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1104 // initialize the samplers to refer to the texture units we use
1105 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
1106 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
1107 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
1108 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
1109 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
1110 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
1111 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
1112 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1113 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1114 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
1115 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1116 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1117 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1119 qglUseProgramObjectARB(0);CHECKGLERROR
1120 if (developer.integer)
1121 Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1125 if (developer.integer)
1126 Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1128 Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename);
1131 Mem_Free(shaderstring);
1134 void R_GLSL_Restart_f(void)
1137 for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1138 if (r_glsl_permutations[i].program)
1139 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1140 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1143 void R_GLSL_DumpShader_f(void)
1147 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1150 Con_Printf("failed to write to glsl/default.glsl\n");
1154 FS_Print(file, "// The engine may define the following macros:\n");
1155 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1156 for (i = 0;shadermodeinfo[i][0];i++)
1157 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1158 for (i = 0;shaderpermutationinfo[i][0];i++)
1159 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1160 FS_Print(file, "\n");
1161 FS_Print(file, builtinshaderstring);
1164 Con_Printf("glsl/default.glsl written\n");
1167 extern rtexture_t *r_shadow_attenuationgradienttexture;
1168 extern rtexture_t *r_shadow_attenuation2dtexture;
1169 extern rtexture_t *r_shadow_attenuation3dtexture;
1170 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1172 // select a permutation of the lighting shader appropriate to this
1173 // combination of texture, entity, light source, and fogging, only use the
1174 // minimum features necessary to avoid wasting rendering time in the
1175 // fragment shader on features that are not being used
1176 const char *shaderfilename = NULL;
1177 unsigned int permutation = 0;
1178 unsigned int shadertype = 0;
1179 shadermode_t mode = 0;
1180 r_glsl_permutation = NULL;
1181 shaderfilename = "glsl/default.glsl";
1182 shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1183 // TODO: implement geometry-shader based shadow volumes someday
1184 if (r_glsl_offsetmapping.integer)
1186 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1187 if (r_glsl_offsetmapping_reliefmapping.integer)
1188 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1190 if (rsurfacepass == RSURFPASS_BACKGROUND)
1192 // distorted background
1193 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1194 mode = SHADERMODE_WATER;
1196 mode = SHADERMODE_REFRACTION;
1198 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1201 mode = SHADERMODE_LIGHTSOURCE;
1202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1203 permutation |= SHADERPERMUTATION_CUBEFILTER;
1204 if (diffusescale > 0)
1205 permutation |= SHADERPERMUTATION_DIFFUSE;
1206 if (specularscale > 0)
1207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1208 if (r_refdef.fogenabled)
1209 permutation |= SHADERPERMUTATION_FOG;
1210 if (rsurface.texture->colormapping)
1211 permutation |= SHADERPERMUTATION_COLORMAPPING;
1212 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1213 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1214 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1215 permutation |= SHADERPERMUTATION_REFLECTION;
1217 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1219 // unshaded geometry (fullbright or ambient model lighting)
1220 mode = SHADERMODE_LIGHTMAP;
1221 if (rsurface.texture->currentskinframe->glow)
1222 permutation |= SHADERPERMUTATION_GLOW;
1223 if (r_refdef.fogenabled)
1224 permutation |= SHADERPERMUTATION_FOG;
1225 if (rsurface.texture->colormapping)
1226 permutation |= SHADERPERMUTATION_COLORMAPPING;
1227 if (r_glsl_offsetmapping.integer)
1229 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1230 if (r_glsl_offsetmapping_reliefmapping.integer)
1231 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1233 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1234 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1235 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1236 permutation |= SHADERPERMUTATION_REFLECTION;
1238 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1240 // directional model lighting
1241 mode = SHADERMODE_LIGHTDIRECTION;
1242 if (rsurface.texture->currentskinframe->glow)
1243 permutation |= SHADERPERMUTATION_GLOW;
1244 permutation |= SHADERPERMUTATION_DIFFUSE;
1245 if (specularscale > 0)
1246 permutation |= SHADERPERMUTATION_SPECULAR;
1247 if (r_refdef.fogenabled)
1248 permutation |= SHADERPERMUTATION_FOG;
1249 if (rsurface.texture->colormapping)
1250 permutation |= SHADERPERMUTATION_COLORMAPPING;
1251 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1252 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1253 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1254 permutation |= SHADERPERMUTATION_REFLECTION;
1256 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1258 // ambient model lighting
1259 mode = SHADERMODE_LIGHTDIRECTION;
1260 if (rsurface.texture->currentskinframe->glow)
1261 permutation |= SHADERPERMUTATION_GLOW;
1262 if (r_refdef.fogenabled)
1263 permutation |= SHADERPERMUTATION_FOG;
1264 if (rsurface.texture->colormapping)
1265 permutation |= SHADERPERMUTATION_COLORMAPPING;
1266 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1267 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1269 permutation |= SHADERPERMUTATION_REFLECTION;
1274 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1276 // deluxemapping (light direction texture)
1277 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1278 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1280 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1281 if (specularscale > 0)
1282 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1284 else if (r_glsl_deluxemapping.integer >= 2)
1286 // fake deluxemapping (uniform light direction in tangentspace)
1287 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1288 if (specularscale > 0)
1289 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1293 // ordinary lightmapping
1294 mode = SHADERMODE_LIGHTMAP;
1296 if (rsurface.texture->currentskinframe->glow)
1297 permutation |= SHADERPERMUTATION_GLOW;
1298 if (r_refdef.fogenabled)
1299 permutation |= SHADERPERMUTATION_FOG;
1300 if (rsurface.texture->colormapping)
1301 permutation |= SHADERPERMUTATION_COLORMAPPING;
1302 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1303 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1305 permutation |= SHADERPERMUTATION_REFLECTION;
1307 permutation |= mode * SHADERPERMUTATION_MODEBASE;
1308 if (!r_glsl_permutations[permutation].program)
1310 if (!r_glsl_permutations[permutation].compiled)
1311 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1312 if (!r_glsl_permutations[permutation].program)
1314 // remove features until we find a valid permutation
1316 for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1320 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");
1321 Cvar_SetValueQuick(&r_glsl, 0);
1322 return 0; // no bit left to clear
1324 // reduce i more quickly whenever it would not remove any bits
1325 if (!(permutation & i))
1328 if (!r_glsl_permutations[permutation].compiled)
1329 R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1330 if (r_glsl_permutations[permutation].program)
1335 r_glsl_permutation = r_glsl_permutations + permutation;
1337 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1338 if (mode == SHADERMODE_LIGHTSOURCE)
1340 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1341 if (permutation & SHADERPERMUTATION_DIFFUSE)
1343 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1344 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1345 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1346 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1350 // ambient only is simpler
1351 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1352 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1353 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1354 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1357 else if (mode == SHADERMODE_LIGHTDIRECTION)
1359 if (r_glsl_permutation->loc_AmbientColor >= 0)
1360 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1361 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1362 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1363 if (r_glsl_permutation->loc_SpecularColor >= 0)
1364 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1365 if (r_glsl_permutation->loc_LightDir >= 0)
1366 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1370 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1371 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1372 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1374 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1375 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1377 // The formula used is actually:
1378 // color.rgb *= SceneBrightness;
1379 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1380 // I simplify that to
1381 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1382 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1384 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1385 // and do [[calculations]] here in the engine
1386 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1387 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1390 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1391 if (r_glsl_permutation->loc_FogColor >= 0)
1393 // additive passes are only darkened by fog, not tinted
1394 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1395 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1400 // color.rgb *= SceneBrightness;
1401 VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1402 if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1404 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1405 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1406 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1407 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1409 qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1412 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1414 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1415 if (r_glsl_permutation->loc_Color_Pants >= 0)
1417 if (rsurface.texture->currentskinframe->pants)
1418 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1420 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1422 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1424 if (rsurface.texture->currentskinframe->shirt)
1425 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1427 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1429 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1430 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1431 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1432 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);
1433 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]);
1434 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]);
1435 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1436 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1437 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1438 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1443 #define SKINFRAME_HASH 1024
1447 int loadsequence; // incremented each level change
1448 memexpandablearray_t array;
1449 skinframe_t *hash[SKINFRAME_HASH];
1453 void R_SkinFrame_PrepareForPurge(void)
1455 r_skinframe.loadsequence++;
1456 // wrap it without hitting zero
1457 if (r_skinframe.loadsequence >= 200)
1458 r_skinframe.loadsequence = 1;
1461 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1465 // mark the skinframe as used for the purging code
1466 skinframe->loadsequence = r_skinframe.loadsequence;
1469 void R_SkinFrame_Purge(void)
1473 for (i = 0;i < SKINFRAME_HASH;i++)
1475 for (s = r_skinframe.hash[i];s;s = s->next)
1477 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1479 if (s->base == r_texture_notexture) s->base = NULL;
1480 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1481 if (s->merged == s->base) s->merged = NULL;
1482 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1483 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1484 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1485 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1486 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1487 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1488 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1489 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1490 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1491 s->loadsequence = 0;
1497 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1501 char basename[MAX_QPATH];
1503 Image_StripImageExtension(name, basename, sizeof(basename));
1505 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1506 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1507 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1513 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1514 memset(item, 0, sizeof(*item));
1515 strlcpy(item->basename, basename, sizeof(item->basename));
1516 item->textureflags = textureflags;
1517 item->comparewidth = comparewidth;
1518 item->compareheight = compareheight;
1519 item->comparecrc = comparecrc;
1520 item->next = r_skinframe.hash[hashindex];
1521 r_skinframe.hash[hashindex] = item;
1523 R_SkinFrame_MarkUsed(item);
1527 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1529 // FIXME: it should be possible to disable loading various layers using
1530 // cvars, to prevent wasted loading time and memory usage if the user does
1532 qboolean loadnormalmap = true;
1533 qboolean loadgloss = true;
1534 qboolean loadpantsandshirt = true;
1535 qboolean loadglow = true;
1537 unsigned char *pixels;
1538 unsigned char *bumppixels;
1539 unsigned char *basepixels = NULL;
1540 int basepixels_width;
1541 int basepixels_height;
1542 skinframe_t *skinframe;
1544 if (cls.state == ca_dedicated)
1547 // return an existing skinframe if already loaded
1548 // if loading of the first image fails, don't make a new skinframe as it
1549 // would cause all future lookups of this to be missing
1550 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1551 if (skinframe && skinframe->base)
1554 basepixels = loadimagepixels(name, complain, 0, 0, true);
1555 if (basepixels == NULL)
1558 // we've got some pixels to store, so really allocate this new texture now
1560 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1561 skinframe->stain = NULL;
1562 skinframe->merged = NULL;
1563 skinframe->base = r_texture_notexture;
1564 skinframe->pants = NULL;
1565 skinframe->shirt = NULL;
1566 skinframe->nmap = r_texture_blanknormalmap;
1567 skinframe->gloss = NULL;
1568 skinframe->glow = NULL;
1569 skinframe->fog = NULL;
1571 basepixels_width = image_width;
1572 basepixels_height = image_height;
1573 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1575 if (textureflags & TEXF_ALPHA)
1577 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1578 if (basepixels[j] < 255)
1580 if (j < basepixels_width * basepixels_height * 4)
1582 // has transparent pixels
1583 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1584 for (j = 0;j < image_width * image_height * 4;j += 4)
1589 pixels[j+3] = basepixels[j+3];
1591 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1596 // _norm is the name used by tenebrae and has been adopted as standard
1599 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
1601 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1605 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL)
1607 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1608 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1609 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1611 Mem_Free(bumppixels);
1613 else if (r_shadow_bumpscale_basetexture.value > 0)
1615 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1616 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1617 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1621 // _luma is supported for tenebrae compatibility
1622 // (I think it's a very stupid name, but oh well)
1623 // _glow is the preferred name
1624 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1625 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1626 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1627 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1630 Mem_Free(basepixels);
1635 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)
1640 for (i = 0;i < width*height;i++)
1641 if (((unsigned char *)&palette[in[i]])[3] > 0)
1643 if (i == width*height)
1646 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1649 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1652 unsigned char *temp1, *temp2;
1653 skinframe_t *skinframe;
1655 if (cls.state == ca_dedicated)
1658 // if already loaded just return it, otherwise make a new skinframe
1659 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1660 if (skinframe && skinframe->base)
1663 skinframe->stain = NULL;
1664 skinframe->merged = NULL;
1665 skinframe->base = r_texture_notexture;
1666 skinframe->pants = NULL;
1667 skinframe->shirt = NULL;
1668 skinframe->nmap = r_texture_blanknormalmap;
1669 skinframe->gloss = NULL;
1670 skinframe->glow = NULL;
1671 skinframe->fog = NULL;
1673 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1677 if (bitsperpixel == 32)
1679 if (r_shadow_bumpscale_basetexture.value > 0)
1681 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1682 temp2 = temp1 + width * height * 4;
1683 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1684 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1687 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1688 if (textureflags & TEXF_ALPHA)
1690 for (i = 3;i < width * height * 4;i += 4)
1691 if (skindata[i] < 255)
1693 if (i < width * height * 4)
1695 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1696 memcpy(fogpixels, skindata, width * height * 4);
1697 for (i = 0;i < width * height * 4;i += 4)
1698 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1699 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1700 Mem_Free(fogpixels);
1704 else if (bitsperpixel == 8)
1706 if (r_shadow_bumpscale_basetexture.value > 0)
1708 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1709 temp2 = temp1 + width * height * 4;
1710 if (bitsperpixel == 32)
1711 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1714 // use either a custom palette or the quake palette
1715 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1716 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1718 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1721 // use either a custom palette, or the quake palette
1722 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1723 if (!palette && loadglowtexture)
1724 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1725 if (!palette && loadpantsandshirt)
1727 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1728 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1730 if (skinframe->pants || skinframe->shirt)
1731 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1732 if (textureflags & TEXF_ALPHA)
1734 // if not using a custom alphapalette, use the quake one
1736 alphapalette = palette_alpha;
1737 for (i = 0;i < width * height;i++)
1738 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1740 if (i < width * height)
1741 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1748 skinframe_t *R_SkinFrame_LoadMissing(void)
1750 skinframe_t *skinframe;
1752 if (cls.state == ca_dedicated)
1755 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1756 skinframe->stain = NULL;
1757 skinframe->merged = NULL;
1758 skinframe->base = r_texture_notexture;
1759 skinframe->pants = NULL;
1760 skinframe->shirt = NULL;
1761 skinframe->nmap = r_texture_blanknormalmap;
1762 skinframe->gloss = NULL;
1763 skinframe->glow = NULL;
1764 skinframe->fog = NULL;
1769 void gl_main_start(void)
1774 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1775 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1777 alpha = 1 - exp(r / ((double)x*(double)x));
1778 if (x == FOGMASKTABLEWIDTH - 1)
1780 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1783 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1784 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1786 // set up r_skinframe loading system for textures
1787 memset(&r_skinframe, 0, sizeof(r_skinframe));
1788 r_skinframe.loadsequence = 1;
1789 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1791 r_main_texturepool = R_AllocTexturePool();
1792 R_BuildBlankTextures();
1794 if (gl_texturecubemap)
1797 R_BuildNormalizationCube();
1799 R_BuildFogTexture();
1800 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1801 memset(&r_waterstate, 0, sizeof(r_waterstate));
1802 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1803 memset(&r_svbsp, 0, sizeof (r_svbsp));
1806 void gl_main_shutdown(void)
1808 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1809 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1811 // clear out the r_skinframe state
1812 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1813 memset(&r_skinframe, 0, sizeof(r_skinframe));
1816 Mem_Free(r_svbsp.nodes);
1817 memset(&r_svbsp, 0, sizeof (r_svbsp));
1818 R_FreeTexturePool(&r_main_texturepool);
1819 r_texture_blanknormalmap = NULL;
1820 r_texture_white = NULL;
1821 r_texture_grey128 = NULL;
1822 r_texture_black = NULL;
1823 r_texture_whitecube = NULL;
1824 r_texture_normalizationcube = NULL;
1825 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1826 memset(&r_waterstate, 0, sizeof(r_waterstate));
1830 extern void CL_ParseEntityLump(char *entitystring);
1831 void gl_main_newmap(void)
1833 // FIXME: move this code to client
1835 char *entities, entname[MAX_QPATH];
1838 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1839 l = (int)strlen(entname) - 4;
1840 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1842 memcpy(entname + l, ".ent", 5);
1843 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1845 CL_ParseEntityLump(entities);
1850 if (cl.worldmodel->brush.entities)
1851 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1855 void GL_Main_Init(void)
1857 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1859 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1860 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1861 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1862 if (gamemode == GAME_NEHAHRA)
1864 Cvar_RegisterVariable (&gl_fogenable);
1865 Cvar_RegisterVariable (&gl_fogdensity);
1866 Cvar_RegisterVariable (&gl_fogred);
1867 Cvar_RegisterVariable (&gl_foggreen);
1868 Cvar_RegisterVariable (&gl_fogblue);
1869 Cvar_RegisterVariable (&gl_fogstart);
1870 Cvar_RegisterVariable (&gl_fogend);
1872 Cvar_RegisterVariable(&r_depthfirst);
1873 Cvar_RegisterVariable(&r_nearclip);
1874 Cvar_RegisterVariable(&r_showbboxes);
1875 Cvar_RegisterVariable(&r_showsurfaces);
1876 Cvar_RegisterVariable(&r_showtris);
1877 Cvar_RegisterVariable(&r_shownormals);
1878 Cvar_RegisterVariable(&r_showlighting);
1879 Cvar_RegisterVariable(&r_showshadowvolumes);
1880 Cvar_RegisterVariable(&r_showcollisionbrushes);
1881 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1882 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1883 Cvar_RegisterVariable(&r_showdisabledepthtest);
1884 Cvar_RegisterVariable(&r_drawportals);
1885 Cvar_RegisterVariable(&r_drawentities);
1886 Cvar_RegisterVariable(&r_cullentities_trace);
1887 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1888 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1889 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1890 Cvar_RegisterVariable(&r_drawviewmodel);
1891 Cvar_RegisterVariable(&r_speeds);
1892 Cvar_RegisterVariable(&r_fullbrights);
1893 Cvar_RegisterVariable(&r_wateralpha);
1894 Cvar_RegisterVariable(&r_dynamic);
1895 Cvar_RegisterVariable(&r_fullbright);
1896 Cvar_RegisterVariable(&r_shadows);
1897 Cvar_RegisterVariable(&r_shadows_throwdistance);
1898 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1899 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1900 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1901 Cvar_RegisterVariable(&r_textureunits);
1902 Cvar_RegisterVariable(&r_glsl);
1903 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1904 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1905 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1906 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1907 Cvar_RegisterVariable(&r_water);
1908 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1909 Cvar_RegisterVariable(&r_water_clippingplanebias);
1910 Cvar_RegisterVariable(&r_water_refractdistort);
1911 Cvar_RegisterVariable(&r_water_reflectdistort);
1912 Cvar_RegisterVariable(&r_lerpsprites);
1913 Cvar_RegisterVariable(&r_lerpmodels);
1914 Cvar_RegisterVariable(&r_waterscroll);
1915 Cvar_RegisterVariable(&r_bloom);
1916 Cvar_RegisterVariable(&r_bloom_colorscale);
1917 Cvar_RegisterVariable(&r_bloom_brighten);
1918 Cvar_RegisterVariable(&r_bloom_blur);
1919 Cvar_RegisterVariable(&r_bloom_resolution);
1920 Cvar_RegisterVariable(&r_bloom_colorexponent);
1921 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1922 Cvar_RegisterVariable(&r_hdr);
1923 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1924 Cvar_RegisterVariable(&r_glsl_contrastboost);
1925 Cvar_RegisterVariable(&r_hdr_glowintensity);
1926 Cvar_RegisterVariable(&r_hdr_range);
1927 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1928 Cvar_RegisterVariable(&developer_texturelogging);
1929 Cvar_RegisterVariable(&gl_lightmaps);
1930 Cvar_RegisterVariable(&r_test);
1931 Cvar_RegisterVariable(&r_batchmode);
1932 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1933 Cvar_SetValue("r_fullbrights", 0);
1934 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1936 Cvar_RegisterVariable(&r_track_sprites);
1937 Cvar_RegisterVariable(&r_track_sprites_flags);
1938 Cvar_RegisterVariable(&r_track_sprites_scalew);
1939 Cvar_RegisterVariable(&r_track_sprites_scaleh);
1942 extern void R_Textures_Init(void);
1943 extern void GL_Draw_Init(void);
1944 extern void GL_Main_Init(void);
1945 extern void R_Shadow_Init(void);
1946 extern void R_Sky_Init(void);
1947 extern void GL_Surf_Init(void);
1948 extern void R_Light_Init(void);
1949 extern void R_Particles_Init(void);
1950 extern void R_Explosion_Init(void);
1951 extern void gl_backend_init(void);
1952 extern void Sbar_Init(void);
1953 extern void R_LightningBeams_Init(void);
1954 extern void Mod_RenderInit(void);
1956 void Render_Init(void)
1969 R_LightningBeams_Init();
1978 extern char *ENGINE_EXTENSIONS;
1981 VID_CheckExtensions();
1983 // LordHavoc: report supported extensions
1984 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1986 // clear to black (loading plaque will be seen over this)
1988 qglClearColor(0,0,0,1);CHECKGLERROR
1989 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1992 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1996 for (i = 0;i < r_view.numfrustumplanes;i++)
1998 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2001 p = r_view.frustum + i;
2006 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2010 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2014 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2018 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2022 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2026 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2030 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2034 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2042 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2046 for (i = 0;i < numplanes;i++)
2053 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2057 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2061 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2065 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2069 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2073 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2077 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2081 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2089 //==================================================================================
2091 static void R_UpdateEntityLighting(entity_render_t *ent)
2093 vec3_t tempdiffusenormal;
2095 // fetch the lighting from the worldmodel data
2096 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));
2097 VectorClear(ent->modellight_diffuse);
2098 VectorClear(tempdiffusenormal);
2099 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2102 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2103 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2106 VectorSet(ent->modellight_ambient, 1, 1, 1);
2108 // move the light direction into modelspace coordinates for lighting code
2109 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2110 if(VectorLength2(ent->modellight_lightdir) > 0)
2112 VectorNormalize(ent->modellight_lightdir);
2116 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2119 // scale ambient and directional light contributions according to rendering variables
2120 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2121 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2122 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2123 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2124 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2125 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2128 static void R_View_UpdateEntityVisible (void)
2131 entity_render_t *ent;
2133 if (!r_drawentities.integer)
2136 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2137 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2139 // worldmodel can check visibility
2140 for (i = 0;i < r_refdef.numentities;i++)
2142 ent = r_refdef.entities[i];
2143 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));
2146 if(r_cullentities_trace.integer)
2148 for (i = 0;i < r_refdef.numentities;i++)
2150 ent = r_refdef.entities[i];
2151 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2153 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2154 ent->last_trace_visibility = realtime;
2155 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2156 r_viewcache.entityvisible[i] = 0;
2163 // no worldmodel or it can't check visibility
2164 for (i = 0;i < r_refdef.numentities;i++)
2166 ent = r_refdef.entities[i];
2167 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));
2171 // update entity lighting (even on hidden entities for r_shadows)
2172 for (i = 0;i < r_refdef.numentities;i++)
2173 R_UpdateEntityLighting(r_refdef.entities[i]);
2176 // only used if skyrendermasked, and normally returns false
2177 int R_DrawBrushModelsSky (void)
2180 entity_render_t *ent;
2182 if (!r_drawentities.integer)
2186 for (i = 0;i < r_refdef.numentities;i++)
2188 if (!r_viewcache.entityvisible[i])
2190 ent = r_refdef.entities[i];
2191 if (!ent->model || !ent->model->DrawSky)
2193 ent->model->DrawSky(ent);
2199 static void R_DrawNoModel(entity_render_t *ent);
2200 static void R_DrawModels(void)
2203 entity_render_t *ent;
2205 if (!r_drawentities.integer)
2208 for (i = 0;i < r_refdef.numentities;i++)
2210 if (!r_viewcache.entityvisible[i])
2212 ent = r_refdef.entities[i];
2213 r_refdef.stats.entities++;
2214 if (ent->model && ent->model->Draw != NULL)
2215 ent->model->Draw(ent);
2221 static void R_DrawModelsDepth(void)
2224 entity_render_t *ent;
2226 if (!r_drawentities.integer)
2229 for (i = 0;i < r_refdef.numentities;i++)
2231 if (!r_viewcache.entityvisible[i])
2233 ent = r_refdef.entities[i];
2234 r_refdef.stats.entities++;
2235 if (ent->model && ent->model->DrawDepth != NULL)
2236 ent->model->DrawDepth(ent);
2240 static void R_DrawModelsDebug(void)
2243 entity_render_t *ent;
2245 if (!r_drawentities.integer)
2248 for (i = 0;i < r_refdef.numentities;i++)
2250 if (!r_viewcache.entityvisible[i])
2252 ent = r_refdef.entities[i];
2253 r_refdef.stats.entities++;
2254 if (ent->model && ent->model->DrawDebug != NULL)
2255 ent->model->DrawDebug(ent);
2259 static void R_DrawModelsAddWaterPlanes(void)
2262 entity_render_t *ent;
2264 if (!r_drawentities.integer)
2267 for (i = 0;i < r_refdef.numentities;i++)
2269 if (!r_viewcache.entityvisible[i])
2271 ent = r_refdef.entities[i];
2272 r_refdef.stats.entities++;
2273 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2274 ent->model->DrawAddWaterPlanes(ent);
2278 static void R_View_SetFrustum(void)
2281 double slopex, slopey;
2283 // break apart the view matrix into vectors for various purposes
2284 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2285 VectorNegate(r_view.left, r_view.right);
2288 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2289 r_view.frustum[0].normal[1] = 0 - 0;
2290 r_view.frustum[0].normal[2] = -1 - 0;
2291 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2292 r_view.frustum[1].normal[1] = 0 + 0;
2293 r_view.frustum[1].normal[2] = -1 + 0;
2294 r_view.frustum[2].normal[0] = 0 - 0;
2295 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2296 r_view.frustum[2].normal[2] = -1 - 0;
2297 r_view.frustum[3].normal[0] = 0 + 0;
2298 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2299 r_view.frustum[3].normal[2] = -1 + 0;
2303 zNear = r_refdef.nearclip;
2304 nudge = 1.0 - 1.0 / (1<<23);
2305 r_view.frustum[4].normal[0] = 0 - 0;
2306 r_view.frustum[4].normal[1] = 0 - 0;
2307 r_view.frustum[4].normal[2] = -1 - -nudge;
2308 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2309 r_view.frustum[5].normal[0] = 0 + 0;
2310 r_view.frustum[5].normal[1] = 0 + 0;
2311 r_view.frustum[5].normal[2] = -1 + -nudge;
2312 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2318 r_view.frustum[0].normal[0] = m[3] - m[0];
2319 r_view.frustum[0].normal[1] = m[7] - m[4];
2320 r_view.frustum[0].normal[2] = m[11] - m[8];
2321 r_view.frustum[0].dist = m[15] - m[12];
2323 r_view.frustum[1].normal[0] = m[3] + m[0];
2324 r_view.frustum[1].normal[1] = m[7] + m[4];
2325 r_view.frustum[1].normal[2] = m[11] + m[8];
2326 r_view.frustum[1].dist = m[15] + m[12];
2328 r_view.frustum[2].normal[0] = m[3] - m[1];
2329 r_view.frustum[2].normal[1] = m[7] - m[5];
2330 r_view.frustum[2].normal[2] = m[11] - m[9];
2331 r_view.frustum[2].dist = m[15] - m[13];
2333 r_view.frustum[3].normal[0] = m[3] + m[1];
2334 r_view.frustum[3].normal[1] = m[7] + m[5];
2335 r_view.frustum[3].normal[2] = m[11] + m[9];
2336 r_view.frustum[3].dist = m[15] + m[13];
2338 r_view.frustum[4].normal[0] = m[3] - m[2];
2339 r_view.frustum[4].normal[1] = m[7] - m[6];
2340 r_view.frustum[4].normal[2] = m[11] - m[10];
2341 r_view.frustum[4].dist = m[15] - m[14];
2343 r_view.frustum[5].normal[0] = m[3] + m[2];
2344 r_view.frustum[5].normal[1] = m[7] + m[6];
2345 r_view.frustum[5].normal[2] = m[11] + m[10];
2346 r_view.frustum[5].dist = m[15] + m[14];
2349 if (r_view.useperspective)
2351 slopex = 1.0 / r_view.frustum_x;
2352 slopey = 1.0 / r_view.frustum_y;
2353 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2354 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
2355 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
2356 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
2357 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2359 // Leaving those out was a mistake, those were in the old code, and they
2360 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2361 // I couldn't reproduce it after adding those normalizations. --blub
2362 VectorNormalize(r_view.frustum[0].normal);
2363 VectorNormalize(r_view.frustum[1].normal);
2364 VectorNormalize(r_view.frustum[2].normal);
2365 VectorNormalize(r_view.frustum[3].normal);
2367 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2368 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2369 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2370 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2371 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2373 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2374 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2375 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2376 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2377 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2381 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2382 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
2383 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2384 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
2385 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2386 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2387 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2388 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2389 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2390 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2392 r_view.numfrustumplanes = 5;
2394 if (r_view.useclipplane)
2396 r_view.numfrustumplanes = 6;
2397 r_view.frustum[5] = r_view.clipplane;
2400 for (i = 0;i < r_view.numfrustumplanes;i++)
2401 PlaneClassify(r_view.frustum + i);
2403 // LordHavoc: note to all quake engine coders, Quake had a special case
2404 // for 90 degrees which assumed a square view (wrong), so I removed it,
2405 // Quake2 has it disabled as well.
2407 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2408 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2409 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2410 //PlaneClassify(&frustum[0]);
2412 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2413 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2414 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2415 //PlaneClassify(&frustum[1]);
2417 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2418 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2419 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2420 //PlaneClassify(&frustum[2]);
2422 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2423 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2424 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2425 //PlaneClassify(&frustum[3]);
2428 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2429 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2430 //PlaneClassify(&frustum[4]);
2433 void R_View_Update(void)
2435 R_View_SetFrustum();
2436 R_View_WorldVisibility(r_view.useclipplane);
2437 R_View_UpdateEntityVisible();
2440 void R_SetupView(void)
2442 if (!r_view.useperspective)
2443 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);
2444 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2445 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2447 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2449 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2451 if (r_view.useclipplane)
2453 // LordHavoc: couldn't figure out how to make this approach the
2454 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2455 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2456 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2457 dist = r_view.clipplane.dist;
2458 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2462 void R_ResetViewRendering2D(void)
2464 if (gl_support_fragment_shader)
2466 qglUseProgramObjectARB(0);CHECKGLERROR
2471 // GL is weird because it's bottom to top, r_view.y is top to bottom
2472 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2473 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2474 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2475 GL_Color(1, 1, 1, 1);
2476 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2477 GL_BlendFunc(GL_ONE, GL_ZERO);
2478 GL_AlphaTest(false);
2479 GL_ScissorTest(false);
2480 GL_DepthMask(false);
2481 GL_DepthRange(0, 1);
2482 GL_DepthTest(false);
2483 R_Mesh_Matrix(&identitymatrix);
2484 R_Mesh_ResetTextureState();
2485 GL_PolygonOffset(0, 0);
2486 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2487 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2488 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2489 qglStencilMask(~0);CHECKGLERROR
2490 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2491 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2492 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2495 void R_ResetViewRendering3D(void)
2497 if (gl_support_fragment_shader)
2499 qglUseProgramObjectARB(0);CHECKGLERROR
2504 // GL is weird because it's bottom to top, r_view.y is top to bottom
2505 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2507 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2508 GL_Color(1, 1, 1, 1);
2509 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2510 GL_BlendFunc(GL_ONE, GL_ZERO);
2511 GL_AlphaTest(false);
2512 GL_ScissorTest(true);
2514 GL_DepthRange(0, 1);
2516 R_Mesh_Matrix(&identitymatrix);
2517 R_Mesh_ResetTextureState();
2518 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2519 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2520 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2521 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2522 qglStencilMask(~0);CHECKGLERROR
2523 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2524 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2525 GL_CullFace(r_view.cullface_back);
2529 R_Bloom_SetupShader(
2531 "// written by Forest 'LordHavoc' Hale\n"
2533 "// common definitions between vertex shader and fragment shader:\n"
2535 "#ifdef __GLSL_CG_DATA_TYPES\n"
2536 "#define myhalf half\n"
2537 "#define myhvec2 hvec2\n"
2538 "#define myhvec3 hvec3\n"
2539 "#define myhvec4 hvec4\n"
2541 "#define myhalf float\n"
2542 "#define myhvec2 vec2\n"
2543 "#define myhvec3 vec3\n"
2544 "#define myhvec4 vec4\n"
2547 "varying vec2 ScreenTexCoord;\n"
2548 "varying vec2 BloomTexCoord;\n"
2553 "// vertex shader specific:\n"
2554 "#ifdef VERTEX_SHADER\n"
2558 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2559 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2560 " // transform vertex to camera space, using ftransform to match non-VS\n"
2562 " gl_Position = ftransform();\n"
2565 "#endif // VERTEX_SHADER\n"
2570 "// fragment shader specific:\n"
2571 "#ifdef FRAGMENT_SHADER\n"
2576 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2577 " for (x = -BLUR_X;x <= BLUR_X;x++)
2578 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2579 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2580 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2581 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2583 " gl_FragColor = vec4(color);\n"
2586 "#endif // FRAGMENT_SHADER\n"
2589 void R_RenderScene(qboolean addwaterplanes);
2591 static void R_Water_StartFrame(void)
2594 int waterwidth, waterheight, texturewidth, textureheight;
2595 r_waterstate_waterplane_t *p;
2597 // set waterwidth and waterheight to the water resolution that will be
2598 // used (often less than the screen resolution for faster rendering)
2599 waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2600 waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2602 // calculate desired texture sizes
2603 // can't use water if the card does not support the texture size
2604 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2605 texturewidth = textureheight = waterwidth = waterheight = 0;
2606 else if (gl_support_arb_texture_non_power_of_two)
2608 texturewidth = waterwidth;
2609 textureheight = waterheight;
2613 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2614 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2617 // allocate textures as needed
2618 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2620 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2621 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2623 if (p->texture_refraction)
2624 R_FreeTexture(p->texture_refraction);
2625 p->texture_refraction = NULL;
2626 if (p->texture_reflection)
2627 R_FreeTexture(p->texture_reflection);
2628 p->texture_reflection = NULL;
2630 memset(&r_waterstate, 0, sizeof(r_waterstate));
2631 r_waterstate.waterwidth = waterwidth;
2632 r_waterstate.waterheight = waterheight;
2633 r_waterstate.texturewidth = texturewidth;
2634 r_waterstate.textureheight = textureheight;
2637 if (r_waterstate.waterwidth)
2639 r_waterstate.enabled = true;
2641 // set up variables that will be used in shader setup
2642 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2643 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2644 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2645 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2648 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2649 r_waterstate.numwaterplanes = 0;
2652 static void R_Water_AddWaterPlane(msurface_t *surface)
2654 int triangleindex, planeindex;
2660 r_waterstate_waterplane_t *p;
2661 // just use the first triangle with a valid normal for any decisions
2662 VectorClear(normal);
2663 VectorClear(center);
2664 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2666 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2667 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2668 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2669 TriangleNormal(vert[0], vert[1], vert[2], normal);
2670 if (VectorLength2(normal) >= 0.001)
2673 // now find the center of this surface
2674 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2676 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2677 VectorAdd(center, vert[0], center);
2679 f = 1.0 / surface->num_triangles*3;
2680 VectorScale(center, f, center);
2682 // find a matching plane if there is one
2683 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2684 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2686 if (planeindex >= r_waterstate.maxwaterplanes)
2687 return; // nothing we can do, out of planes
2689 // if this triangle does not fit any known plane rendered this frame, add one
2690 if (planeindex >= r_waterstate.numwaterplanes)
2692 // store the new plane
2693 r_waterstate.numwaterplanes++;
2694 VectorCopy(normal, p->plane.normal);
2695 VectorNormalize(p->plane.normal);
2696 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2697 PlaneClassify(&p->plane);
2698 // flip the plane if it does not face the viewer
2699 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2701 VectorNegate(p->plane.normal, p->plane.normal);
2702 p->plane.dist *= -1;
2703 PlaneClassify(&p->plane);
2705 // clear materialflags and pvs
2706 p->materialflags = 0;
2707 p->pvsvalid = false;
2709 // merge this surface's materialflags into the waterplane
2710 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2711 // merge this surface's PVS into the waterplane
2712 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2714 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2719 static void R_Water_ProcessPlanes(void)
2721 r_view_t originalview;
2723 r_waterstate_waterplane_t *p;
2725 originalview = r_view;
2727 // make sure enough textures are allocated
2728 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2730 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2732 if (!p->texture_refraction)
2733 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2734 if (!p->texture_refraction)
2738 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2740 if (!p->texture_reflection)
2741 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2742 if (!p->texture_reflection)
2748 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2750 r_view.showdebug = false;
2751 r_view.width = r_waterstate.waterwidth;
2752 r_view.height = r_waterstate.waterheight;
2753 r_view.useclipplane = true;
2754 r_waterstate.renderingscene = true;
2756 // render the normal view scene and copy into texture
2757 // (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)
2758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2760 r_view.clipplane = p->plane;
2761 VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2762 r_view.clipplane.dist = -r_view.clipplane.dist;
2763 PlaneClassify(&r_view.clipplane);
2765 R_RenderScene(false);
2767 // copy view into the screen texture
2768 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2769 GL_ActiveTexture(0);
2771 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
2774 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2776 // render reflected scene and copy into texture
2777 Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2778 r_view.clipplane = p->plane;
2779 // reverse the cullface settings for this render
2780 r_view.cullface_front = GL_FRONT;
2781 r_view.cullface_back = GL_BACK;
2782 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2784 r_view.usecustompvs = true;
2786 memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2788 memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2791 R_ResetViewRendering3D();
2793 if (r_timereport_active)
2794 R_TimeReport("viewclear");
2796 R_RenderScene(false);
2798 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2799 GL_ActiveTexture(0);
2801 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
2803 R_ResetViewRendering3D();
2805 if (r_timereport_active)
2806 R_TimeReport("viewclear");
2809 r_view = originalview;
2810 r_view.clear = true;
2811 r_waterstate.renderingscene = false;
2815 r_view = originalview;
2816 r_waterstate.renderingscene = false;
2817 Cvar_SetValueQuick(&r_water, 0);
2818 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2822 void R_Bloom_StartFrame(void)
2824 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2826 // set bloomwidth and bloomheight to the bloom resolution that will be
2827 // used (often less than the screen resolution for faster rendering)
2828 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2829 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2830 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2832 // calculate desired texture sizes
2833 if (gl_support_arb_texture_non_power_of_two)
2835 screentexturewidth = r_view.width;
2836 screentextureheight = r_view.height;
2837 bloomtexturewidth = r_bloomstate.bloomwidth;
2838 bloomtextureheight = r_bloomstate.bloomheight;
2842 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2843 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2844 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2845 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2850 screentexturewidth = screentextureheight = 0;
2852 else if (r_bloom.integer)
2857 screentexturewidth = screentextureheight = 0;
2858 bloomtexturewidth = bloomtextureheight = 0;
2861 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)
2863 // can't use bloom if the parameters are too weird
2864 // can't use bloom if the card does not support the texture size
2865 if (r_bloomstate.texture_screen)
2866 R_FreeTexture(r_bloomstate.texture_screen);
2867 if (r_bloomstate.texture_bloom)
2868 R_FreeTexture(r_bloomstate.texture_bloom);
2869 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2873 r_bloomstate.enabled = true;
2874 r_bloomstate.hdr = r_hdr.integer != 0;
2876 // allocate textures as needed
2877 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2879 if (r_bloomstate.texture_screen)
2880 R_FreeTexture(r_bloomstate.texture_screen);
2881 r_bloomstate.texture_screen = NULL;
2882 r_bloomstate.screentexturewidth = screentexturewidth;
2883 r_bloomstate.screentextureheight = screentextureheight;
2884 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2885 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2887 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2889 if (r_bloomstate.texture_bloom)
2890 R_FreeTexture(r_bloomstate.texture_bloom);
2891 r_bloomstate.texture_bloom = NULL;
2892 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2893 r_bloomstate.bloomtextureheight = bloomtextureheight;
2894 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2895 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2898 // set up a texcoord array for the full resolution screen image
2899 // (we have to keep this around to copy back during final render)
2900 r_bloomstate.screentexcoord2f[0] = 0;
2901 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2902 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2903 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2904 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2905 r_bloomstate.screentexcoord2f[5] = 0;
2906 r_bloomstate.screentexcoord2f[6] = 0;
2907 r_bloomstate.screentexcoord2f[7] = 0;
2909 // set up a texcoord array for the reduced resolution bloom image
2910 // (which will be additive blended over the screen image)
2911 r_bloomstate.bloomtexcoord2f[0] = 0;
2912 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2913 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2914 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2915 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2916 r_bloomstate.bloomtexcoord2f[5] = 0;
2917 r_bloomstate.bloomtexcoord2f[6] = 0;
2918 r_bloomstate.bloomtexcoord2f[7] = 0;
2921 void R_Bloom_CopyScreenTexture(float colorscale)
2923 r_refdef.stats.bloom++;
2925 R_ResetViewRendering2D();
2926 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2927 R_Mesh_ColorPointer(NULL, 0, 0);
2928 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2929 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2931 // copy view into the screen texture
2932 GL_ActiveTexture(0);
2934 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
2935 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2937 // now scale it down to the bloom texture size
2939 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2940 GL_BlendFunc(GL_ONE, GL_ZERO);
2941 GL_Color(colorscale, colorscale, colorscale, 1);
2942 // TODO: optimize with multitexture or GLSL
2943 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2944 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2946 // we now have a bloom image in the framebuffer
2947 // copy it into the bloom image texture for later processing
2948 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2949 GL_ActiveTexture(0);
2951 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
2952 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2955 void R_Bloom_CopyHDRTexture(void)
2957 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2958 GL_ActiveTexture(0);
2960 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
2961 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2964 void R_Bloom_MakeTexture(void)
2967 float xoffset, yoffset, r, brighten;
2969 r_refdef.stats.bloom++;
2971 R_ResetViewRendering2D();
2972 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2973 R_Mesh_ColorPointer(NULL, 0, 0);
2975 // we have a bloom image in the framebuffer
2977 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2979 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2982 r = bound(0, r_bloom_colorexponent.value / x, 1);
2983 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2984 GL_Color(r, r, r, 1);
2985 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2986 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2987 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2988 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2990 // copy the vertically blurred bloom view to a texture
2991 GL_ActiveTexture(0);
2993 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
2994 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2997 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2998 brighten = r_bloom_brighten.value;
3000 brighten *= r_hdr_range.value;
3001 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3002 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3004 for (dir = 0;dir < 2;dir++)
3006 // blend on at multiple vertical offsets to achieve a vertical blur
3007 // TODO: do offset blends using GLSL
3008 GL_BlendFunc(GL_ONE, GL_ZERO);
3009 for (x = -range;x <= range;x++)
3011 if (!dir){xoffset = 0;yoffset = x;}
3012 else {xoffset = x;yoffset = 0;}
3013 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3014 yoffset /= (float)r_bloomstate.bloomtextureheight;
3015 // compute a texcoord array with the specified x and y offset
3016 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3017 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3018 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3019 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3020 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3021 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3022 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3023 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3024 // this r value looks like a 'dot' particle, fading sharply to
3025 // black at the edges
3026 // (probably not realistic but looks good enough)
3027 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3028 //r = (dir ? 1.0f : brighten)/(range*2+1);
3029 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3030 GL_Color(r, r, r, 1);
3031 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3032 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3033 GL_BlendFunc(GL_ONE, GL_ONE);
3036 // copy the vertically blurred bloom view to a texture
3037 GL_ActiveTexture(0);
3039 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
3040 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3043 // apply subtract last
3044 // (just like it would be in a GLSL shader)
3045 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3047 GL_BlendFunc(GL_ONE, GL_ZERO);
3048 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3049 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3050 GL_Color(1, 1, 1, 1);
3051 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3052 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3054 GL_BlendFunc(GL_ONE, GL_ONE);
3055 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3056 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3057 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3058 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3059 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3060 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3061 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3063 // copy the darkened bloom view to a texture
3064 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3065 GL_ActiveTexture(0);
3067 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
3068 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3072 void R_HDR_RenderBloomTexture(void)
3074 int oldwidth, oldheight;
3076 oldwidth = r_view.width;
3077 oldheight = r_view.height;
3078 r_view.width = r_bloomstate.bloomwidth;
3079 r_view.height = r_bloomstate.bloomheight;
3081 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3082 // TODO: add exposure compensation features
3083 // TODO: add fp16 framebuffer support
3085 r_view.showdebug = false;
3086 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3088 r_view.colorscale /= r_hdr_range.value;
3089 r_waterstate.numwaterplanes = 0;
3090 R_RenderScene(r_waterstate.enabled);
3091 r_view.showdebug = true;
3093 R_ResetViewRendering2D();
3095 R_Bloom_CopyHDRTexture();
3096 R_Bloom_MakeTexture();
3098 R_ResetViewRendering3D();
3101 if (r_timereport_active)
3102 R_TimeReport("viewclear");
3104 // restore the view settings
3105 r_view.width = oldwidth;
3106 r_view.height = oldheight;
3109 static void R_BlendView(void)
3111 if (r_bloomstate.enabled && r_bloomstate.hdr)
3113 // render high dynamic range bloom effect
3114 // the bloom texture was made earlier this render, so we just need to
3115 // blend it onto the screen...
3116 R_ResetViewRendering2D();
3117 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3118 R_Mesh_ColorPointer(NULL, 0, 0);
3119 GL_Color(1, 1, 1, 1);
3120 GL_BlendFunc(GL_ONE, GL_ONE);
3121 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3122 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3123 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3124 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3126 else if (r_bloomstate.enabled)
3128 // render simple bloom effect
3129 // copy the screen and shrink it and darken it for the bloom process
3130 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3131 // make the bloom texture
3132 R_Bloom_MakeTexture();
3133 // put the original screen image back in place and blend the bloom
3135 R_ResetViewRendering2D();
3136 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3137 R_Mesh_ColorPointer(NULL, 0, 0);
3138 GL_Color(1, 1, 1, 1);
3139 GL_BlendFunc(GL_ONE, GL_ZERO);
3140 // do both in one pass if possible
3141 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3142 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3143 if (r_textureunits.integer >= 2 && gl_combine.integer)
3145 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3146 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3147 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3151 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3152 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3153 // now blend on the bloom texture
3154 GL_BlendFunc(GL_ONE, GL_ONE);
3155 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3156 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3158 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3159 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3161 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3163 // apply a color tint to the whole view
3164 R_ResetViewRendering2D();
3165 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3166 R_Mesh_ColorPointer(NULL, 0, 0);
3167 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3168 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3169 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3173 void R_RenderScene(qboolean addwaterplanes);
3175 matrix4x4_t r_waterscrollmatrix;
3177 void R_UpdateVariables(void)
3181 r_refdef.farclip = 4096;
3182 if (r_refdef.worldmodel)
3183 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3184 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3186 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3187 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3188 r_refdef.polygonfactor = 0;
3189 r_refdef.polygonoffset = 0;
3190 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3191 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3193 r_refdef.rtworld = r_shadow_realtime_world.integer;
3194 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3195 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3196 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3197 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3198 if (r_showsurfaces.integer)
3200 r_refdef.rtworld = false;
3201 r_refdef.rtworldshadows = false;
3202 r_refdef.rtdlight = false;
3203 r_refdef.rtdlightshadows = false;
3204 r_refdef.lightmapintensity = 0;
3207 if (gamemode == GAME_NEHAHRA)
3209 if (gl_fogenable.integer)
3211 r_refdef.oldgl_fogenable = true;
3212 r_refdef.fog_density = gl_fogdensity.value;
3213 r_refdef.fog_red = gl_fogred.value;
3214 r_refdef.fog_green = gl_foggreen.value;
3215 r_refdef.fog_blue = gl_fogblue.value;
3217 else if (r_refdef.oldgl_fogenable)
3219 r_refdef.oldgl_fogenable = false;
3220 r_refdef.fog_density = 0;
3221 r_refdef.fog_red = 0;
3222 r_refdef.fog_green = 0;
3223 r_refdef.fog_blue = 0;
3226 if (r_refdef.fog_density)
3228 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
3229 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3230 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3232 if (r_refdef.fog_density)
3234 r_refdef.fogenabled = true;
3235 // this is the point where the fog reaches 0.9986 alpha, which we
3236 // consider a good enough cutoff point for the texture
3237 // (0.9986 * 256 == 255.6)
3238 r_refdef.fogrange = 400 / r_refdef.fog_density;
3239 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3240 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3241 // fog color was already set
3244 r_refdef.fogenabled = false;
3252 void R_RenderView(void)
3254 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3255 return; //Host_Error ("R_RenderView: NULL worldmodel");
3257 R_Shadow_UpdateWorldLightSelection();
3259 R_Bloom_StartFrame();
3260 R_Water_StartFrame();
3263 if (r_timereport_active)
3264 R_TimeReport("viewsetup");
3266 R_ResetViewRendering3D();
3271 if (r_timereport_active)
3272 R_TimeReport("viewclear");
3274 r_view.clear = true;
3276 r_view.showdebug = true;
3278 // this produces a bloom texture to be used in R_BlendView() later
3280 R_HDR_RenderBloomTexture();
3282 r_view.colorscale = r_hdr_scenebrightness.value;
3283 r_waterstate.numwaterplanes = 0;
3284 R_RenderScene(r_waterstate.enabled);
3287 if (r_timereport_active)
3288 R_TimeReport("blendview");
3290 GL_Scissor(0, 0, vid.width, vid.height);
3291 GL_ScissorTest(false);
3295 extern void R_DrawLightningBeams (void);
3296 extern void VM_CL_AddPolygonsToMeshQueue (void);
3297 extern void R_DrawPortals (void);
3298 extern cvar_t cl_locs_show;
3299 static void R_DrawLocs(void);
3300 static void R_DrawEntityBBoxes(void);
3301 void R_RenderScene(qboolean addwaterplanes)
3305 R_ResetViewRendering3D();
3308 if (r_timereport_active)
3309 R_TimeReport("watervis");
3311 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3313 r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3314 if (r_timereport_active)
3315 R_TimeReport("waterworld");
3318 // don't let sound skip if going slow
3319 if (r_refdef.extraupdate)
3322 R_DrawModelsAddWaterPlanes();
3323 if (r_timereport_active)
3324 R_TimeReport("watermodels");
3326 R_Water_ProcessPlanes();
3327 if (r_timereport_active)
3328 R_TimeReport("waterscenes");
3331 R_ResetViewRendering3D();
3333 // don't let sound skip if going slow
3334 if (r_refdef.extraupdate)
3337 R_MeshQueue_BeginScene();
3342 if (r_timereport_active)
3343 R_TimeReport("visibility");
3345 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);
3347 if (cl.csqc_vidvars.drawworld)
3349 // don't let sound skip if going slow
3350 if (r_refdef.extraupdate)
3353 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3355 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3356 if (r_timereport_active)
3357 R_TimeReport("worldsky");
3360 if (R_DrawBrushModelsSky() && r_timereport_active)
3361 R_TimeReport("bmodelsky");
3364 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3366 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3367 if (r_timereport_active)
3368 R_TimeReport("worlddepth");
3370 if (r_depthfirst.integer >= 2)
3372 R_DrawModelsDepth();
3373 if (r_timereport_active)
3374 R_TimeReport("modeldepth");
3377 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3379 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3380 if (r_timereport_active)
3381 R_TimeReport("world");
3384 // don't let sound skip if going slow
3385 if (r_refdef.extraupdate)
3389 if (r_timereport_active)
3390 R_TimeReport("models");
3392 // don't let sound skip if going slow
3393 if (r_refdef.extraupdate)
3396 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3398 R_DrawModelShadows();
3400 R_ResetViewRendering3D();
3402 // don't let sound skip if going slow
3403 if (r_refdef.extraupdate)
3407 R_ShadowVolumeLighting(false);
3408 if (r_timereport_active)
3409 R_TimeReport("rtlights");
3411 // don't let sound skip if going slow
3412 if (r_refdef.extraupdate)
3415 if (cl.csqc_vidvars.drawworld)
3417 R_DrawLightningBeams();
3418 if (r_timereport_active)
3419 R_TimeReport("lightning");
3422 if (r_timereport_active)
3423 R_TimeReport("particles");
3426 if (r_timereport_active)
3427 R_TimeReport("explosions");
3430 if (gl_support_fragment_shader)
3432 qglUseProgramObjectARB(0);CHECKGLERROR
3434 VM_CL_AddPolygonsToMeshQueue();
3436 if (r_view.showdebug)
3438 if (cl_locs_show.integer)
3441 if (r_timereport_active)
3442 R_TimeReport("showlocs");
3445 if (r_drawportals.integer)
3448 if (r_timereport_active)
3449 R_TimeReport("portals");
3452 if (r_showbboxes.value > 0)
3454 R_DrawEntityBBoxes();
3455 if (r_timereport_active)
3456 R_TimeReport("bboxes");
3460 if (gl_support_fragment_shader)
3462 qglUseProgramObjectARB(0);CHECKGLERROR
3464 R_MeshQueue_RenderTransparent();
3465 if (r_timereport_active)
3466 R_TimeReport("drawtrans");
3468 if (gl_support_fragment_shader)
3470 qglUseProgramObjectARB(0);CHECKGLERROR
3473 if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3475 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3476 if (r_timereport_active)
3477 R_TimeReport("worlddebug");
3478 R_DrawModelsDebug();
3479 if (r_timereport_active)
3480 R_TimeReport("modeldebug");
3483 if (gl_support_fragment_shader)
3485 qglUseProgramObjectARB(0);CHECKGLERROR
3488 if (cl.csqc_vidvars.drawworld)
3491 if (r_timereport_active)
3492 R_TimeReport("coronas");
3495 // don't let sound skip if going slow
3496 if (r_refdef.extraupdate)
3499 R_ResetViewRendering2D();
3502 static const int bboxelements[36] =
3512 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3515 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3517 GL_DepthMask(false);
3518 GL_DepthRange(0, 1);
3519 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3520 R_Mesh_Matrix(&identitymatrix);
3521 R_Mesh_ResetTextureState();
3523 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3524 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3525 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3526 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3527 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3528 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3529 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3530 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3531 R_FillColors(color4f, 8, cr, cg, cb, ca);
3532 if (r_refdef.fogenabled)
3534 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3536 f1 = FogPoint_World(v);
3538 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3539 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3540 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3543 R_Mesh_VertexPointer(vertex3f, 0, 0);
3544 R_Mesh_ColorPointer(color4f, 0, 0);
3545 R_Mesh_ResetTextureState();
3546 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3549 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3553 prvm_edict_t *edict;
3554 // this function draws bounding boxes of server entities
3558 for (i = 0;i < numsurfaces;i++)
3560 edict = PRVM_EDICT_NUM(surfacelist[i]);
3561 switch ((int)edict->fields.server->solid)
3563 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3564 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3565 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3566 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3567 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3568 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3570 color[3] *= r_showbboxes.value;
3571 color[3] = bound(0, color[3], 1);
3572 GL_DepthTest(!r_showdisabledepthtest.integer);
3573 GL_CullFace(r_view.cullface_front);
3574 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3579 static void R_DrawEntityBBoxes(void)
3582 prvm_edict_t *edict;
3584 // this function draws bounding boxes of server entities
3588 for (i = 0;i < prog->num_edicts;i++)
3590 edict = PRVM_EDICT_NUM(i);
3591 if (edict->priv.server->free)
3593 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3594 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3599 int nomodelelements[24] =
3611 float nomodelvertex3f[6*3] =
3621 float nomodelcolor4f[6*4] =
3623 0.0f, 0.0f, 0.5f, 1.0f,
3624 0.0f, 0.0f, 0.5f, 1.0f,
3625 0.0f, 0.5f, 0.0f, 1.0f,
3626 0.0f, 0.5f, 0.0f, 1.0f,
3627 0.5f, 0.0f, 0.0f, 1.0f,
3628 0.5f, 0.0f, 0.0f, 1.0f
3631 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3636 // this is only called once per entity so numsurfaces is always 1, and
3637 // surfacelist is always {0}, so this code does not handle batches
3638 R_Mesh_Matrix(&ent->matrix);
3640 if (ent->flags & EF_ADDITIVE)
3642 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3643 GL_DepthMask(false);
3645 else if (ent->alpha < 1)
3647 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3648 GL_DepthMask(false);
3652 GL_BlendFunc(GL_ONE, GL_ZERO);
3655 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3656 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3657 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3658 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3659 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3660 if (r_refdef.fogenabled)
3663 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3664 R_Mesh_ColorPointer(color4f, 0, 0);
3665 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3666 f1 = FogPoint_World(org);
3668 for (i = 0, c = color4f;i < 6;i++, c += 4)
3670 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3671 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3672 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3676 else if (ent->alpha != 1)
3678 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3679 R_Mesh_ColorPointer(color4f, 0, 0);
3680 for (i = 0, c = color4f;i < 6;i++, c += 4)
3684 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3685 R_Mesh_ResetTextureState();
3686 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3689 void R_DrawNoModel(entity_render_t *ent)
3692 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3693 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3694 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3696 // R_DrawNoModelCallback(ent, 0);
3699 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3701 vec3_t right1, right2, diff, normal;
3703 VectorSubtract (org2, org1, normal);
3705 // calculate 'right' vector for start
3706 VectorSubtract (r_view.origin, org1, diff);
3707 CrossProduct (normal, diff, right1);
3708 VectorNormalize (right1);
3710 // calculate 'right' vector for end
3711 VectorSubtract (r_view.origin, org2, diff);
3712 CrossProduct (normal, diff, right2);
3713 VectorNormalize (right2);
3715 vert[ 0] = org1[0] + width * right1[0];
3716 vert[ 1] = org1[1] + width * right1[1];
3717 vert[ 2] = org1[2] + width * right1[2];
3718 vert[ 3] = org1[0] - width * right1[0];
3719 vert[ 4] = org1[1] - width * right1[1];
3720 vert[ 5] = org1[2] - width * right1[2];
3721 vert[ 6] = org2[0] - width * right2[0];
3722 vert[ 7] = org2[1] - width * right2[1];
3723 vert[ 8] = org2[2] - width * right2[2];
3724 vert[ 9] = org2[0] + width * right2[0];
3725 vert[10] = org2[1] + width * right2[1];
3726 vert[11] = org2[2] + width * right2[2];
3729 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3731 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)
3736 if (r_refdef.fogenabled)
3737 fog = FogPoint_World(origin);
3739 R_Mesh_Matrix(&identitymatrix);
3740 GL_BlendFunc(blendfunc1, blendfunc2);
3746 GL_CullFace(r_view.cullface_front);
3749 GL_CullFace(r_view.cullface_back);
3751 GL_DepthMask(false);
3752 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3753 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3754 GL_DepthTest(!depthdisable);
3756 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3757 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3758 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3759 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3760 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3761 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3762 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3763 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3764 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3765 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3766 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3767 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3769 R_Mesh_VertexPointer(vertex3f, 0, 0);
3770 R_Mesh_ColorPointer(NULL, 0, 0);
3771 R_Mesh_ResetTextureState();
3772 R_Mesh_TexBind(0, R_GetTexture(texture));
3773 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3774 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3775 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3776 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3778 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3780 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3781 GL_BlendFunc(blendfunc1, GL_ONE);
3783 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);
3784 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3788 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3793 VectorSet(v, x, y, z);
3794 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3795 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3797 if (i == mesh->numvertices)
3799 if (mesh->numvertices < mesh->maxvertices)
3801 VectorCopy(v, vertex3f);
3802 mesh->numvertices++;
3804 return mesh->numvertices;
3810 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3814 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3815 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3816 e = mesh->element3i + mesh->numtriangles * 3;
3817 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3819 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3820 if (mesh->numtriangles < mesh->maxtriangles)
3825 mesh->numtriangles++;
3827 element[1] = element[2];
3831 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3835 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3836 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3837 e = mesh->element3i + mesh->numtriangles * 3;
3838 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3840 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3841 if (mesh->numtriangles < mesh->maxtriangles)
3846 mesh->numtriangles++;
3848 element[1] = element[2];
3852 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3853 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3855 int planenum, planenum2;
3858 mplane_t *plane, *plane2;
3860 double temppoints[2][256*3];
3861 // figure out how large a bounding box we need to properly compute this brush
3863 for (w = 0;w < numplanes;w++)
3864 maxdist = max(maxdist, planes[w].dist);
3865 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3866 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3867 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3871 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3872 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3874 if (planenum2 == planenum)
3876 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);
3879 if (tempnumpoints < 3)
3881 // generate elements forming a triangle fan for this polygon
3882 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3886 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)
3888 texturelayer_t *layer;
3889 layer = t->currentlayers + t->currentnumlayers++;
3891 layer->depthmask = depthmask;
3892 layer->blendfunc1 = blendfunc1;
3893 layer->blendfunc2 = blendfunc2;
3894 layer->texture = texture;
3895 layer->texmatrix = *matrix;
3896 layer->color[0] = r * r_view.colorscale;
3897 layer->color[1] = g * r_view.colorscale;
3898 layer->color[2] = b * r_view.colorscale;
3899 layer->color[3] = a;
3902 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3905 index = parms[2] + r_refdef.time * parms[3];
3906 index -= floor(index);
3910 case Q3WAVEFUNC_NONE:
3911 case Q3WAVEFUNC_NOISE:
3912 case Q3WAVEFUNC_COUNT:
3915 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3916 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3917 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3918 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3919 case Q3WAVEFUNC_TRIANGLE:
3921 f = index - floor(index);
3932 return (float)(parms[0] + parms[1] * f);
3935 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3938 model_t *model = ent->model;
3941 q3shaderinfo_layer_tcmod_t *tcmod;
3943 // switch to an alternate material if this is a q1bsp animated material
3945 texture_t *texture = t;
3946 int s = ent->skinnum;
3947 if ((unsigned int)s >= (unsigned int)model->numskins)
3949 if (model->skinscenes)
3951 if (model->skinscenes[s].framecount > 1)
3952 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3954 s = model->skinscenes[s].firstframe;
3957 t = t + s * model->num_surfaces;
3960 // use an alternate animation if the entity's frame is not 0,
3961 // and only if the texture has an alternate animation
3962 if (ent->frame2 != 0 && t->anim_total[1])
3963 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3965 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3967 texture->currentframe = t;
3970 // update currentskinframe to be a qw skin or animation frame
3971 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3973 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3975 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3976 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3977 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);
3979 t->currentskinframe = r_qwskincache_skinframe[i];
3980 if (t->currentskinframe == NULL)
3981 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3983 else if (t->numskinframes >= 2)
3984 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3985 if (t->backgroundnumskinframes >= 2)
3986 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3988 t->currentmaterialflags = t->basematerialflags;
3989 t->currentalpha = ent->alpha;
3990 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3992 t->currentalpha *= r_wateralpha.value;
3994 * FIXME what is this supposed to do?
3995 // if rendering refraction/reflection, disable transparency
3996 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
3997 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4000 if(!r_waterstate.enabled)
4001 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4002 if (!(ent->flags & RENDER_LIGHT))
4003 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4004 else if (rsurface.modeltexcoordlightmap2f == NULL)
4006 // pick a model lighting mode
4007 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4008 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4010 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4012 if (ent->effects & EF_ADDITIVE)
4013 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4014 else if (t->currentalpha < 1)
4015 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4016 if (ent->effects & EF_DOUBLESIDED)
4017 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4018 if (ent->effects & EF_NODEPTHTEST)
4019 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4020 if (ent->flags & RENDER_VIEWMODEL)
4021 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4022 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4023 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4025 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
4028 switch(tcmod->tcmod)
4032 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4033 matrix = r_waterscrollmatrix;
4035 matrix = identitymatrix;
4037 case Q3TCMOD_ENTITYTRANSLATE:
4038 // this is used in Q3 to allow the gamecode to control texcoord
4039 // scrolling on the entity, which is not supported in darkplaces yet.
4040 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4042 case Q3TCMOD_ROTATE:
4043 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4044 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4045 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4048 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4050 case Q3TCMOD_SCROLL:
4051 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4053 case Q3TCMOD_STRETCH:
4054 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4055 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4057 case Q3TCMOD_TRANSFORM:
4058 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4059 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4060 VectorSet(tcmat + 6, 0 , 0 , 1);
4061 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4062 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4064 case Q3TCMOD_TURBULENT:
4065 // this is handled in the RSurf_PrepareVertices function
4066 matrix = identitymatrix;
4069 // either replace or concatenate the transformation
4071 t->currenttexmatrix = matrix;
4074 matrix4x4_t temp = t->currenttexmatrix;
4075 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4079 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4080 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4081 t->glosstexture = r_texture_black;
4082 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4083 t->backgroundglosstexture = r_texture_black;
4084 t->specularpower = r_shadow_glossexponent.value;
4085 // TODO: store reference values for these in the texture?
4086 t->specularscale = 0;
4087 if (r_shadow_gloss.integer > 0)
4089 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4091 if (r_shadow_glossintensity.value > 0)
4093 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4094 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4095 t->specularscale = r_shadow_glossintensity.value;
4098 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4100 t->glosstexture = r_texture_white;
4101 t->backgroundglosstexture = r_texture_white;
4102 t->specularscale = r_shadow_gloss2intensity.value;
4106 // lightmaps mode looks bad with dlights using actual texturing, so turn
4107 // off the colormap and glossmap, but leave the normalmap on as it still
4108 // accurately represents the shading involved
4109 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4111 t->basetexture = r_texture_white;
4112 t->specularscale = 0;
4115 t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4116 t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4117 // submodels are biased to avoid z-fighting with world surfaces that they
4118 // may be exactly overlapping (avoids z-fighting artifacts on certain
4119 // doors and things in Quake maps)
4120 if (ent->model->brush.submodel)
4122 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4123 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4126 VectorClear(t->dlightcolor);
4127 t->currentnumlayers = 0;
4128 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4130 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4132 int blendfunc1, blendfunc2, depthmask;
4133 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4135 blendfunc1 = GL_SRC_ALPHA;
4136 blendfunc2 = GL_ONE;
4138 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4140 blendfunc1 = GL_SRC_ALPHA;
4141 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4143 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4145 blendfunc1 = t->customblendfunc[0];
4146 blendfunc2 = t->customblendfunc[1];
4150 blendfunc1 = GL_ONE;
4151 blendfunc2 = GL_ZERO;
4153 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4154 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4156 rtexture_t *currentbasetexture;
4158 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4159 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4160 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4161 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4163 // fullbright is not affected by r_refdef.lightmapintensity
4164 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4165 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4166 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);
4167 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4168 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);
4173 // set the color tint used for lights affecting this surface
4174 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4176 // q3bsp has no lightmap updates, so the lightstylevalue that
4177 // would normally be baked into the lightmap must be
4178 // applied to the color
4179 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4180 if (ent->model->type == mod_brushq3)
4181 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4182 colorscale *= r_refdef.lightmapintensity;
4183 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);
4184 if (r_ambient.value >= (1.0f/64.0f))
4185 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);
4186 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4188 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);
4189 if (r_ambient.value >= (1.0f/64.0f))
4190 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);
4192 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4194 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);
4195 if (r_ambient.value >= (1.0f/64.0f))
4196 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);
4199 if (t->currentskinframe->glow != NULL)
4200 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);
4201 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4203 // if this is opaque use alpha blend which will darken the earlier
4206 // if this is an alpha blended material, all the earlier passes
4207 // were darkened by fog already, so we only need to add the fog
4208 // color ontop through the fog mask texture
4210 // if this is an additive blended material, all the earlier passes
4211 // were darkened by fog already, and we should not add fog color
4212 // (because the background was not darkened, there is no fog color
4213 // that was lost behind it).
4214 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);
4221 void R_UpdateAllTextureInfo(entity_render_t *ent)
4225 for (i = 0;i < ent->model->num_texturesperskin;i++)
4226 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4229 rsurfacestate_t rsurface;
4231 void R_Mesh_ResizeArrays(int newvertices)
4234 if (rsurface.array_size >= newvertices)
4236 if (rsurface.array_modelvertex3f)
4237 Mem_Free(rsurface.array_modelvertex3f);
4238 rsurface.array_size = (newvertices + 1023) & ~1023;
4239 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4240 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4241 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4242 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4243 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4244 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4245 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4246 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4247 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4248 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4249 rsurface.array_color4f = base + rsurface.array_size * 27;
4250 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4253 void RSurf_CleanUp(void)
4256 if (rsurface.mode == RSURFMODE_GLSL)
4258 qglUseProgramObjectARB(0);CHECKGLERROR
4260 GL_AlphaTest(false);
4261 rsurface.mode = RSURFMODE_NONE;
4262 rsurface.uselightmaptexture = false;
4263 rsurface.texture = NULL;
4266 void RSurf_ActiveWorldEntity(void)
4268 model_t *model = r_refdef.worldmodel;
4270 if (rsurface.array_size < model->surfmesh.num_vertices)
4271 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4272 rsurface.matrix = identitymatrix;
4273 rsurface.inversematrix = identitymatrix;
4274 R_Mesh_Matrix(&identitymatrix);
4275 VectorCopy(r_view.origin, rsurface.modelorg);
4276 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4277 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4278 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4279 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4280 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4281 rsurface.frameblend[0].frame = 0;
4282 rsurface.frameblend[0].lerp = 1;
4283 rsurface.frameblend[1].frame = 0;
4284 rsurface.frameblend[1].lerp = 0;
4285 rsurface.frameblend[2].frame = 0;
4286 rsurface.frameblend[2].lerp = 0;
4287 rsurface.frameblend[3].frame = 0;
4288 rsurface.frameblend[3].lerp = 0;
4289 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4290 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4291 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4292 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4293 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4294 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4295 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4296 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4297 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4298 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4299 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4300 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4301 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4302 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4303 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4304 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4305 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4306 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4307 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4308 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4309 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4310 rsurface.modelelement3i = model->surfmesh.data_element3i;
4311 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4312 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4313 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4314 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4315 rsurface.modelsurfaces = model->data_surfaces;
4316 rsurface.generatedvertex = false;
4317 rsurface.vertex3f = rsurface.modelvertex3f;
4318 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4319 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4320 rsurface.svector3f = rsurface.modelsvector3f;
4321 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4322 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4323 rsurface.tvector3f = rsurface.modeltvector3f;
4324 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4325 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4326 rsurface.normal3f = rsurface.modelnormal3f;
4327 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4328 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4329 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4332 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4334 model_t *model = ent->model;
4336 if (rsurface.array_size < model->surfmesh.num_vertices)
4337 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4338 rsurface.matrix = ent->matrix;
4339 rsurface.inversematrix = ent->inversematrix;
4340 R_Mesh_Matrix(&rsurface.matrix);
4341 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4342 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4343 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4344 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4345 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4346 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4347 rsurface.frameblend[0] = ent->frameblend[0];
4348 rsurface.frameblend[1] = ent->frameblend[1];
4349 rsurface.frameblend[2] = ent->frameblend[2];
4350 rsurface.frameblend[3] = ent->frameblend[3];
4351 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4355 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4356 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4357 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4358 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4359 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4361 else if (wantnormals)
4363 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4364 rsurface.modelsvector3f = NULL;
4365 rsurface.modeltvector3f = NULL;
4366 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4367 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4371 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4372 rsurface.modelsvector3f = NULL;
4373 rsurface.modeltvector3f = NULL;
4374 rsurface.modelnormal3f = NULL;
4375 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4377 rsurface.modelvertex3f_bufferobject = 0;
4378 rsurface.modelvertex3f_bufferoffset = 0;
4379 rsurface.modelsvector3f_bufferobject = 0;
4380 rsurface.modelsvector3f_bufferoffset = 0;
4381 rsurface.modeltvector3f_bufferobject = 0;
4382 rsurface.modeltvector3f_bufferoffset = 0;
4383 rsurface.modelnormal3f_bufferobject = 0;
4384 rsurface.modelnormal3f_bufferoffset = 0;
4385 rsurface.generatedvertex = true;
4389 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4390 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4391 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4392 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4393 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4394 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4395 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4396 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4397 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4398 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4399 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4400 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4401 rsurface.generatedvertex = false;
4403 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4404 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4405 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4406 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4407 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4408 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4409 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4410 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4411 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4412 rsurface.modelelement3i = model->surfmesh.data_element3i;
4413 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4414 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4415 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4416 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4417 rsurface.modelsurfaces = model->data_surfaces;
4418 rsurface.vertex3f = rsurface.modelvertex3f;
4419 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4420 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4421 rsurface.svector3f = rsurface.modelsvector3f;
4422 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4423 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4424 rsurface.tvector3f = rsurface.modeltvector3f;
4425 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4426 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4427 rsurface.normal3f = rsurface.modelnormal3f;
4428 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4429 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4430 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4433 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4434 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4437 int texturesurfaceindex;
4442 const float *v1, *in_tc;
4444 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4446 q3shaderinfo_deform_t *deform;
4447 // 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
4448 if (rsurface.generatedvertex)
4450 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4451 generatenormals = true;
4452 for (i = 0;i < Q3MAXDEFORMS;i++)
4454 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4456 generatetangents = true;
4457 generatenormals = true;
4459 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4460 generatenormals = true;
4462 if (generatenormals && !rsurface.modelnormal3f)
4464 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4465 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4466 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4467 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4469 if (generatetangents && !rsurface.modelsvector3f)
4471 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4472 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4473 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4474 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4475 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4476 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4477 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);
4480 rsurface.vertex3f = rsurface.modelvertex3f;
4481 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4482 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4483 rsurface.svector3f = rsurface.modelsvector3f;
4484 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4485 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4486 rsurface.tvector3f = rsurface.modeltvector3f;
4487 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4488 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4489 rsurface.normal3f = rsurface.modelnormal3f;
4490 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4491 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4492 // if vertices are deformed (sprite flares and things in maps, possibly
4493 // water waves, bulges and other deformations), generate them into
4494 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4495 // (may be static model data or generated data for an animated model, or
4496 // the previous deform pass)
4497 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4499 switch (deform->deform)
4502 case Q3DEFORM_PROJECTIONSHADOW:
4503 case Q3DEFORM_TEXT0:
4504 case Q3DEFORM_TEXT1:
4505 case Q3DEFORM_TEXT2:
4506 case Q3DEFORM_TEXT3:
4507 case Q3DEFORM_TEXT4:
4508 case Q3DEFORM_TEXT5:
4509 case Q3DEFORM_TEXT6:
4510 case Q3DEFORM_TEXT7:
4513 case Q3DEFORM_AUTOSPRITE:
4514 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4515 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4516 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4517 VectorNormalize(newforward);
4518 VectorNormalize(newright);
4519 VectorNormalize(newup);
4520 // make deformed versions of only the model vertices used by the specified surfaces
4521 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4523 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4524 // a single autosprite surface can contain multiple sprites...
4525 for (j = 0;j < surface->num_vertices - 3;j += 4)
4527 VectorClear(center);
4528 for (i = 0;i < 4;i++)
4529 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4530 VectorScale(center, 0.25f, center);
4531 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4532 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4533 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4534 for (i = 0;i < 4;i++)
4536 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4537 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4540 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);
4541 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);
4543 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4544 rsurface.vertex3f_bufferobject = 0;
4545 rsurface.vertex3f_bufferoffset = 0;
4546 rsurface.svector3f = rsurface.array_deformedsvector3f;
4547 rsurface.svector3f_bufferobject = 0;
4548 rsurface.svector3f_bufferoffset = 0;
4549 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4550 rsurface.tvector3f_bufferobject = 0;
4551 rsurface.tvector3f_bufferoffset = 0;
4552 rsurface.normal3f = rsurface.array_deformednormal3f;
4553 rsurface.normal3f_bufferobject = 0;
4554 rsurface.normal3f_bufferoffset = 0;
4556 case Q3DEFORM_AUTOSPRITE2:
4557 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4558 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4559 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4560 VectorNormalize(newforward);
4561 VectorNormalize(newright);
4562 VectorNormalize(newup);
4563 // make deformed versions of only the model vertices used by the specified surfaces
4564 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4566 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4567 const float *v1, *v2;
4577 memset(shortest, 0, sizeof(shortest));
4578 // a single autosprite surface can contain multiple sprites...
4579 for (j = 0;j < surface->num_vertices - 3;j += 4)
4581 VectorClear(center);
4582 for (i = 0;i < 4;i++)
4583 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4584 VectorScale(center, 0.25f, center);
4585 // find the two shortest edges, then use them to define the
4586 // axis vectors for rotating around the central axis
4587 for (i = 0;i < 6;i++)
4589 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4590 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4592 Debug_PolygonBegin(NULL, 0, false, 0);
4593 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4594 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);
4595 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4598 l = VectorDistance2(v1, v2);
4599 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4601 l += (1.0f / 1024.0f);
4602 if (shortest[0].length2 > l || i == 0)
4604 shortest[1] = shortest[0];
4605 shortest[0].length2 = l;
4606 shortest[0].v1 = v1;
4607 shortest[0].v2 = v2;
4609 else if (shortest[1].length2 > l || i == 1)
4611 shortest[1].length2 = l;
4612 shortest[1].v1 = v1;
4613 shortest[1].v2 = v2;
4616 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4617 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4619 Debug_PolygonBegin(NULL, 0, false, 0);
4620 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4621 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);
4622 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4625 // this calculates the right vector from the shortest edge
4626 // and the up vector from the edge midpoints
4627 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4628 VectorNormalize(right);
4629 VectorSubtract(end, start, up);
4630 VectorNormalize(up);
4631 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4632 //VectorSubtract(rsurface.modelorg, center, forward);
4633 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4634 VectorNegate(forward, forward);
4635 VectorReflect(forward, 0, up, forward);
4636 VectorNormalize(forward);
4637 CrossProduct(up, forward, newright);
4638 VectorNormalize(newright);
4640 Debug_PolygonBegin(NULL, 0, false, 0);
4641 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);
4642 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4643 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4647 Debug_PolygonBegin(NULL, 0, false, 0);
4648 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4649 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4650 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4653 // rotate the quad around the up axis vector, this is made
4654 // especially easy by the fact we know the quad is flat,
4655 // so we only have to subtract the center position and
4656 // measure distance along the right vector, and then
4657 // multiply that by the newright vector and add back the
4659 // we also need to subtract the old position to undo the
4660 // displacement from the center, which we do with a
4661 // DotProduct, the subtraction/addition of center is also
4662 // optimized into DotProducts here
4663 l = DotProduct(right, center);
4664 for (i = 0;i < 4;i++)
4666 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4667 f = DotProduct(right, v1) - l;
4668 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4671 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);
4672 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);
4674 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4675 rsurface.vertex3f_bufferobject = 0;
4676 rsurface.vertex3f_bufferoffset = 0;
4677 rsurface.svector3f = rsurface.array_deformedsvector3f;
4678 rsurface.svector3f_bufferobject = 0;
4679 rsurface.svector3f_bufferoffset = 0;
4680 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4681 rsurface.tvector3f_bufferobject = 0;
4682 rsurface.tvector3f_bufferoffset = 0;
4683 rsurface.normal3f = rsurface.array_deformednormal3f;
4684 rsurface.normal3f_bufferobject = 0;
4685 rsurface.normal3f_bufferoffset = 0;
4687 case Q3DEFORM_NORMAL:
4688 // deform the normals to make reflections wavey
4689 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4691 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4692 for (j = 0;j < surface->num_vertices;j++)
4695 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4696 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4697 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4698 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4699 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4700 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4701 VectorNormalize(normal);
4703 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);
4705 rsurface.svector3f = rsurface.array_deformedsvector3f;
4706 rsurface.svector3f_bufferobject = 0;
4707 rsurface.svector3f_bufferoffset = 0;
4708 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4709 rsurface.tvector3f_bufferobject = 0;
4710 rsurface.tvector3f_bufferoffset = 0;
4711 rsurface.normal3f = rsurface.array_deformednormal3f;
4712 rsurface.normal3f_bufferobject = 0;
4713 rsurface.normal3f_bufferoffset = 0;
4716 // deform vertex array to make wavey water and flags and such
4717 waveparms[0] = deform->waveparms[0];
4718 waveparms[1] = deform->waveparms[1];
4719 waveparms[2] = deform->waveparms[2];
4720 waveparms[3] = deform->waveparms[3];
4721 // this is how a divisor of vertex influence on deformation
4722 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4723 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4724 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4726 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4727 for (j = 0;j < surface->num_vertices;j++)
4729 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4730 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4731 // if the wavefunc depends on time, evaluate it per-vertex
4734 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4735 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4737 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4740 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4741 rsurface.vertex3f_bufferobject = 0;
4742 rsurface.vertex3f_bufferoffset = 0;
4744 case Q3DEFORM_BULGE:
4745 // deform vertex array to make the surface have moving bulges
4746 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4748 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4749 for (j = 0;j < surface->num_vertices;j++)
4751 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4752 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4755 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4756 rsurface.vertex3f_bufferobject = 0;
4757 rsurface.vertex3f_bufferoffset = 0;
4760 // deform vertex array
4761 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4762 VectorScale(deform->parms, scale, waveparms);
4763 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4765 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4766 for (j = 0;j < surface->num_vertices;j++)
4767 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4769 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4770 rsurface.vertex3f_bufferobject = 0;
4771 rsurface.vertex3f_bufferoffset = 0;
4775 // generate texcoords based on the chosen texcoord source
4776 switch(rsurface.texture->tcgen.tcgen)
4779 case Q3TCGEN_TEXTURE:
4780 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4781 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4782 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4784 case Q3TCGEN_LIGHTMAP:
4785 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4786 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4787 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4789 case Q3TCGEN_VECTOR:
4790 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4792 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4793 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)
4795 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4796 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4799 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4800 rsurface.texcoordtexture2f_bufferobject = 0;
4801 rsurface.texcoordtexture2f_bufferoffset = 0;
4803 case Q3TCGEN_ENVIRONMENT:
4804 // make environment reflections using a spheremap
4805 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4807 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4808 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4809 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4810 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4811 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4813 float l, d, eyedir[3];
4814 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4815 l = 0.5f / VectorLength(eyedir);
4816 d = DotProduct(normal, eyedir)*2;
4817 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4818 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4821 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4822 rsurface.texcoordtexture2f_bufferobject = 0;
4823 rsurface.texcoordtexture2f_bufferoffset = 0;
4826 // the only tcmod that needs software vertex processing is turbulent, so
4827 // check for it here and apply the changes if needed
4828 // and we only support that as the first one
4829 // (handling a mixture of turbulent and other tcmods would be problematic
4830 // without punting it entirely to a software path)
4831 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4833 amplitude = rsurface.texture->tcmods[0].parms[1];
4834 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4835 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4837 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4838 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)
4840 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4841 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4844 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4845 rsurface.texcoordtexture2f_bufferobject = 0;
4846 rsurface.texcoordtexture2f_bufferoffset = 0;
4848 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4849 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4850 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4851 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4854 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4857 const msurface_t *surface = texturesurfacelist[0];
4858 const msurface_t *surface2;
4863 // TODO: lock all array ranges before render, rather than on each surface
4864 if (texturenumsurfaces == 1)
4866 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4867 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));
4869 else if (r_batchmode.integer == 2)
4871 #define MAXBATCHTRIANGLES 4096
4872 int batchtriangles = 0;
4873 int batchelements[MAXBATCHTRIANGLES*3];
4874 for (i = 0;i < texturenumsurfaces;i = j)
4876 surface = texturesurfacelist[i];
4878 if (surface->num_triangles > MAXBATCHTRIANGLES)
4880 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));
4883 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4884 batchtriangles = surface->num_triangles;
4885 firstvertex = surface->num_firstvertex;
4886 endvertex = surface->num_firstvertex + surface->num_vertices;
4887 for (;j < texturenumsurfaces;j++)
4889 surface2 = texturesurfacelist[j];
4890 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4892 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4893 batchtriangles += surface2->num_triangles;
4894 firstvertex = min(firstvertex, surface2->num_firstvertex);
4895 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4897 surface2 = texturesurfacelist[j-1];
4898 numvertices = endvertex - firstvertex;
4899 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4902 else if (r_batchmode.integer == 1)
4904 for (i = 0;i < texturenumsurfaces;i = j)
4906 surface = texturesurfacelist[i];
4907 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4908 if (texturesurfacelist[j] != surface2)
4910 surface2 = texturesurfacelist[j-1];
4911 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4912 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4913 GL_LockArrays(surface->num_firstvertex, numvertices);
4914 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4919 for (i = 0;i < texturenumsurfaces;i++)
4921 surface = texturesurfacelist[i];
4922 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4923 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));
4928 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4930 int i, planeindex, vertexindex;
4934 r_waterstate_waterplane_t *p, *bestp;
4935 msurface_t *surface;
4936 if (r_waterstate.renderingscene)
4938 for (i = 0;i < texturenumsurfaces;i++)
4940 surface = texturesurfacelist[i];
4941 if (lightmaptexunit >= 0)
4942 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4943 if (deluxemaptexunit >= 0)
4944 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4945 // pick the closest matching water plane
4948 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4951 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
4953 Matrix4x4_Transform(&rsurface.matrix, v, vert);
4954 d += fabs(PlaneDiff(vert, &p->plane));
4956 if (bestd > d || !bestp)
4964 if (refractiontexunit >= 0)
4965 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
4966 if (reflectiontexunit >= 0)
4967 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
4971 if (refractiontexunit >= 0)
4972 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
4973 if (reflectiontexunit >= 0)
4974 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
4976 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4977 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));
4981 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4985 const msurface_t *surface = texturesurfacelist[0];
4986 const msurface_t *surface2;
4991 // TODO: lock all array ranges before render, rather than on each surface
4992 if (texturenumsurfaces == 1)
4994 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4995 if (deluxemaptexunit >= 0)
4996 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4997 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4998 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));
5000 else if (r_batchmode.integer == 2)
5002 #define MAXBATCHTRIANGLES 4096
5003 int batchtriangles = 0;
5004 int batchelements[MAXBATCHTRIANGLES*3];
5005 for (i = 0;i < texturenumsurfaces;i = j)
5007 surface = texturesurfacelist[i];
5008 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5009 if (deluxemaptexunit >= 0)
5010 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5012 if (surface->num_triangles > MAXBATCHTRIANGLES)
5014 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));
5017 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5018 batchtriangles = surface->num_triangles;
5019 firstvertex = surface->num_firstvertex;
5020 endvertex = surface->num_firstvertex + surface->num_vertices;
5021 for (;j < texturenumsurfaces;j++)
5023 surface2 = texturesurfacelist[j];
5024 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5026 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5027 batchtriangles += surface2->num_triangles;
5028 firstvertex = min(firstvertex, surface2->num_firstvertex);
5029 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5031 surface2 = texturesurfacelist[j-1];
5032 numvertices = endvertex - firstvertex;
5033 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5036 else if (r_batchmode.integer == 1)
5039 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5040 for (i = 0;i < texturenumsurfaces;i = j)
5042 surface = texturesurfacelist[i];
5043 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5044 if (texturesurfacelist[j] != surface2)
5046 Con_Printf(" %i", j - i);
5049 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5051 for (i = 0;i < texturenumsurfaces;i = j)
5053 surface = texturesurfacelist[i];
5054 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5055 if (deluxemaptexunit >= 0)
5056 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5057 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5058 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5061 Con_Printf(" %i", j - i);
5063 surface2 = texturesurfacelist[j-1];
5064 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5065 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5066 GL_LockArrays(surface->num_firstvertex, numvertices);
5067 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5075 for (i = 0;i < texturenumsurfaces;i++)
5077 surface = texturesurfacelist[i];
5078 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5079 if (deluxemaptexunit >= 0)
5080 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5081 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5082 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));
5087 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5090 int texturesurfaceindex;
5091 if (r_showsurfaces.integer == 2)
5093 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5095 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5096 for (j = 0;j < surface->num_triangles;j++)
5098 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5099 GL_Color(f, f, f, 1);
5100 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)));
5106 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5108 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5109 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5110 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);
5111 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5112 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));
5117 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5119 int texturesurfaceindex;
5123 if (rsurface.lightmapcolor4f)
5125 // generate color arrays for the surfaces in this list
5126 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5128 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5129 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)
5131 f = FogPoint_Model(v);
5141 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5143 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5144 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)
5146 f = FogPoint_Model(v);
5154 rsurface.lightmapcolor4f = rsurface.array_color4f;
5155 rsurface.lightmapcolor4f_bufferobject = 0;
5156 rsurface.lightmapcolor4f_bufferoffset = 0;
5159 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5161 int texturesurfaceindex;
5164 if (!rsurface.lightmapcolor4f)
5166 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5168 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5169 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)
5177 rsurface.lightmapcolor4f = rsurface.array_color4f;
5178 rsurface.lightmapcolor4f_bufferobject = 0;
5179 rsurface.lightmapcolor4f_bufferoffset = 0;
5182 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5185 rsurface.lightmapcolor4f = NULL;
5186 rsurface.lightmapcolor4f_bufferobject = 0;
5187 rsurface.lightmapcolor4f_bufferoffset = 0;
5188 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5189 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5190 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5191 GL_Color(r, g, b, a);
5192 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5195 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5197 // TODO: optimize applyfog && applycolor case
5198 // just apply fog if necessary, and tint the fog color array if necessary
5199 rsurface.lightmapcolor4f = NULL;
5200 rsurface.lightmapcolor4f_bufferobject = 0;
5201 rsurface.lightmapcolor4f_bufferoffset = 0;
5202 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5203 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5204 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5205 GL_Color(r, g, b, a);
5206 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5209 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5211 int texturesurfaceindex;
5215 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5217 // generate color arrays for the surfaces in this list
5218 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5220 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5223 if (surface->lightmapinfo->samples)
5225 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5226 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5227 VectorScale(lm, scale, c);
5228 if (surface->lightmapinfo->styles[1] != 255)
5230 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5232 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5233 VectorMA(c, scale, lm, c);
5234 if (surface->lightmapinfo->styles[2] != 255)
5237 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5238 VectorMA(c, scale, lm, c);
5239 if (surface->lightmapinfo->styles[3] != 255)
5242 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5243 VectorMA(c, scale, lm, c);
5253 rsurface.lightmapcolor4f = rsurface.array_color4f;
5254 rsurface.lightmapcolor4f_bufferobject = 0;
5255 rsurface.lightmapcolor4f_bufferoffset = 0;
5259 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5260 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5261 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5263 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5264 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5265 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5266 GL_Color(r, g, b, a);
5267 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5270 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5272 int texturesurfaceindex;
5276 vec3_t ambientcolor;
5277 vec3_t diffusecolor;
5281 VectorCopy(rsurface.modellight_lightdir, lightdir);
5282 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5283 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5284 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5285 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5286 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5287 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5288 if (VectorLength2(diffusecolor) > 0)
5290 // generate color arrays for the surfaces in this list
5291 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5293 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5294 int numverts = surface->num_vertices;
5295 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5296 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5297 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5298 // q3-style directional shading
5299 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5301 if ((f = DotProduct(c2, lightdir)) > 0)
5302 VectorMA(ambientcolor, f, diffusecolor, c);
5304 VectorCopy(ambientcolor, c);
5313 rsurface.lightmapcolor4f = rsurface.array_color4f;
5314 rsurface.lightmapcolor4f_bufferobject = 0;
5315 rsurface.lightmapcolor4f_bufferoffset = 0;
5319 r = ambientcolor[0];
5320 g = ambientcolor[1];
5321 b = ambientcolor[2];
5322 rsurface.lightmapcolor4f = NULL;
5323 rsurface.lightmapcolor4f_bufferobject = 0;
5324 rsurface.lightmapcolor4f_bufferoffset = 0;
5326 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5327 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5328 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5329 GL_Color(r, g, b, a);
5330 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5333 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5335 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5336 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5337 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5338 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5339 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5341 rsurface.mode = RSURFMODE_SHOWSURFACES;
5343 GL_BlendFunc(GL_ONE, GL_ZERO);
5344 R_Mesh_ColorPointer(NULL, 0, 0);
5345 R_Mesh_ResetTextureState();
5347 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5348 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5351 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5353 // transparent sky would be ridiculous
5354 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5356 if (rsurface.mode != RSURFMODE_SKY)
5358 if (rsurface.mode == RSURFMODE_GLSL)
5360 qglUseProgramObjectARB(0);CHECKGLERROR
5362 rsurface.mode = RSURFMODE_SKY;
5366 skyrendernow = false;
5368 // restore entity matrix
5369 R_Mesh_Matrix(&rsurface.matrix);
5371 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5372 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5373 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5374 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5376 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5377 // skymasking on them, and Quake3 never did sky masking (unlike
5378 // software Quake and software Quake2), so disable the sky masking
5379 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5380 // and skymasking also looks very bad when noclipping outside the
5381 // level, so don't use it then either.
5382 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5384 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5385 R_Mesh_ColorPointer(NULL, 0, 0);
5386 R_Mesh_ResetTextureState();
5387 if (skyrendermasked)
5389 // depth-only (masking)
5390 GL_ColorMask(0,0,0,0);
5391 // just to make sure that braindead drivers don't draw
5392 // anything despite that colormask...
5393 GL_BlendFunc(GL_ZERO, GL_ONE);
5398 GL_BlendFunc(GL_ONE, GL_ZERO);
5400 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5401 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5402 if (skyrendermasked)
5403 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5407 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5409 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5412 if (rsurface.mode != RSURFMODE_GLSL)
5414 rsurface.mode = RSURFMODE_GLSL;
5415 R_Mesh_ResetTextureState();
5418 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5419 R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5420 R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5421 R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5422 R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5423 R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5424 R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5427 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5428 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5429 R_Mesh_ColorPointer(NULL, 0, 0);
5431 else if (rsurface.uselightmaptexture)
5433 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5434 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5435 R_Mesh_ColorPointer(NULL, 0, 0);
5439 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5440 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5441 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5443 R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5444 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5445 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5447 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5449 // render background
5450 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_AlphaTest(false);
5454 GL_Color(1, 1, 1, 1);
5455 R_Mesh_ColorPointer(NULL, 0, 0);
5457 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5458 if (r_glsl_permutation)
5460 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5461 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5462 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5463 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5464 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5465 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5466 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5469 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5470 GL_DepthMask(false);
5471 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5472 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5474 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5475 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5476 R_Mesh_ColorPointer(NULL, 0, 0);
5478 else if (rsurface.uselightmaptexture)
5480 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5481 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5482 R_Mesh_ColorPointer(NULL, 0, 0);
5486 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5487 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5488 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5490 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5491 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5494 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5495 if (!r_glsl_permutation)
5498 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5499 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5500 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5501 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5502 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5503 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5504 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]);
5506 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5508 GL_BlendFunc(GL_ONE, GL_ZERO);
5510 GL_AlphaTest(false);
5513 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5515 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5516 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);
5518 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5522 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5523 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);
5525 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5527 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5532 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5534 // OpenGL 1.3 path - anything not completely ancient
5535 int texturesurfaceindex;
5536 qboolean applycolor;
5540 const texturelayer_t *layer;
5541 if (rsurface.mode != RSURFMODE_MULTIPASS)
5542 rsurface.mode = RSURFMODE_MULTIPASS;
5543 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5545 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5548 int layertexrgbscale;
5549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5551 if (layerindex == 0)
5555 GL_AlphaTest(false);
5556 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5559 GL_DepthMask(layer->depthmask);
5560 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5561 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5563 layertexrgbscale = 4;
5564 VectorScale(layer->color, 0.25f, layercolor);
5566 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5568 layertexrgbscale = 2;
5569 VectorScale(layer->color, 0.5f, layercolor);
5573 layertexrgbscale = 1;
5574 VectorScale(layer->color, 1.0f, layercolor);
5576 layercolor[3] = layer->color[3];
5577 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5578 R_Mesh_ColorPointer(NULL, 0, 0);
5579 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5580 switch (layer->type)
5582 case TEXTURELAYERTYPE_LITTEXTURE:
5583 memset(&m, 0, sizeof(m));
5584 m.tex[0] = R_GetTexture(r_texture_white);
5585 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5586 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5587 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5588 m.tex[1] = R_GetTexture(layer->texture);
5589 m.texmatrix[1] = layer->texmatrix;
5590 m.texrgbscale[1] = layertexrgbscale;
5591 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5592 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5593 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5594 R_Mesh_TextureState(&m);
5595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5596 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5597 else if (rsurface.uselightmaptexture)
5598 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5600 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5602 case TEXTURELAYERTYPE_TEXTURE:
5603 memset(&m, 0, sizeof(m));
5604 m.tex[0] = R_GetTexture(layer->texture);
5605 m.texmatrix[0] = layer->texmatrix;
5606 m.texrgbscale[0] = layertexrgbscale;
5607 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5608 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5609 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5610 R_Mesh_TextureState(&m);
5611 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5613 case TEXTURELAYERTYPE_FOG:
5614 memset(&m, 0, sizeof(m));
5615 m.texrgbscale[0] = layertexrgbscale;
5618 m.tex[0] = R_GetTexture(layer->texture);
5619 m.texmatrix[0] = layer->texmatrix;
5620 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5621 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5622 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5624 R_Mesh_TextureState(&m);
5625 // generate a color array for the fog pass
5626 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5627 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5631 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5632 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)
5634 f = 1 - FogPoint_Model(v);
5635 c[0] = layercolor[0];
5636 c[1] = layercolor[1];
5637 c[2] = layercolor[2];
5638 c[3] = f * layercolor[3];
5641 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5644 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5646 GL_LockArrays(0, 0);
5649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5651 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5652 GL_AlphaTest(false);
5656 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5658 // OpenGL 1.1 - crusty old voodoo path
5659 int texturesurfaceindex;
5663 const texturelayer_t *layer;
5664 if (rsurface.mode != RSURFMODE_MULTIPASS)
5665 rsurface.mode = RSURFMODE_MULTIPASS;
5666 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5668 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5670 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5672 if (layerindex == 0)
5676 GL_AlphaTest(false);
5677 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5680 GL_DepthMask(layer->depthmask);
5681 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5682 R_Mesh_ColorPointer(NULL, 0, 0);
5683 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5684 switch (layer->type)
5686 case TEXTURELAYERTYPE_LITTEXTURE:
5687 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5689 // two-pass lit texture with 2x rgbscale
5690 // first the lightmap pass
5691 memset(&m, 0, sizeof(m));
5692 m.tex[0] = R_GetTexture(r_texture_white);
5693 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5694 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5695 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5696 R_Mesh_TextureState(&m);
5697 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5698 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5699 else if (rsurface.uselightmaptexture)
5700 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5702 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5703 GL_LockArrays(0, 0);
5704 // then apply the texture to it
5705 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5706 memset(&m, 0, sizeof(m));
5707 m.tex[0] = R_GetTexture(layer->texture);
5708 m.texmatrix[0] = layer->texmatrix;
5709 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5710 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5711 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5712 R_Mesh_TextureState(&m);
5713 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);
5717 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5718 memset(&m, 0, sizeof(m));
5719 m.tex[0] = R_GetTexture(layer->texture);
5720 m.texmatrix[0] = layer->texmatrix;
5721 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5722 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5723 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5724 R_Mesh_TextureState(&m);
5725 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5726 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);
5728 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);
5731 case TEXTURELAYERTYPE_TEXTURE:
5732 // singletexture unlit texture with transparency support
5733 memset(&m, 0, sizeof(m));
5734 m.tex[0] = R_GetTexture(layer->texture);
5735 m.texmatrix[0] = layer->texmatrix;
5736 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5737 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5738 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5739 R_Mesh_TextureState(&m);
5740 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);
5742 case TEXTURELAYERTYPE_FOG:
5743 // singletexture fogging
5744 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5747 memset(&m, 0, sizeof(m));
5748 m.tex[0] = R_GetTexture(layer->texture);
5749 m.texmatrix[0] = layer->texmatrix;
5750 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5751 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5752 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5753 R_Mesh_TextureState(&m);
5756 R_Mesh_ResetTextureState();
5757 // generate a color array for the fog pass
5758 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763 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)
5765 f = 1 - FogPoint_Model(v);
5766 c[0] = layer->color[0];
5767 c[1] = layer->color[1];
5768 c[2] = layer->color[2];
5769 c[3] = f * layer->color[3];
5772 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5775 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5777 GL_LockArrays(0, 0);
5780 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5782 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5783 GL_AlphaTest(false);
5787 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5789 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5791 rsurface.rtlight = NULL;
5795 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5797 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5799 if (rsurface.mode != RSURFMODE_MULTIPASS)
5800 rsurface.mode = RSURFMODE_MULTIPASS;
5801 if (r_depthfirst.integer == 3)
5803 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5804 if (!r_view.showdebug)
5805 GL_Color(0, 0, 0, 1);
5807 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5811 GL_ColorMask(0,0,0,0);
5814 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5815 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5816 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5818 GL_BlendFunc(GL_ONE, GL_ZERO);
5820 GL_AlphaTest(false);
5821 R_Mesh_ColorPointer(NULL, 0, 0);
5822 R_Mesh_ResetTextureState();
5823 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5824 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5825 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5826 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5828 else if (r_depthfirst.integer == 3)
5830 else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5832 GL_Color(0, 0, 0, 1);
5833 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5835 else if (r_showsurfaces.integer)
5837 if (rsurface.mode != RSURFMODE_MULTIPASS)
5838 rsurface.mode = RSURFMODE_MULTIPASS;
5839 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5840 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5842 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5843 GL_BlendFunc(GL_ONE, GL_ZERO);
5844 GL_DepthMask(writedepth);
5846 GL_AlphaTest(false);
5847 R_Mesh_ColorPointer(NULL, 0, 0);
5848 R_Mesh_ResetTextureState();
5849 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5850 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5851 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5853 else if (gl_lightmaps.integer)
5856 if (rsurface.mode != RSURFMODE_MULTIPASS)
5857 rsurface.mode = RSURFMODE_MULTIPASS;
5858 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5860 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5861 GL_BlendFunc(GL_ONE, GL_ZERO);
5862 GL_DepthMask(writedepth);
5864 GL_AlphaTest(false);
5865 R_Mesh_ColorPointer(NULL, 0, 0);
5866 memset(&m, 0, sizeof(m));
5867 m.tex[0] = R_GetTexture(r_texture_white);
5868 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5869 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5870 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5871 R_Mesh_TextureState(&m);
5872 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5874 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5875 else if (rsurface.uselightmaptexture)
5876 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5878 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5879 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5881 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5883 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5884 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5886 else if (rsurface.texture->currentnumlayers)
5888 // write depth for anything we skipped on the depth-only pass earlier
5889 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5891 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5892 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5893 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5894 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5895 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5896 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5897 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5898 if (r_glsl.integer && gl_support_fragment_shader)
5899 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5900 else if (gl_combine.integer && r_textureunits.integer >= 2)
5901 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5903 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5904 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5907 GL_LockArrays(0, 0);
5910 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5913 int texturenumsurfaces, endsurface;
5915 msurface_t *surface;
5916 msurface_t *texturesurfacelist[1024];
5918 // if the model is static it doesn't matter what value we give for
5919 // wantnormals and wanttangents, so this logic uses only rules applicable
5920 // to a model, knowing that they are meaningless otherwise
5921 if (ent == r_refdef.worldentity)
5922 RSurf_ActiveWorldEntity();
5923 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5924 RSurf_ActiveModelEntity(ent, false, false);
5926 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5928 for (i = 0;i < numsurfaces;i = j)
5931 surface = rsurface.modelsurfaces + surfacelist[i];
5932 texture = surface->texture;
5933 R_UpdateTextureInfo(ent, texture);
5934 rsurface.texture = texture->currentframe;
5935 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5936 // scan ahead until we find a different texture
5937 endsurface = min(i + 1024, numsurfaces);
5938 texturenumsurfaces = 0;
5939 texturesurfacelist[texturenumsurfaces++] = surface;
5940 for (;j < endsurface;j++)
5942 surface = rsurface.modelsurfaces + surfacelist[j];
5943 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5945 texturesurfacelist[texturenumsurfaces++] = surface;
5947 // render the range of surfaces
5948 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5954 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
5957 vec3_t tempcenter, center;
5959 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
5962 for (i = 0;i < numsurfaces;i++)
5963 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
5964 R_Water_AddWaterPlane(surfacelist[i]);
5967 // break the surface list down into batches by texture and use of lightmapping
5968 for (i = 0;i < numsurfaces;i = j)
5971 // texture is the base texture pointer, rsurface.texture is the
5972 // current frame/skin the texture is directing us to use (for example
5973 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5974 // use skin 1 instead)
5975 texture = surfacelist[i]->texture;
5976 rsurface.texture = texture->currentframe;
5977 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5978 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5980 // if this texture is not the kind we want, skip ahead to the next one
5981 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5985 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5987 // transparent surfaces get pushed off into the transparent queue
5988 const msurface_t *surface = surfacelist[i];
5991 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5992 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5993 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5994 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5995 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5999 // simply scan ahead until we find a different texture or lightmap state
6000 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6002 // render the range of surfaces
6003 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6008 float locboxvertex3f[6*4*3] =
6010 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6011 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6012 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6013 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6014 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6015 1,0,0, 0,0,0, 0,1,0, 1,1,0
6018 int locboxelement3i[6*2*3] =
6028 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6031 cl_locnode_t *loc = (cl_locnode_t *)ent;
6033 float vertex3f[6*4*3];
6035 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6036 GL_DepthMask(false);
6037 GL_DepthRange(0, 1);
6038 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6040 GL_CullFace(GL_NONE);
6041 R_Mesh_Matrix(&identitymatrix);
6043 R_Mesh_VertexPointer(vertex3f, 0, 0);
6044 R_Mesh_ColorPointer(NULL, 0, 0);
6045 R_Mesh_ResetTextureState();
6048 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6049 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6050 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6051 surfacelist[0] < 0 ? 0.5f : 0.125f);
6053 if (VectorCompare(loc->mins, loc->maxs))
6055 VectorSet(size, 2, 2, 2);
6056 VectorMA(loc->mins, -0.5f, size, mins);
6060 VectorCopy(loc->mins, mins);
6061 VectorSubtract(loc->maxs, loc->mins, size);
6064 for (i = 0;i < 6*4*3;)
6065 for (j = 0;j < 3;j++, i++)
6066 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6068 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6071 void R_DrawLocs(void)
6074 cl_locnode_t *loc, *nearestloc;
6076 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6077 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6079 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6080 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6084 void R_DrawDebugModel(entity_render_t *ent)
6086 int i, j, k, l, flagsmask;
6087 const int *elements;
6089 msurface_t *surface;
6090 model_t *model = ent->model;
6093 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6095 R_Mesh_ColorPointer(NULL, 0, 0);
6096 R_Mesh_ResetTextureState();
6097 GL_DepthRange(0, 1);
6098 GL_DepthTest(!r_showdisabledepthtest.integer);
6099 GL_DepthMask(false);
6100 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6102 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6104 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6105 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6107 if (brush->colbrushf && brush->colbrushf->numtriangles)
6109 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6110 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);
6111 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6114 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6116 if (surface->num_collisiontriangles)
6118 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6119 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);
6120 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6125 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6127 if (r_showtris.integer || r_shownormals.integer)
6129 if (r_showdisabledepthtest.integer)
6131 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6132 GL_DepthMask(false);
6136 GL_BlendFunc(GL_ONE, GL_ZERO);
6139 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6141 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6143 rsurface.texture = surface->texture->currentframe;
6144 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6146 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6147 if (r_showtris.value > 0)
6149 if (!rsurface.texture->currentlayers->depthmask)
6150 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6151 else if (ent == r_refdef.worldentity)
6152 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6154 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6155 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6158 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6160 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6161 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6162 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6163 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6168 if (r_shownormals.value > 0)
6170 GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
6172 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6174 VectorCopy(rsurface.vertex3f + l * 3, v);
6175 qglVertex3f(v[0], v[1], v[2]);
6176 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
6177 qglVertex3f(v[0], v[1], v[2]);
6181 GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
6183 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6185 VectorCopy(rsurface.vertex3f + l * 3, v);
6186 qglVertex3f(v[0], v[1], v[2]);
6187 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
6188 qglVertex3f(v[0], v[1], v[2]);
6192 GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
6194 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6196 VectorCopy(rsurface.vertex3f + l * 3, v);
6197 qglVertex3f(v[0], v[1], v[2]);
6198 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
6199 qglVertex3f(v[0], v[1], v[2]);
6206 rsurface.texture = NULL;
6210 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6211 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6213 int i, j, endj, f, flagsmask;
6214 int counttriangles = 0;
6215 msurface_t *surface, **surfacechain;
6217 model_t *model = r_refdef.worldmodel;
6218 const int maxsurfacelist = 1024;
6219 int numsurfacelist = 0;
6220 msurface_t *surfacelist[1024];
6224 RSurf_ActiveWorldEntity();
6226 // update light styles
6227 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6229 for (i = 0;i < model->brushq1.light_styles;i++)
6231 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6233 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6234 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6235 for (;(surface = *surfacechain);surfacechain++)
6236 surface->cached_dlight = true;
6241 R_UpdateAllTextureInfo(r_refdef.worldentity);
6242 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6246 R_DrawDebugModel(r_refdef.worldentity);
6252 rsurface.uselightmaptexture = false;
6253 rsurface.texture = NULL;
6255 j = model->firstmodelsurface;
6256 endj = j + model->nummodelsurfaces;
6259 // quickly skip over non-visible surfaces
6260 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6262 // quickly iterate over visible surfaces
6263 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6265 // process this surface
6266 surface = model->data_surfaces + j;
6267 // if this surface fits the criteria, add it to the list
6268 if (surface->num_triangles)
6270 // if lightmap parameters changed, rebuild lightmap texture
6271 if (surface->cached_dlight)
6272 R_BuildLightMap(r_refdef.worldentity, surface);
6273 // add face to draw list
6274 surfacelist[numsurfacelist++] = surface;
6275 counttriangles += surface->num_triangles;
6276 if (numsurfacelist >= maxsurfacelist)
6278 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6285 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6286 r_refdef.stats.entities_triangles += counttriangles;
6290 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6292 int i, f, flagsmask;
6293 int counttriangles = 0;
6294 msurface_t *surface, *endsurface, **surfacechain;
6296 model_t *model = ent->model;
6297 const int maxsurfacelist = 1024;
6298 int numsurfacelist = 0;
6299 msurface_t *surfacelist[1024];
6303 // if the model is static it doesn't matter what value we give for
6304 // wantnormals and wanttangents, so this logic uses only rules applicable
6305 // to a model, knowing that they are meaningless otherwise
6306 if (ent == r_refdef.worldentity)
6307 RSurf_ActiveWorldEntity();
6308 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6309 RSurf_ActiveModelEntity(ent, false, false);
6311 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6313 // update light styles
6314 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6316 for (i = 0;i < model->brushq1.light_styles;i++)
6318 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6320 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6321 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6322 for (;(surface = *surfacechain);surfacechain++)
6323 surface->cached_dlight = true;
6328 R_UpdateAllTextureInfo(ent);
6329 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6333 R_DrawDebugModel(ent);
6339 rsurface.uselightmaptexture = false;
6340 rsurface.texture = NULL;
6342 surface = model->data_surfaces + model->firstmodelsurface;
6343 endsurface = surface + model->nummodelsurfaces;
6344 for (;surface < endsurface;surface++)
6346 // if this surface fits the criteria, add it to the list
6347 if (surface->num_triangles)
6349 // if lightmap parameters changed, rebuild lightmap texture
6350 if (surface->cached_dlight)
6351 R_BuildLightMap(ent, surface);
6352 // add face to draw list
6353 surfacelist[numsurfacelist++] = surface;
6354 counttriangles += surface->num_triangles;
6355 if (numsurfacelist >= maxsurfacelist)
6357 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6363 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6364 r_refdef.stats.entities_triangles += counttriangles;