2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "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"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 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"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t 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)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
210 extern void R_DrawModelShadows(void);
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
215 for (i = 0;i < verts;i++)
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
229 for (i = 0;i < verts;i++)
239 // FIXME: move this to client?
242 if (gamemode == GAME_NEHAHRA)
244 Cvar_Set("gl_fogenable", "0");
245 Cvar_Set("gl_fogdensity", "0.2");
246 Cvar_Set("gl_fogred", "0.3");
247 Cvar_Set("gl_foggreen", "0.3");
248 Cvar_Set("gl_fogblue", "0.3");
250 r_refdef.fog_density = 0;
251 r_refdef.fog_red = 0;
252 r_refdef.fog_green = 0;
253 r_refdef.fog_blue = 0;
254 r_refdef.fog_alpha = 1;
255 r_refdef.fog_start = 0;
256 r_refdef.fog_end = 0;
259 float FogForDistance(vec_t dist)
261 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
265 float FogPoint_World(const vec3_t p)
267 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
270 float FogPoint_Model(const vec3_t p)
272 return FogForDistance(VectorDistance((p), rsurface.modelorg));
275 static void R_BuildBlankTextures(void)
277 unsigned char data[4];
278 data[2] = 128; // normal X
279 data[1] = 128; // normal Y
280 data[0] = 255; // normal Z
281 data[3] = 128; // height
282 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 static void R_BuildNoTexture(void)
303 unsigned char pix[16][16][4];
304 // this makes a light grey/dark grey checkerboard texture
305 for (y = 0;y < 16;y++)
307 for (x = 0;x < 16;x++)
309 if ((y < 8) ^ (x < 8))
325 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
328 static void R_BuildWhiteCube(void)
330 unsigned char data[6*1*1*4];
331 memset(data, 255, sizeof(data));
332 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
335 static void R_BuildNormalizationCube(void)
339 vec_t s, t, intensity;
341 unsigned char data[6][NORMSIZE][NORMSIZE][4];
342 for (side = 0;side < 6;side++)
344 for (y = 0;y < NORMSIZE;y++)
346 for (x = 0;x < NORMSIZE;x++)
348 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 intensity = 127.0f / sqrt(DotProduct(v, v));
385 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388 data[side][y][x][3] = 255;
392 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
395 static void R_BuildFogTexture(void)
399 unsigned char data1[FOGWIDTH][4];
400 //unsigned char data2[FOGWIDTH][4];
403 r_refdef.fogmasktable_start = r_refdef.fog_start;
404 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405 r_refdef.fogmasktable_range = r_refdef.fogrange;
406 r_refdef.fogmasktable_density = r_refdef.fog_density;
408 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411 d = (x * r - r_refdef.fogmasktable_start);
412 if(developer.integer >= 100)
413 Con_Printf("%f ", d);
415 if (r_fog_exp2.integer)
416 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419 if(developer.integer >= 100)
420 Con_Printf(" : %f ", alpha);
421 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422 if(developer.integer >= 100)
423 Con_Printf(" = %f\n", alpha);
424 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
427 for (x = 0;x < FOGWIDTH;x++)
429 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434 //data2[x][0] = 255 - b;
435 //data2[x][1] = 255 - b;
436 //data2[x][2] = 255 - b;
439 if (r_texture_fogattenuation)
441 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
446 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
455 "// common definitions between vertex shader and fragment shader:\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
471 "# ifdef VERTEX_SHADER\n"
474 " gl_Position = ftransform();\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
484 " gl_FrontColor = gl_Color;\n"
485 " gl_Position = ftransform();\n"
486 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
488 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
492 "# ifdef FRAGMENT_SHADER\n"
494 "uniform sampler2D Texture_First;\n"
496 "uniform sampler2D Texture_Second;\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_GammaRamps;\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
515 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
517 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
527 "#ifdef USEGAMMARAMPS\n"
528 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
529 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
530 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
541 " gl_FrontColor = gl_Color;\n"
542 "# ifdef USEDIFFUSE\n"
543 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
545 "# ifdef USESPECULAR\n"
546 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
548 " gl_Position = ftransform();\n"
551 "# ifdef FRAGMENT_SHADER\n"
553 "# ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
556 "# ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
562 " gl_FragColor = gl_Color;\n"
563 "# ifdef USEDIFFUSE\n"
564 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
567 "# ifdef USESPECULAR\n"
568 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "# ifdef USECOLORMAPPING\n"
571 " gl_FragColor *= tex2;\n"
574 " gl_FragColor += tex2;\n"
576 "# ifdef USEVERTEXTEXTUREBLEND\n"
577 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
582 "#else // !MODE_GENERIC\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
598 "varying vec3 EyeVector;\n"
600 "varying vec3 EyeVectorModelSpace;\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
610 "#ifdef MODE_REFRACTION\n"
611 "varying vec4 ModelViewProjectionPosition;\n"
613 "#ifdef USEREFLECTION\n"
614 "varying vec4 ModelViewProjectionPosition;\n"
623 "// vertex shader specific:\n"
624 "#ifdef VERTEX_SHADER\n"
626 "uniform vec3 LightPosition;\n"
627 "uniform vec3 EyePosition;\n"
628 "uniform vec3 LightDir;\n"
630 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
634 " gl_FrontColor = gl_Color;\n"
635 " // copy the surface texcoord\n"
636 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
637 "#ifndef MODE_LIGHTSOURCE\n"
638 "# ifndef MODE_LIGHTDIRECTION\n"
639 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
643 "#ifdef MODE_LIGHTSOURCE\n"
644 " // transform vertex position into light attenuation/cubemap space\n"
645 " // (-1 to +1 across the light box)\n"
646 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
648 " // transform unnormalized light direction into tangent space\n"
649 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
650 " // normalize it per pixel)\n"
651 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
652 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
653 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
654 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
657 "#ifdef MODE_LIGHTDIRECTION\n"
658 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
659 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
660 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
663 " // transform unnormalized eye direction into tangent space\n"
665 " vec3 EyeVectorModelSpace;\n"
667 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
668 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
669 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
670 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
672 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
673 " VectorS = gl_MultiTexCoord1.xyz;\n"
674 " VectorT = gl_MultiTexCoord2.xyz;\n"
675 " VectorR = gl_MultiTexCoord3.xyz;\n"
678 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
679 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
680 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
681 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
684 "// transform vertex to camera space, using ftransform to match non-VS\n"
686 " gl_Position = ftransform();\n"
688 "#ifdef MODE_WATER\n"
689 " ModelViewProjectionPosition = gl_Position;\n"
691 "#ifdef MODE_REFRACTION\n"
692 " ModelViewProjectionPosition = gl_Position;\n"
694 "#ifdef USEREFLECTION\n"
695 " ModelViewProjectionPosition = gl_Position;\n"
699 "#endif // VERTEX_SHADER\n"
704 "// fragment shader specific:\n"
705 "#ifdef FRAGMENT_SHADER\n"
707 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
708 "uniform sampler2D Texture_Normal;\n"
709 "uniform sampler2D Texture_Color;\n"
710 "uniform sampler2D Texture_Gloss;\n"
711 "uniform sampler2D Texture_Glow;\n"
712 "uniform sampler2D Texture_SecondaryNormal;\n"
713 "uniform sampler2D Texture_SecondaryColor;\n"
714 "uniform sampler2D Texture_SecondaryGloss;\n"
715 "uniform sampler2D Texture_SecondaryGlow;\n"
716 "uniform sampler2D Texture_Pants;\n"
717 "uniform sampler2D Texture_Shirt;\n"
718 "uniform sampler2D Texture_FogMask;\n"
719 "uniform sampler2D Texture_Lightmap;\n"
720 "uniform sampler2D Texture_Deluxemap;\n"
721 "uniform sampler2D Texture_Refraction;\n"
722 "uniform sampler2D Texture_Reflection;\n"
723 "uniform sampler2D Texture_Attenuation;\n"
724 "uniform samplerCube Texture_Cube;\n"
726 "uniform myhalf3 LightColor;\n"
727 "uniform myhalf3 AmbientColor;\n"
728 "uniform myhalf3 DiffuseColor;\n"
729 "uniform myhalf3 SpecularColor;\n"
730 "uniform myhalf3 Color_Pants;\n"
731 "uniform myhalf3 Color_Shirt;\n"
732 "uniform myhalf3 FogColor;\n"
734 "uniform myhalf4 TintColor;\n"
737 "//#ifdef MODE_WATER\n"
738 "uniform vec4 DistortScaleRefractReflect;\n"
739 "uniform vec4 ScreenScaleRefractReflect;\n"
740 "uniform vec4 ScreenCenterRefractReflect;\n"
741 "uniform myhalf4 RefractColor;\n"
742 "uniform myhalf4 ReflectColor;\n"
743 "uniform myhalf ReflectFactor;\n"
744 "uniform myhalf ReflectOffset;\n"
746 "//# ifdef MODE_REFRACTION\n"
747 "//uniform vec4 DistortScaleRefractReflect;\n"
748 "//uniform vec4 ScreenScaleRefractReflect;\n"
749 "//uniform vec4 ScreenCenterRefractReflect;\n"
750 "//uniform myhalf4 RefractColor;\n"
751 "//# ifdef USEREFLECTION\n"
752 "//uniform myhalf4 ReflectColor;\n"
755 "//# ifdef USEREFLECTION\n"
756 "//uniform vec4 DistortScaleRefractReflect;\n"
757 "//uniform vec4 ScreenScaleRefractReflect;\n"
758 "//uniform vec4 ScreenCenterRefractReflect;\n"
759 "//uniform myhalf4 ReflectColor;\n"
764 "uniform myhalf GlowScale;\n"
765 "uniform myhalf SceneBrightness;\n"
766 "#ifdef USECONTRASTBOOST\n"
767 "uniform myhalf ContrastBoostCoeff;\n"
770 "uniform float OffsetMapping_Scale;\n"
771 "uniform float OffsetMapping_Bias;\n"
772 "uniform float FogRangeRecip;\n"
774 "uniform myhalf AmbientScale;\n"
775 "uniform myhalf DiffuseScale;\n"
776 "uniform myhalf SpecularScale;\n"
777 "uniform myhalf SpecularPower;\n"
779 "#ifdef USEOFFSETMAPPING\n"
780 "vec2 OffsetMapping(vec2 TexCoord)\n"
782 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
783 " // 14 sample relief mapping: linear search and then binary search\n"
784 " // this basically steps forward a small amount repeatedly until it finds\n"
785 " // itself inside solid, then jitters forward and back using decreasing\n"
786 " // amounts to find the impact\n"
787 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
788 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
790 " vec3 RT = vec3(TexCoord, 1);\n"
791 " OffsetVector *= 0.1;\n"
792 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
801 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
802 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
805 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
808 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
809 " // this basically moves forward the full distance, and then backs up based\n"
810 " // on height of samples\n"
811 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
812 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
813 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
814 " TexCoord += OffsetVector;\n"
815 " OffsetVector *= 0.333;\n"
816 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
819 " return TexCoord;\n"
822 "#endif // USEOFFSETMAPPING\n"
824 "#ifdef MODE_WATER\n"
829 "#ifdef USEOFFSETMAPPING\n"
830 " // apply offsetmapping\n"
831 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
832 "#define TexCoord TexCoordOffset\n"
835 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
836 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
837 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
838 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
839 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
842 "#else // !MODE_WATER\n"
843 "#ifdef MODE_REFRACTION\n"
845 "// refraction pass\n"
848 "#ifdef USEOFFSETMAPPING\n"
849 " // apply offsetmapping\n"
850 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
851 "#define TexCoord TexCoordOffset\n"
854 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
855 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
856 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
857 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
860 "#else // !MODE_REFRACTION\n"
863 "#ifdef USEOFFSETMAPPING\n"
864 " // apply offsetmapping\n"
865 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
866 "#define TexCoord TexCoordOffset\n"
869 " // combine the diffuse textures (base, pants, shirt)\n"
870 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
871 "#ifdef USECOLORMAPPING\n"
872 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
874 "#ifdef USEVERTEXTEXTUREBLEND\n"
875 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
876 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
877 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
878 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
879 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
882 "#ifdef USEDIFFUSE\n"
883 " // get the surface normal and the gloss color\n"
884 "# ifdef USEVERTEXTEXTUREBLEND\n"
885 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
886 "# ifdef USESPECULAR\n"
887 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
890 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
891 "# ifdef USESPECULAR\n"
892 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
899 "#ifdef MODE_LIGHTSOURCE\n"
902 " // calculate surface normal, light normal, and specular normal\n"
903 " // compute color intensity for the two textures (colormap and glossmap)\n"
904 " // scale by light color and attenuation as efficiently as possible\n"
905 " // (do as much scalar math as possible rather than vector math)\n"
906 "# ifdef USEDIFFUSE\n"
907 " // get the light normal\n"
908 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
910 "# ifdef USESPECULAR\n"
911 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
913 " // calculate directional shading\n"
914 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
916 "# ifdef USEDIFFUSE\n"
917 " // calculate directional shading\n"
918 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
920 " // calculate directionless shading\n"
921 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
925 "# ifdef USECUBEFILTER\n"
926 " // apply light cubemap filter\n"
927 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
928 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
930 "#endif // MODE_LIGHTSOURCE\n"
935 "#ifdef MODE_LIGHTDIRECTION\n"
936 " // directional model lighting\n"
937 "# ifdef USEDIFFUSE\n"
938 " // get the light normal\n"
939 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
941 "# ifdef USESPECULAR\n"
942 " // calculate directional shading\n"
943 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
944 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
945 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
947 "# ifdef USEDIFFUSE\n"
949 " // calculate directional shading\n"
950 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
952 " color.rgb *= AmbientColor;\n"
955 "#endif // MODE_LIGHTDIRECTION\n"
960 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
961 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
963 " // get the light normal\n"
964 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
965 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
966 " // calculate directional shading\n"
967 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
968 "# ifdef USESPECULAR\n"
969 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
970 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
973 " // apply lightmap color\n"
974 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
975 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
980 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
981 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
983 " // get the light normal\n"
984 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
985 " // calculate directional shading\n"
986 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
987 "# ifdef USESPECULAR\n"
988 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
989 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
992 " // apply lightmap color\n"
993 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
994 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
999 "#ifdef MODE_LIGHTMAP\n"
1000 " // apply lightmap color\n"
1001 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1002 "#endif // MODE_LIGHTMAP\n"
1007 "#ifdef MODE_VERTEXCOLOR\n"
1008 " // apply lightmap color\n"
1009 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1010 "#endif // MODE_VERTEXCOLOR\n"
1015 "#ifdef MODE_FLATCOLOR\n"
1016 "#endif // MODE_FLATCOLOR\n"
1024 " color *= TintColor;\n"
1027 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1030 "#ifdef USECONTRASTBOOST\n"
1031 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1034 " color.rgb *= SceneBrightness;\n"
1036 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1038 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1041 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1042 "#ifdef USEREFLECTION\n"
1043 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1044 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1045 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1046 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1049 " gl_FragColor = vec4(color);\n"
1051 "#endif // !MODE_REFRACTION\n"
1052 "#endif // !MODE_WATER\n"
1054 "#endif // FRAGMENT_SHADER\n"
1056 "#endif // !MODE_GENERIC\n"
1057 "#endif // !MODE_POSTPROCESS\n"
1058 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1061 typedef struct shaderpermutationinfo_s
1063 const char *pretext;
1066 shaderpermutationinfo_t;
1068 typedef struct shadermodeinfo_s
1070 const char *vertexfilename;
1071 const char *geometryfilename;
1072 const char *fragmentfilename;
1073 const char *pretext;
1078 typedef enum shaderpermutation_e
1080 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1081 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1082 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1083 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1084 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1085 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1086 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1087 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1088 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1089 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1090 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1091 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1092 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1093 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1094 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1096 shaderpermutation_t;
1098 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1099 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1101 {"#define USEDIFFUSE\n", " diffuse"},
1102 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1103 {"#define USECOLORMAPPING\n", " colormapping"},
1104 {"#define USECONTRASTBOOST\n", " contrastboost"},
1105 {"#define USEFOG\n", " fog"},
1106 {"#define USECUBEFILTER\n", " cubefilter"},
1107 {"#define USEGLOW\n", " glow"},
1108 {"#define USESPECULAR\n", " specular"},
1109 {"#define USEREFLECTION\n", " reflection"},
1110 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1111 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1112 {"#define USEGAMMARAMPS\n", " gammaramps"},
1113 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1116 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1117 typedef enum shadermode_e
1119 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1120 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1121 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1122 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1123 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1124 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1125 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1126 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1127 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1128 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1129 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1130 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1135 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1136 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1138 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1139 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1140 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1152 typedef struct r_glsl_permutation_s
1154 // indicates if we have tried compiling this permutation already
1156 // 0 if compilation failed
1158 // locations of detected uniforms in program object, or -1 if not found
1159 int loc_Texture_First;
1160 int loc_Texture_Second;
1161 int loc_Texture_GammaRamps;
1162 int loc_Texture_Normal;
1163 int loc_Texture_Color;
1164 int loc_Texture_Gloss;
1165 int loc_Texture_Glow;
1166 int loc_Texture_SecondaryNormal;
1167 int loc_Texture_SecondaryColor;
1168 int loc_Texture_SecondaryGloss;
1169 int loc_Texture_SecondaryGlow;
1170 int loc_Texture_Pants;
1171 int loc_Texture_Shirt;
1172 int loc_Texture_FogMask;
1173 int loc_Texture_Lightmap;
1174 int loc_Texture_Deluxemap;
1175 int loc_Texture_Attenuation;
1176 int loc_Texture_Cube;
1177 int loc_Texture_Refraction;
1178 int loc_Texture_Reflection;
1180 int loc_LightPosition;
1181 int loc_EyePosition;
1182 int loc_Color_Pants;
1183 int loc_Color_Shirt;
1184 int loc_FogRangeRecip;
1185 int loc_AmbientScale;
1186 int loc_DiffuseScale;
1187 int loc_SpecularScale;
1188 int loc_SpecularPower;
1190 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1191 int loc_OffsetMapping_Scale;
1193 int loc_AmbientColor;
1194 int loc_DiffuseColor;
1195 int loc_SpecularColor;
1197 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1198 int loc_GammaCoeff; // 1 / gamma
1199 int loc_DistortScaleRefractReflect;
1200 int loc_ScreenScaleRefractReflect;
1201 int loc_ScreenCenterRefractReflect;
1202 int loc_RefractColor;
1203 int loc_ReflectColor;
1204 int loc_ReflectFactor;
1205 int loc_ReflectOffset;
1212 r_glsl_permutation_t;
1214 // information about each possible shader permutation
1215 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1216 // currently selected permutation
1217 r_glsl_permutation_t *r_glsl_permutation;
1219 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1222 if (!filename || !filename[0])
1224 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1227 if (printfromdisknotice)
1228 Con_DPrint("from disk... ");
1229 return shaderstring;
1231 else if (!strcmp(filename, "glsl/default.glsl"))
1233 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1234 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1236 return shaderstring;
1239 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1242 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1243 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1244 int vertstrings_count = 0;
1245 int geomstrings_count = 0;
1246 int fragstrings_count = 0;
1247 char *vertexstring, *geometrystring, *fragmentstring;
1248 const char *vertstrings_list[32+3];
1249 const char *geomstrings_list[32+3];
1250 const char *fragstrings_list[32+3];
1251 char permutationname[256];
1258 permutationname[0] = 0;
1259 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1260 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1261 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1263 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1265 // the first pretext is which type of shader to compile as
1266 // (later these will all be bound together as a program object)
1267 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1268 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1269 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1271 // the second pretext is the mode (for example a light source)
1272 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1273 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1274 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1275 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1277 // now add all the permutation pretexts
1278 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1280 if (permutation & (1<<i))
1282 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1283 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1284 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1285 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1289 // keep line numbers correct
1290 vertstrings_list[vertstrings_count++] = "\n";
1291 geomstrings_list[geomstrings_count++] = "\n";
1292 fragstrings_list[fragstrings_count++] = "\n";
1296 // now append the shader text itself
1297 vertstrings_list[vertstrings_count++] = vertexstring;
1298 geomstrings_list[geomstrings_count++] = geometrystring;
1299 fragstrings_list[fragstrings_count++] = fragmentstring;
1301 // if any sources were NULL, clear the respective list
1303 vertstrings_count = 0;
1304 if (!geometrystring)
1305 geomstrings_count = 0;
1306 if (!fragmentstring)
1307 fragstrings_count = 0;
1309 // compile the shader program
1310 if (vertstrings_count + geomstrings_count + fragstrings_count)
1311 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1315 qglUseProgramObjectARB(p->program);CHECKGLERROR
1316 // look up all the uniform variable names we care about, so we don't
1317 // have to look them up every time we set them
1318 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1319 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1320 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1321 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1322 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1323 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1324 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1325 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1326 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1327 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1328 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1329 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1330 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1331 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1332 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1333 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1334 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1335 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1336 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1337 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1338 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1339 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1340 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1341 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1342 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1343 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1344 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1345 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1346 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1347 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1348 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1349 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1350 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1351 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1352 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1353 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1354 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1355 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1356 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1357 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1358 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1359 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1360 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1361 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1362 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1363 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1364 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1365 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1366 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1367 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1368 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1369 // initialize the samplers to refer to the texture units we use
1370 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1371 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1372 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1373 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1374 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1375 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1376 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1377 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1378 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1379 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1380 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1381 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1382 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1383 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1384 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1385 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1386 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1387 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1388 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1389 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1391 if (developer.integer)
1392 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1395 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1399 Mem_Free(vertexstring);
1401 Mem_Free(geometrystring);
1403 Mem_Free(fragmentstring);
1406 void R_GLSL_Restart_f(void)
1409 shaderpermutation_t permutation;
1410 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1411 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1412 if (r_glsl_permutations[mode][permutation].program)
1413 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1414 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1417 void R_GLSL_DumpShader_f(void)
1421 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1424 Con_Printf("failed to write to glsl/default.glsl\n");
1428 FS_Print(file, "// The engine may define the following macros:\n");
1429 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1430 for (i = 0;i < SHADERMODE_COUNT;i++)
1431 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1433 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1434 FS_Print(file, "\n");
1435 FS_Print(file, builtinshaderstring);
1438 Con_Printf("glsl/default.glsl written\n");
1441 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1443 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1444 if (r_glsl_permutation != perm)
1446 r_glsl_permutation = perm;
1447 if (!r_glsl_permutation->program)
1449 if (!r_glsl_permutation->compiled)
1450 R_GLSL_CompilePermutation(mode, permutation);
1451 if (!r_glsl_permutation->program)
1453 // remove features until we find a valid permutation
1455 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1457 // reduce i more quickly whenever it would not remove any bits
1458 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1459 if (!(permutation & j))
1462 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1463 if (!r_glsl_permutation->compiled)
1464 R_GLSL_CompilePermutation(mode, permutation);
1465 if (r_glsl_permutation->program)
1468 if (i >= SHADERPERMUTATION_COUNT)
1470 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");
1471 Cvar_SetValueQuick(&r_glsl, 0);
1472 R_GLSL_Restart_f(); // unload shaders
1473 return; // no bit left to clear
1478 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1482 void R_SetupGenericShader(qboolean usetexture)
1484 if (gl_support_fragment_shader)
1486 if (r_glsl.integer && r_glsl_usegeneric.integer)
1487 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1488 else if (r_glsl_permutation)
1490 r_glsl_permutation = NULL;
1491 qglUseProgramObjectARB(0);CHECKGLERROR
1496 void R_SetupGenericTwoTextureShader(int texturemode)
1498 if (gl_support_fragment_shader)
1500 if (r_glsl.integer && r_glsl_usegeneric.integer)
1501 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1502 else if (r_glsl_permutation)
1504 r_glsl_permutation = NULL;
1505 qglUseProgramObjectARB(0);CHECKGLERROR
1508 if (!r_glsl_permutation)
1510 if (texturemode == GL_DECAL && gl_combine.integer)
1511 texturemode = GL_INTERPOLATE_ARB;
1512 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1516 void R_SetupDepthOrShadowShader(void)
1518 if (gl_support_fragment_shader)
1520 if (r_glsl.integer && r_glsl_usegeneric.integer)
1521 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1522 else if (r_glsl_permutation)
1524 r_glsl_permutation = NULL;
1525 qglUseProgramObjectARB(0);CHECKGLERROR
1530 extern rtexture_t *r_shadow_attenuationgradienttexture;
1531 extern rtexture_t *r_shadow_attenuation2dtexture;
1532 extern rtexture_t *r_shadow_attenuation3dtexture;
1533 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1535 // select a permutation of the lighting shader appropriate to this
1536 // combination of texture, entity, light source, and fogging, only use the
1537 // minimum features necessary to avoid wasting rendering time in the
1538 // fragment shader on features that are not being used
1539 unsigned int permutation = 0;
1540 shadermode_t mode = 0;
1541 // TODO: implement geometry-shader based shadow volumes someday
1542 if (r_glsl_offsetmapping.integer)
1544 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1545 if (r_glsl_offsetmapping_reliefmapping.integer)
1546 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1548 if (rsurfacepass == RSURFPASS_BACKGROUND)
1550 // distorted background
1551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1552 mode = SHADERMODE_WATER;
1554 mode = SHADERMODE_REFRACTION;
1556 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1559 mode = SHADERMODE_LIGHTSOURCE;
1560 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1561 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1562 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1563 permutation |= SHADERPERMUTATION_CUBEFILTER;
1564 if (diffusescale > 0)
1565 permutation |= SHADERPERMUTATION_DIFFUSE;
1566 if (specularscale > 0)
1567 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1568 if (r_refdef.fogenabled)
1569 permutation |= SHADERPERMUTATION_FOG;
1570 if (rsurface.texture->colormapping)
1571 permutation |= SHADERPERMUTATION_COLORMAPPING;
1572 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1573 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1575 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1577 // unshaded geometry (fullbright or ambient model lighting)
1578 mode = SHADERMODE_FLATCOLOR;
1579 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1580 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1581 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1582 permutation |= SHADERPERMUTATION_GLOW;
1583 if (r_refdef.fogenabled)
1584 permutation |= SHADERPERMUTATION_FOG;
1585 if (rsurface.texture->colormapping)
1586 permutation |= SHADERPERMUTATION_COLORMAPPING;
1587 if (r_glsl_offsetmapping.integer)
1589 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1590 if (r_glsl_offsetmapping_reliefmapping.integer)
1591 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1593 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1594 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1596 permutation |= SHADERPERMUTATION_REFLECTION;
1598 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1600 // directional model lighting
1601 mode = SHADERMODE_LIGHTDIRECTION;
1602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1603 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1604 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1605 permutation |= SHADERPERMUTATION_GLOW;
1606 permutation |= SHADERPERMUTATION_DIFFUSE;
1607 if (specularscale > 0)
1608 permutation |= SHADERPERMUTATION_SPECULAR;
1609 if (r_refdef.fogenabled)
1610 permutation |= SHADERPERMUTATION_FOG;
1611 if (rsurface.texture->colormapping)
1612 permutation |= SHADERPERMUTATION_COLORMAPPING;
1613 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1614 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1616 permutation |= SHADERPERMUTATION_REFLECTION;
1618 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1620 // ambient model lighting
1621 mode = SHADERMODE_LIGHTDIRECTION;
1622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1623 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1624 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1625 permutation |= SHADERPERMUTATION_GLOW;
1626 if (r_refdef.fogenabled)
1627 permutation |= SHADERPERMUTATION_FOG;
1628 if (rsurface.texture->colormapping)
1629 permutation |= SHADERPERMUTATION_COLORMAPPING;
1630 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1633 permutation |= SHADERPERMUTATION_REFLECTION;
1638 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1640 // deluxemapping (light direction texture)
1641 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1642 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1644 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1645 permutation |= SHADERPERMUTATION_DIFFUSE;
1646 if (specularscale > 0)
1647 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1649 else if (r_glsl_deluxemapping.integer >= 2)
1651 // fake deluxemapping (uniform light direction in tangentspace)
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (rsurface.uselightmaptexture)
1659 // ordinary lightmapping (q1bsp, q3bsp)
1660 mode = SHADERMODE_LIGHTMAP;
1664 // ordinary vertex coloring (q3bsp)
1665 mode = SHADERMODE_VERTEXCOLOR;
1667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1668 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1669 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1670 permutation |= SHADERPERMUTATION_GLOW;
1671 if (r_refdef.fogenabled)
1672 permutation |= SHADERPERMUTATION_FOG;
1673 if (rsurface.texture->colormapping)
1674 permutation |= SHADERPERMUTATION_COLORMAPPING;
1675 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1676 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1678 permutation |= SHADERPERMUTATION_REFLECTION;
1680 R_SetupShader_SetPermutation(mode, permutation);
1681 if (mode == SHADERMODE_LIGHTSOURCE)
1683 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1684 if (permutation & SHADERPERMUTATION_DIFFUSE)
1686 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1693 // ambient only is simpler
1694 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1695 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1696 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1697 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1699 // additive passes are only darkened by fog, not tinted
1700 if (r_glsl_permutation->loc_FogColor >= 0)
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1705 if (mode == SHADERMODE_LIGHTDIRECTION)
1707 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1708 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1709 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1710 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1714 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1715 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1716 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1718 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1719 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1720 // additive passes are only darkened by fog, not tinted
1721 if (r_glsl_permutation->loc_FogColor >= 0)
1723 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1724 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1726 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1728 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);
1729 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]);
1730 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]);
1731 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1732 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1733 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1734 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1736 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1738 // The formula used is actually:
1739 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1740 // color.rgb *= SceneBrightness;
1742 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1743 // and do [[calculations]] here in the engine
1744 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1745 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1748 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1749 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1750 if (r_glsl_permutation->loc_Color_Pants >= 0)
1752 if (rsurface.texture->currentskinframe->pants)
1753 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1755 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1757 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1759 if (rsurface.texture->currentskinframe->shirt)
1760 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1762 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1764 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1765 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1766 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1770 #define SKINFRAME_HASH 1024
1774 int loadsequence; // incremented each level change
1775 memexpandablearray_t array;
1776 skinframe_t *hash[SKINFRAME_HASH];
1780 void R_SkinFrame_PrepareForPurge(void)
1782 r_skinframe.loadsequence++;
1783 // wrap it without hitting zero
1784 if (r_skinframe.loadsequence >= 200)
1785 r_skinframe.loadsequence = 1;
1788 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1792 // mark the skinframe as used for the purging code
1793 skinframe->loadsequence = r_skinframe.loadsequence;
1796 void R_SkinFrame_Purge(void)
1800 for (i = 0;i < SKINFRAME_HASH;i++)
1802 for (s = r_skinframe.hash[i];s;s = s->next)
1804 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1806 if (s->merged == s->base)
1808 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1809 R_PurgeTexture(s->stain );s->stain = NULL;
1810 R_PurgeTexture(s->merged);s->merged = NULL;
1811 R_PurgeTexture(s->base );s->base = NULL;
1812 R_PurgeTexture(s->pants );s->pants = NULL;
1813 R_PurgeTexture(s->shirt );s->shirt = NULL;
1814 R_PurgeTexture(s->nmap );s->nmap = NULL;
1815 R_PurgeTexture(s->gloss );s->gloss = NULL;
1816 R_PurgeTexture(s->glow );s->glow = NULL;
1817 R_PurgeTexture(s->fog );s->fog = NULL;
1818 s->loadsequence = 0;
1824 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 if( last == NULL ) {
1832 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1833 item = r_skinframe.hash[hashindex];
1838 // linearly search through the hash bucket
1839 for( ; item ; item = item->next ) {
1840 if( !strcmp( item->basename, basename ) ) {
1847 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1851 char basename[MAX_QPATH];
1853 Image_StripImageExtension(name, basename, sizeof(basename));
1855 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1856 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1857 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1861 rtexture_t *dyntexture;
1862 // check whether its a dynamic texture
1863 dyntexture = CL_GetDynTexture( basename );
1864 if (!add && !dyntexture)
1866 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1867 memset(item, 0, sizeof(*item));
1868 strlcpy(item->basename, basename, sizeof(item->basename));
1869 item->base = dyntexture; // either NULL or dyntexture handle
1870 item->textureflags = textureflags;
1871 item->comparewidth = comparewidth;
1872 item->compareheight = compareheight;
1873 item->comparecrc = comparecrc;
1874 item->next = r_skinframe.hash[hashindex];
1875 r_skinframe.hash[hashindex] = item;
1877 else if( item->base == NULL )
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1882 dyntexture = CL_GetDynTexture( basename );
1883 item->base = dyntexture; // either NULL or dyntexture handle
1886 R_SkinFrame_MarkUsed(item);
1890 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1892 // FIXME: it should be possible to disable loading various layers using
1893 // cvars, to prevent wasted loading time and memory usage if the user does
1895 qboolean loadnormalmap = true;
1896 qboolean loadgloss = true;
1897 qboolean loadpantsandshirt = true;
1898 qboolean loadglow = true;
1900 unsigned char *pixels;
1901 unsigned char *bumppixels;
1902 unsigned char *basepixels = NULL;
1903 int basepixels_width;
1904 int basepixels_height;
1905 skinframe_t *skinframe;
1907 if (cls.state == ca_dedicated)
1910 // return an existing skinframe if already loaded
1911 // if loading of the first image fails, don't make a new skinframe as it
1912 // would cause all future lookups of this to be missing
1913 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1914 if (skinframe && skinframe->base)
1917 basepixels = loadimagepixelsbgra(name, complain, true);
1918 if (basepixels == NULL)
1921 // we've got some pixels to store, so really allocate this new texture now
1923 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1924 skinframe->stain = NULL;
1925 skinframe->merged = NULL;
1926 skinframe->base = r_texture_notexture;
1927 skinframe->pants = NULL;
1928 skinframe->shirt = NULL;
1929 skinframe->nmap = r_texture_blanknormalmap;
1930 skinframe->gloss = NULL;
1931 skinframe->glow = NULL;
1932 skinframe->fog = NULL;
1934 basepixels_width = image_width;
1935 basepixels_height = image_height;
1936 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1938 if (textureflags & TEXF_ALPHA)
1940 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1941 if (basepixels[j] < 255)
1943 if (j < basepixels_width * basepixels_height * 4)
1945 // has transparent pixels
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 for (j = 0;j < image_width * image_height * 4;j += 4)
1952 pixels[j+3] = basepixels[j+3];
1954 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1959 // _norm is the name used by tenebrae and has been adopted as standard
1962 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1964 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1968 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1970 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1971 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1972 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1974 Mem_Free(bumppixels);
1976 else if (r_shadow_bumpscale_basetexture.value > 0)
1978 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1979 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1980 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1984 // _luma is supported for tenebrae compatibility
1985 // (I think it's a very stupid name, but oh well)
1986 // _glow is the preferred name
1987 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1988 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1989 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1990 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1993 Mem_Free(basepixels);
1998 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)
2003 for (i = 0;i < width*height;i++)
2004 if (((unsigned char *)&palette[in[i]])[3] > 0)
2006 if (i == width*height)
2009 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2012 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2013 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2016 unsigned char *temp1, *temp2;
2017 skinframe_t *skinframe;
2019 if (cls.state == ca_dedicated)
2022 // if already loaded just return it, otherwise make a new skinframe
2023 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2024 if (skinframe && skinframe->base)
2027 skinframe->stain = NULL;
2028 skinframe->merged = NULL;
2029 skinframe->base = r_texture_notexture;
2030 skinframe->pants = NULL;
2031 skinframe->shirt = NULL;
2032 skinframe->nmap = r_texture_blanknormalmap;
2033 skinframe->gloss = NULL;
2034 skinframe->glow = NULL;
2035 skinframe->fog = NULL;
2037 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2041 if (r_shadow_bumpscale_basetexture.value > 0)
2043 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2044 temp2 = temp1 + width * height * 4;
2045 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2046 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2049 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2050 if (textureflags & TEXF_ALPHA)
2052 for (i = 3;i < width * height * 4;i += 4)
2053 if (skindata[i] < 255)
2055 if (i < width * height * 4)
2057 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2058 memcpy(fogpixels, skindata, width * height * 4);
2059 for (i = 0;i < width * height * 4;i += 4)
2060 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2061 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2062 Mem_Free(fogpixels);
2069 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2072 unsigned char *temp1, *temp2;
2073 skinframe_t *skinframe;
2075 if (cls.state == ca_dedicated)
2078 // if already loaded just return it, otherwise make a new skinframe
2079 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2080 if (skinframe && skinframe->base)
2083 skinframe->stain = NULL;
2084 skinframe->merged = NULL;
2085 skinframe->base = r_texture_notexture;
2086 skinframe->pants = NULL;
2087 skinframe->shirt = NULL;
2088 skinframe->nmap = r_texture_blanknormalmap;
2089 skinframe->gloss = NULL;
2090 skinframe->glow = NULL;
2091 skinframe->fog = NULL;
2093 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2097 if (r_shadow_bumpscale_basetexture.value > 0)
2099 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2100 temp2 = temp1 + width * height * 4;
2101 // use either a custom palette or the quake palette
2102 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2103 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2104 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2107 // use either a custom palette, or the quake palette
2108 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2109 if (loadglowtexture)
2110 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2111 if (loadpantsandshirt)
2113 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2114 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2116 if (skinframe->pants || skinframe->shirt)
2117 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2118 if (textureflags & TEXF_ALPHA)
2120 for (i = 0;i < width * height;i++)
2121 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2123 if (i < width * height)
2124 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2130 skinframe_t *R_SkinFrame_LoadMissing(void)
2132 skinframe_t *skinframe;
2134 if (cls.state == ca_dedicated)
2137 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2138 skinframe->stain = NULL;
2139 skinframe->merged = NULL;
2140 skinframe->base = r_texture_notexture;
2141 skinframe->pants = NULL;
2142 skinframe->shirt = NULL;
2143 skinframe->nmap = r_texture_blanknormalmap;
2144 skinframe->gloss = NULL;
2145 skinframe->glow = NULL;
2146 skinframe->fog = NULL;
2151 void gl_main_start(void)
2153 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2154 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2156 // set up r_skinframe loading system for textures
2157 memset(&r_skinframe, 0, sizeof(r_skinframe));
2158 r_skinframe.loadsequence = 1;
2159 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2161 r_main_texturepool = R_AllocTexturePool();
2162 R_BuildBlankTextures();
2164 if (gl_texturecubemap)
2167 R_BuildNormalizationCube();
2169 r_texture_fogattenuation = NULL;
2170 r_texture_gammaramps = NULL;
2171 //r_texture_fogintensity = NULL;
2172 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2173 memset(&r_waterstate, 0, sizeof(r_waterstate));
2174 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2175 memset(&r_svbsp, 0, sizeof (r_svbsp));
2177 r_refdef.fogmasktable_density = 0;
2180 void gl_main_shutdown(void)
2182 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2183 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2185 // clear out the r_skinframe state
2186 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2187 memset(&r_skinframe, 0, sizeof(r_skinframe));
2190 Mem_Free(r_svbsp.nodes);
2191 memset(&r_svbsp, 0, sizeof (r_svbsp));
2192 R_FreeTexturePool(&r_main_texturepool);
2193 r_texture_blanknormalmap = NULL;
2194 r_texture_white = NULL;
2195 r_texture_grey128 = NULL;
2196 r_texture_black = NULL;
2197 r_texture_whitecube = NULL;
2198 r_texture_normalizationcube = NULL;
2199 r_texture_fogattenuation = NULL;
2200 r_texture_gammaramps = NULL;
2201 //r_texture_fogintensity = NULL;
2202 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2203 memset(&r_waterstate, 0, sizeof(r_waterstate));
2207 extern void CL_ParseEntityLump(char *entitystring);
2208 void gl_main_newmap(void)
2210 // FIXME: move this code to client
2212 char *entities, entname[MAX_QPATH];
2215 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2216 l = (int)strlen(entname) - 4;
2217 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2219 memcpy(entname + l, ".ent", 5);
2220 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2222 CL_ParseEntityLump(entities);
2227 if (cl.worldmodel->brush.entities)
2228 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2232 void GL_Main_Init(void)
2234 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2236 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2237 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2238 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2239 if (gamemode == GAME_NEHAHRA)
2241 Cvar_RegisterVariable (&gl_fogenable);
2242 Cvar_RegisterVariable (&gl_fogdensity);
2243 Cvar_RegisterVariable (&gl_fogred);
2244 Cvar_RegisterVariable (&gl_foggreen);
2245 Cvar_RegisterVariable (&gl_fogblue);
2246 Cvar_RegisterVariable (&gl_fogstart);
2247 Cvar_RegisterVariable (&gl_fogend);
2248 Cvar_RegisterVariable (&gl_skyclip);
2250 Cvar_RegisterVariable(&r_depthfirst);
2251 Cvar_RegisterVariable(&r_nearclip);
2252 Cvar_RegisterVariable(&r_showbboxes);
2253 Cvar_RegisterVariable(&r_showsurfaces);
2254 Cvar_RegisterVariable(&r_showtris);
2255 Cvar_RegisterVariable(&r_shownormals);
2256 Cvar_RegisterVariable(&r_showlighting);
2257 Cvar_RegisterVariable(&r_showshadowvolumes);
2258 Cvar_RegisterVariable(&r_showcollisionbrushes);
2259 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2260 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2261 Cvar_RegisterVariable(&r_showdisabledepthtest);
2262 Cvar_RegisterVariable(&r_drawportals);
2263 Cvar_RegisterVariable(&r_drawentities);
2264 Cvar_RegisterVariable(&r_cullentities_trace);
2265 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2266 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2267 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2268 Cvar_RegisterVariable(&r_drawviewmodel);
2269 Cvar_RegisterVariable(&r_speeds);
2270 Cvar_RegisterVariable(&r_fullbrights);
2271 Cvar_RegisterVariable(&r_wateralpha);
2272 Cvar_RegisterVariable(&r_dynamic);
2273 Cvar_RegisterVariable(&r_fullbright);
2274 Cvar_RegisterVariable(&r_shadows);
2275 Cvar_RegisterVariable(&r_shadows_throwdistance);
2276 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2277 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2278 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2279 Cvar_RegisterVariable(&r_fog_exp2);
2280 Cvar_RegisterVariable(&r_textureunits);
2281 Cvar_RegisterVariable(&r_glsl);
2282 Cvar_RegisterVariable(&r_glsl_contrastboost);
2283 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2284 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2285 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2286 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2287 Cvar_RegisterVariable(&r_glsl_postprocess);
2288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2292 Cvar_RegisterVariable(&r_glsl_usegeneric);
2293 Cvar_RegisterVariable(&r_water);
2294 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2295 Cvar_RegisterVariable(&r_water_clippingplanebias);
2296 Cvar_RegisterVariable(&r_water_refractdistort);
2297 Cvar_RegisterVariable(&r_water_reflectdistort);
2298 Cvar_RegisterVariable(&r_lerpsprites);
2299 Cvar_RegisterVariable(&r_lerpmodels);
2300 Cvar_RegisterVariable(&r_lerplightstyles);
2301 Cvar_RegisterVariable(&r_waterscroll);
2302 Cvar_RegisterVariable(&r_bloom);
2303 Cvar_RegisterVariable(&r_bloom_colorscale);
2304 Cvar_RegisterVariable(&r_bloom_brighten);
2305 Cvar_RegisterVariable(&r_bloom_blur);
2306 Cvar_RegisterVariable(&r_bloom_resolution);
2307 Cvar_RegisterVariable(&r_bloom_colorexponent);
2308 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2309 Cvar_RegisterVariable(&r_hdr);
2310 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2311 Cvar_RegisterVariable(&r_hdr_glowintensity);
2312 Cvar_RegisterVariable(&r_hdr_range);
2313 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2314 Cvar_RegisterVariable(&developer_texturelogging);
2315 Cvar_RegisterVariable(&gl_lightmaps);
2316 Cvar_RegisterVariable(&r_test);
2317 Cvar_RegisterVariable(&r_batchmode);
2318 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2319 Cvar_SetValue("r_fullbrights", 0);
2320 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2322 Cvar_RegisterVariable(&r_track_sprites);
2323 Cvar_RegisterVariable(&r_track_sprites_flags);
2324 Cvar_RegisterVariable(&r_track_sprites_scalew);
2325 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2328 extern void R_Textures_Init(void);
2329 extern void GL_Draw_Init(void);
2330 extern void GL_Main_Init(void);
2331 extern void R_Shadow_Init(void);
2332 extern void R_Sky_Init(void);
2333 extern void GL_Surf_Init(void);
2334 extern void R_Particles_Init(void);
2335 extern void R_Explosion_Init(void);
2336 extern void gl_backend_init(void);
2337 extern void Sbar_Init(void);
2338 extern void R_LightningBeams_Init(void);
2339 extern void Mod_RenderInit(void);
2341 void Render_Init(void)
2353 R_LightningBeams_Init();
2362 extern char *ENGINE_EXTENSIONS;
2365 VID_CheckExtensions();
2367 // LordHavoc: report supported extensions
2368 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2370 // clear to black (loading plaque will be seen over this)
2372 qglClearColor(0,0,0,1);CHECKGLERROR
2373 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2376 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2380 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2382 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2385 p = r_refdef.view.frustum + i;
2390 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2394 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2398 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2402 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2406 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2410 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2414 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2418 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2426 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2430 for (i = 0;i < numplanes;i++)
2437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2473 //==================================================================================
2475 static void R_View_UpdateEntityVisible (void)
2478 entity_render_t *ent;
2480 if (!r_drawentities.integer)
2483 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2484 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2486 // worldmodel can check visibility
2487 for (i = 0;i < r_refdef.scene.numentities;i++)
2489 ent = r_refdef.scene.entities[i];
2490 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2493 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2495 for (i = 0;i < r_refdef.scene.numentities;i++)
2497 ent = r_refdef.scene.entities[i];
2498 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2500 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2501 ent->last_trace_visibility = realtime;
2502 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2503 r_refdef.viewcache.entityvisible[i] = 0;
2510 // no worldmodel or it can't check visibility
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 ent = r_refdef.scene.entities[i];
2514 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2519 // only used if skyrendermasked, and normally returns false
2520 int R_DrawBrushModelsSky (void)
2523 entity_render_t *ent;
2525 if (!r_drawentities.integer)
2529 for (i = 0;i < r_refdef.scene.numentities;i++)
2531 if (!r_refdef.viewcache.entityvisible[i])
2533 ent = r_refdef.scene.entities[i];
2534 if (!ent->model || !ent->model->DrawSky)
2536 ent->model->DrawSky(ent);
2542 static void R_DrawNoModel(entity_render_t *ent);
2543 static void R_DrawModels(void)
2546 entity_render_t *ent;
2548 if (!r_drawentities.integer)
2551 for (i = 0;i < r_refdef.scene.numentities;i++)
2553 if (!r_refdef.viewcache.entityvisible[i])
2555 ent = r_refdef.scene.entities[i];
2556 r_refdef.stats.entities++;
2557 if (ent->model && ent->model->Draw != NULL)
2558 ent->model->Draw(ent);
2564 static void R_DrawModelsDepth(void)
2567 entity_render_t *ent;
2569 if (!r_drawentities.integer)
2572 for (i = 0;i < r_refdef.scene.numentities;i++)
2574 if (!r_refdef.viewcache.entityvisible[i])
2576 ent = r_refdef.scene.entities[i];
2577 if (ent->model && ent->model->DrawDepth != NULL)
2578 ent->model->DrawDepth(ent);
2582 static void R_DrawModelsDebug(void)
2585 entity_render_t *ent;
2587 if (!r_drawentities.integer)
2590 for (i = 0;i < r_refdef.scene.numentities;i++)
2592 if (!r_refdef.viewcache.entityvisible[i])
2594 ent = r_refdef.scene.entities[i];
2595 if (ent->model && ent->model->DrawDebug != NULL)
2596 ent->model->DrawDebug(ent);
2600 static void R_DrawModelsAddWaterPlanes(void)
2603 entity_render_t *ent;
2605 if (!r_drawentities.integer)
2608 for (i = 0;i < r_refdef.scene.numentities;i++)
2610 if (!r_refdef.viewcache.entityvisible[i])
2612 ent = r_refdef.scene.entities[i];
2613 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2614 ent->model->DrawAddWaterPlanes(ent);
2618 static void R_View_SetFrustum(void)
2621 double slopex, slopey;
2622 vec3_t forward, left, up, origin;
2624 // we can't trust r_refdef.view.forward and friends in reflected scenes
2625 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2628 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2629 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2630 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2631 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2632 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2634 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2635 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2636 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2637 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2638 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2639 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2643 zNear = r_refdef.nearclip;
2644 nudge = 1.0 - 1.0 / (1<<23);
2645 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2646 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2647 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2648 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2649 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2650 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2651 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2652 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2658 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2659 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2660 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2661 r_refdef.view.frustum[0].dist = m[15] - m[12];
2663 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2664 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2665 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2666 r_refdef.view.frustum[1].dist = m[15] + m[12];
2668 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2669 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2670 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2671 r_refdef.view.frustum[2].dist = m[15] - m[13];
2673 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2674 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2675 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2676 r_refdef.view.frustum[3].dist = m[15] + m[13];
2678 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2679 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2680 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2681 r_refdef.view.frustum[4].dist = m[15] - m[14];
2683 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2684 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2685 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2686 r_refdef.view.frustum[5].dist = m[15] + m[14];
2689 if (r_refdef.view.useperspective)
2691 slopex = 1.0 / r_refdef.view.frustum_x;
2692 slopey = 1.0 / r_refdef.view.frustum_y;
2693 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2694 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2695 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2696 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2697 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2699 // Leaving those out was a mistake, those were in the old code, and they
2700 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2701 // I couldn't reproduce it after adding those normalizations. --blub
2702 VectorNormalize(r_refdef.view.frustum[0].normal);
2703 VectorNormalize(r_refdef.view.frustum[1].normal);
2704 VectorNormalize(r_refdef.view.frustum[2].normal);
2705 VectorNormalize(r_refdef.view.frustum[3].normal);
2707 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2708 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2709 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2713 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2714 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2715 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2716 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2717 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2721 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2722 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2723 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2724 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2725 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2726 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2727 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2728 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2729 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2730 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2732 r_refdef.view.numfrustumplanes = 5;
2734 if (r_refdef.view.useclipplane)
2736 r_refdef.view.numfrustumplanes = 6;
2737 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2740 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2741 PlaneClassify(r_refdef.view.frustum + i);
2743 // LordHavoc: note to all quake engine coders, Quake had a special case
2744 // for 90 degrees which assumed a square view (wrong), so I removed it,
2745 // Quake2 has it disabled as well.
2747 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2748 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2749 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2750 //PlaneClassify(&frustum[0]);
2752 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2753 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2754 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2755 //PlaneClassify(&frustum[1]);
2757 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2758 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2759 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2760 //PlaneClassify(&frustum[2]);
2762 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2763 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2764 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2765 //PlaneClassify(&frustum[3]);
2768 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2769 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2770 //PlaneClassify(&frustum[4]);
2773 void R_View_Update(void)
2775 R_View_SetFrustum();
2776 R_View_WorldVisibility(r_refdef.view.useclipplane);
2777 R_View_UpdateEntityVisible();
2780 void R_SetupView(qboolean allowwaterclippingplane)
2782 if (!r_refdef.view.useperspective)
2783 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2784 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2785 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2787 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2789 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2791 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2793 // LordHavoc: couldn't figure out how to make this approach the
2794 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2795 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2796 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2797 dist = r_refdef.view.clipplane.dist;
2798 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2802 void R_ResetViewRendering2D(void)
2806 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2807 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2808 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2809 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2810 GL_Color(1, 1, 1, 1);
2811 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2812 GL_BlendFunc(GL_ONE, GL_ZERO);
2813 GL_AlphaTest(false);
2814 GL_ScissorTest(false);
2815 GL_DepthMask(false);
2816 GL_DepthRange(0, 1);
2817 GL_DepthTest(false);
2818 R_Mesh_Matrix(&identitymatrix);
2819 R_Mesh_ResetTextureState();
2820 GL_PolygonOffset(0, 0);
2821 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2822 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2823 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2824 qglStencilMask(~0);CHECKGLERROR
2825 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2826 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2827 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2828 R_SetupGenericShader(true);
2831 void R_ResetViewRendering3D(void)
2835 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2836 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2838 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2839 GL_Color(1, 1, 1, 1);
2840 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2841 GL_BlendFunc(GL_ONE, GL_ZERO);
2842 GL_AlphaTest(false);
2843 GL_ScissorTest(true);
2845 GL_DepthRange(0, 1);
2847 R_Mesh_Matrix(&identitymatrix);
2848 R_Mesh_ResetTextureState();
2849 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2850 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2851 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2852 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2853 qglStencilMask(~0);CHECKGLERROR
2854 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2855 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2856 GL_CullFace(r_refdef.view.cullface_back);
2857 R_SetupGenericShader(true);
2860 void R_RenderScene(qboolean addwaterplanes);
2862 static void R_Water_StartFrame(void)
2865 int waterwidth, waterheight, texturewidth, textureheight;
2866 r_waterstate_waterplane_t *p;
2868 // set waterwidth and waterheight to the water resolution that will be
2869 // used (often less than the screen resolution for faster rendering)
2870 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2871 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2873 // calculate desired texture sizes
2874 // can't use water if the card does not support the texture size
2875 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2876 texturewidth = textureheight = waterwidth = waterheight = 0;
2877 else if (gl_support_arb_texture_non_power_of_two)
2879 texturewidth = waterwidth;
2880 textureheight = waterheight;
2884 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2885 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2888 // allocate textures as needed
2889 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2891 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2892 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2894 if (p->texture_refraction)
2895 R_FreeTexture(p->texture_refraction);
2896 p->texture_refraction = NULL;
2897 if (p->texture_reflection)
2898 R_FreeTexture(p->texture_reflection);
2899 p->texture_reflection = NULL;
2901 memset(&r_waterstate, 0, sizeof(r_waterstate));
2902 r_waterstate.waterwidth = waterwidth;
2903 r_waterstate.waterheight = waterheight;
2904 r_waterstate.texturewidth = texturewidth;
2905 r_waterstate.textureheight = textureheight;
2908 if (r_waterstate.waterwidth)
2910 r_waterstate.enabled = true;
2912 // set up variables that will be used in shader setup
2913 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2914 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2915 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2919 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2920 r_waterstate.numwaterplanes = 0;
2923 static void R_Water_AddWaterPlane(msurface_t *surface)
2925 int triangleindex, planeindex;
2930 r_waterstate_waterplane_t *p;
2931 // just use the first triangle with a valid normal for any decisions
2932 VectorClear(normal);
2933 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2935 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2936 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2937 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2938 TriangleNormal(vert[0], vert[1], vert[2], normal);
2939 if (VectorLength2(normal) >= 0.001)
2943 // find a matching plane if there is one
2944 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2945 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2947 if (planeindex >= r_waterstate.maxwaterplanes)
2948 return; // nothing we can do, out of planes
2950 // if this triangle does not fit any known plane rendered this frame, add one
2951 if (planeindex >= r_waterstate.numwaterplanes)
2953 // store the new plane
2954 r_waterstate.numwaterplanes++;
2955 VectorCopy(normal, p->plane.normal);
2956 VectorNormalize(p->plane.normal);
2957 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2958 PlaneClassify(&p->plane);
2959 // flip the plane if it does not face the viewer
2960 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2962 VectorNegate(p->plane.normal, p->plane.normal);
2963 p->plane.dist *= -1;
2964 PlaneClassify(&p->plane);
2966 // clear materialflags and pvs
2967 p->materialflags = 0;
2968 p->pvsvalid = false;
2970 // merge this surface's materialflags into the waterplane
2971 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2972 // merge this surface's PVS into the waterplane
2973 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2974 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2975 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2977 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2982 static void R_Water_ProcessPlanes(void)
2984 r_refdef_view_t originalview;
2986 r_waterstate_waterplane_t *p;
2988 originalview = r_refdef.view;
2990 // make sure enough textures are allocated
2991 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2995 if (!p->texture_refraction)
2996 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2997 if (!p->texture_refraction)
3001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3003 if (!p->texture_reflection)
3004 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3005 if (!p->texture_reflection)
3011 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3013 r_refdef.view.showdebug = false;
3014 r_refdef.view.width = r_waterstate.waterwidth;
3015 r_refdef.view.height = r_waterstate.waterheight;
3016 r_refdef.view.useclipplane = true;
3017 r_waterstate.renderingscene = true;
3019 // render the normal view scene and copy into texture
3020 // (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)
3021 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3023 r_refdef.view.clipplane = p->plane;
3024 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3025 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3026 PlaneClassify(&r_refdef.view.clipplane);
3028 R_RenderScene(false);
3030 // copy view into the screen texture
3031 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3032 GL_ActiveTexture(0);
3034 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3037 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3039 // render reflected scene and copy into texture
3040 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3041 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3042 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3043 r_refdef.view.clipplane = p->plane;
3044 // reverse the cullface settings for this render
3045 r_refdef.view.cullface_front = GL_FRONT;
3046 r_refdef.view.cullface_back = GL_BACK;
3047 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3049 r_refdef.view.usecustompvs = true;
3051 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3053 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3061 R_RenderScene(false);
3063 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3064 GL_ActiveTexture(0);
3066 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3068 R_ResetViewRendering3D();
3069 R_ClearScreen(r_refdef.fogenabled);
3070 if (r_timereport_active)
3071 R_TimeReport("viewclear");
3074 r_refdef.view = originalview;
3075 r_refdef.view.clear = true;
3076 r_waterstate.renderingscene = false;
3080 r_refdef.view = originalview;
3081 r_waterstate.renderingscene = false;
3082 Cvar_SetValueQuick(&r_water, 0);
3083 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3087 void R_Bloom_StartFrame(void)
3089 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3091 // set bloomwidth and bloomheight to the bloom resolution that will be
3092 // used (often less than the screen resolution for faster rendering)
3093 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3094 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3095 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3096 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3097 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3099 // calculate desired texture sizes
3100 if (gl_support_arb_texture_non_power_of_two)
3102 screentexturewidth = r_refdef.view.width;
3103 screentextureheight = r_refdef.view.height;
3104 bloomtexturewidth = r_bloomstate.bloomwidth;
3105 bloomtextureheight = r_bloomstate.bloomheight;
3109 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3110 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3111 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3112 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3115 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3117 Cvar_SetValueQuick(&r_hdr, 0);
3118 Cvar_SetValueQuick(&r_bloom, 0);
3121 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3122 screentexturewidth = screentextureheight = 0;
3123 if (!r_hdr.integer && !r_bloom.integer)
3124 bloomtexturewidth = bloomtextureheight = 0;
3126 // allocate textures as needed
3127 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3129 if (r_bloomstate.texture_screen)
3130 R_FreeTexture(r_bloomstate.texture_screen);
3131 r_bloomstate.texture_screen = NULL;
3132 r_bloomstate.screentexturewidth = screentexturewidth;
3133 r_bloomstate.screentextureheight = screentextureheight;
3134 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3135 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3137 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3139 if (r_bloomstate.texture_bloom)
3140 R_FreeTexture(r_bloomstate.texture_bloom);
3141 r_bloomstate.texture_bloom = NULL;
3142 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3143 r_bloomstate.bloomtextureheight = bloomtextureheight;
3144 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3145 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3148 // set up a texcoord array for the full resolution screen image
3149 // (we have to keep this around to copy back during final render)
3150 r_bloomstate.screentexcoord2f[0] = 0;
3151 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3152 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3153 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3154 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3155 r_bloomstate.screentexcoord2f[5] = 0;
3156 r_bloomstate.screentexcoord2f[6] = 0;
3157 r_bloomstate.screentexcoord2f[7] = 0;
3159 // set up a texcoord array for the reduced resolution bloom image
3160 // (which will be additive blended over the screen image)
3161 r_bloomstate.bloomtexcoord2f[0] = 0;
3162 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3163 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3164 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3165 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3166 r_bloomstate.bloomtexcoord2f[5] = 0;
3167 r_bloomstate.bloomtexcoord2f[6] = 0;
3168 r_bloomstate.bloomtexcoord2f[7] = 0;
3170 if (r_hdr.integer || r_bloom.integer)
3172 r_bloomstate.enabled = true;
3173 r_bloomstate.hdr = r_hdr.integer != 0;
3177 void R_Bloom_CopyBloomTexture(float colorscale)
3179 r_refdef.stats.bloom++;
3181 // scale down screen texture to the bloom texture size
3183 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3184 GL_BlendFunc(GL_ONE, GL_ZERO);
3185 GL_Color(colorscale, colorscale, colorscale, 1);
3186 // TODO: optimize with multitexture or GLSL
3187 R_SetupGenericShader(true);
3188 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3189 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3190 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3191 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3193 // we now have a bloom image in the framebuffer
3194 // copy it into the bloom image texture for later processing
3195 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3196 GL_ActiveTexture(0);
3198 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3199 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3202 void R_Bloom_CopyHDRTexture(void)
3204 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3205 GL_ActiveTexture(0);
3207 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3208 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3211 void R_Bloom_MakeTexture(void)
3214 float xoffset, yoffset, r, brighten;
3216 r_refdef.stats.bloom++;
3218 R_ResetViewRendering2D();
3219 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3220 R_Mesh_ColorPointer(NULL, 0, 0);
3221 R_SetupGenericShader(true);
3223 // we have a bloom image in the framebuffer
3225 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3227 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3230 r = bound(0, r_bloom_colorexponent.value / x, 1);
3231 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3232 GL_Color(r, r, r, 1);
3233 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3234 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3235 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3236 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3238 // copy the vertically blurred bloom view to a texture
3239 GL_ActiveTexture(0);
3241 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3242 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3245 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3246 brighten = r_bloom_brighten.value;
3248 brighten *= r_hdr_range.value;
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3252 for (dir = 0;dir < 2;dir++)
3254 // blend on at multiple vertical offsets to achieve a vertical blur
3255 // TODO: do offset blends using GLSL
3256 GL_BlendFunc(GL_ONE, GL_ZERO);
3257 for (x = -range;x <= range;x++)
3259 if (!dir){xoffset = 0;yoffset = x;}
3260 else {xoffset = x;yoffset = 0;}
3261 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3262 yoffset /= (float)r_bloomstate.bloomtextureheight;
3263 // compute a texcoord array with the specified x and y offset
3264 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3265 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3266 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3267 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3268 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3269 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3270 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3271 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3272 // this r value looks like a 'dot' particle, fading sharply to
3273 // black at the edges
3274 // (probably not realistic but looks good enough)
3275 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3276 //r = (dir ? 1.0f : brighten)/(range*2+1);
3277 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3278 GL_Color(r, r, r, 1);
3279 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281 GL_BlendFunc(GL_ONE, GL_ONE);
3284 // copy the vertically blurred bloom view to a texture
3285 GL_ActiveTexture(0);
3287 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3288 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3291 // apply subtract last
3292 // (just like it would be in a GLSL shader)
3293 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3295 GL_BlendFunc(GL_ONE, GL_ZERO);
3296 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298 GL_Color(1, 1, 1, 1);
3299 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3302 GL_BlendFunc(GL_ONE, GL_ONE);
3303 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3304 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3305 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3307 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3308 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3311 // copy the darkened bloom view to a texture
3312 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3313 GL_ActiveTexture(0);
3315 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3316 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3320 void R_HDR_RenderBloomTexture(void)
3322 int oldwidth, oldheight;
3323 float oldcolorscale;
3325 oldcolorscale = r_refdef.view.colorscale;
3326 oldwidth = r_refdef.view.width;
3327 oldheight = r_refdef.view.height;
3328 r_refdef.view.width = r_bloomstate.bloomwidth;
3329 r_refdef.view.height = r_bloomstate.bloomheight;
3331 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3332 // TODO: add exposure compensation features
3333 // TODO: add fp16 framebuffer support
3335 r_refdef.view.showdebug = false;
3336 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3338 R_ClearScreen(r_refdef.fogenabled);
3339 if (r_timereport_active)
3340 R_TimeReport("HDRclear");
3342 r_waterstate.numwaterplanes = 0;
3343 R_RenderScene(r_waterstate.enabled);
3344 r_refdef.view.showdebug = true;
3346 R_ResetViewRendering2D();
3348 R_Bloom_CopyHDRTexture();
3349 R_Bloom_MakeTexture();
3351 // restore the view settings
3352 r_refdef.view.width = oldwidth;
3353 r_refdef.view.height = oldheight;
3354 r_refdef.view.colorscale = oldcolorscale;
3356 R_ResetViewRendering3D();
3358 R_ClearScreen(r_refdef.fogenabled);
3359 if (r_timereport_active)
3360 R_TimeReport("viewclear");
3363 static void R_BlendView(void)
3365 if (r_bloomstate.texture_screen)
3367 // copy view into the screen texture
3368 R_ResetViewRendering2D();
3369 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3370 R_Mesh_ColorPointer(NULL, 0, 0);
3371 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3372 GL_ActiveTexture(0);CHECKGLERROR
3373 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3374 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3377 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3379 unsigned int permutation =
3380 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3381 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3382 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3383 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3385 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3387 // render simple bloom effect
3388 // copy the screen and shrink it and darken it for the bloom process
3389 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3390 // make the bloom texture
3391 R_Bloom_MakeTexture();
3394 R_ResetViewRendering2D();
3395 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3396 R_Mesh_ColorPointer(NULL, 0, 0);
3397 GL_Color(1, 1, 1, 1);
3398 GL_BlendFunc(GL_ONE, GL_ZERO);
3399 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3400 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3401 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3402 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3403 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3404 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3405 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3406 if (r_glsl_permutation->loc_TintColor >= 0)
3407 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3408 if (r_glsl_permutation->loc_ClientTime >= 0)
3409 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3410 if (r_glsl_permutation->loc_UserVec1 >= 0)
3412 float a=0, b=0, c=0, d=0;
3413 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3414 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3416 if (r_glsl_permutation->loc_UserVec2 >= 0)
3418 float a=0, b=0, c=0, d=0;
3419 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3420 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3422 if (r_glsl_permutation->loc_UserVec3 >= 0)
3424 float a=0, b=0, c=0, d=0;
3425 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3426 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3428 if (r_glsl_permutation->loc_UserVec4 >= 0)
3430 float a=0, b=0, c=0, d=0;
3431 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3432 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3434 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3435 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3441 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3443 // render high dynamic range bloom effect
3444 // the bloom texture was made earlier this render, so we just need to
3445 // blend it onto the screen...
3446 R_ResetViewRendering2D();
3447 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3448 R_Mesh_ColorPointer(NULL, 0, 0);
3449 R_SetupGenericShader(true);
3450 GL_Color(1, 1, 1, 1);
3451 GL_BlendFunc(GL_ONE, GL_ONE);
3452 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3453 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3454 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3455 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3457 else if (r_bloomstate.texture_bloom)
3459 // render simple bloom effect
3460 // copy the screen and shrink it and darken it for the bloom process
3461 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3462 // make the bloom texture
3463 R_Bloom_MakeTexture();
3464 // put the original screen image back in place and blend the bloom
3466 R_ResetViewRendering2D();
3467 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3468 R_Mesh_ColorPointer(NULL, 0, 0);
3469 GL_Color(1, 1, 1, 1);
3470 GL_BlendFunc(GL_ONE, GL_ZERO);
3471 // do both in one pass if possible
3472 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3473 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3474 if (r_textureunits.integer >= 2 && gl_combine.integer)
3476 R_SetupGenericTwoTextureShader(GL_ADD);
3477 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3478 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3482 R_SetupGenericShader(true);
3483 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3484 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3485 // now blend on the bloom texture
3486 GL_BlendFunc(GL_ONE, GL_ONE);
3487 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3488 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3490 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3491 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3493 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3495 // apply a color tint to the whole view
3496 R_ResetViewRendering2D();
3497 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3498 R_Mesh_ColorPointer(NULL, 0, 0);
3499 R_SetupGenericShader(false);
3500 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3501 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3502 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3506 void R_RenderScene(qboolean addwaterplanes);
3508 matrix4x4_t r_waterscrollmatrix;
3510 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3512 if (r_refdef.fog_density)
3514 r_refdef.fogcolor[0] = r_refdef.fog_red;
3515 r_refdef.fogcolor[1] = r_refdef.fog_green;
3516 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3520 VectorCopy(r_refdef.fogcolor, fogvec);
3521 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3523 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3524 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3525 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3526 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3528 // color.rgb *= ContrastBoost * SceneBrightness;
3529 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3530 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3531 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3532 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3537 void R_UpdateVariables(void)
3541 r_refdef.farclip = 4096;
3542 if (r_refdef.scene.worldmodel)
3543 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3544 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3546 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3547 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3548 r_refdef.polygonfactor = 0;
3549 r_refdef.polygonoffset = 0;
3550 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3551 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3553 r_refdef.rtworld = r_shadow_realtime_world.integer;
3554 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3555 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3556 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3557 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3558 if (r_showsurfaces.integer)
3560 r_refdef.rtworld = false;
3561 r_refdef.rtworldshadows = false;
3562 r_refdef.rtdlight = false;
3563 r_refdef.rtdlightshadows = false;
3564 r_refdef.lightmapintensity = 0;
3567 if (gamemode == GAME_NEHAHRA)
3569 if (gl_fogenable.integer)
3571 r_refdef.oldgl_fogenable = true;
3572 r_refdef.fog_density = gl_fogdensity.value;
3573 r_refdef.fog_red = gl_fogred.value;
3574 r_refdef.fog_green = gl_foggreen.value;
3575 r_refdef.fog_blue = gl_fogblue.value;
3576 r_refdef.fog_alpha = 1;
3577 r_refdef.fog_start = 0;
3578 r_refdef.fog_end = gl_skyclip.value;
3580 else if (r_refdef.oldgl_fogenable)
3582 r_refdef.oldgl_fogenable = false;
3583 r_refdef.fog_density = 0;
3584 r_refdef.fog_red = 0;
3585 r_refdef.fog_green = 0;
3586 r_refdef.fog_blue = 0;
3587 r_refdef.fog_alpha = 0;
3588 r_refdef.fog_start = 0;
3589 r_refdef.fog_end = 0;
3593 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3594 r_refdef.fog_start = max(0, r_refdef.fog_start);
3595 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3597 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3599 if (r_refdef.fog_density)
3601 r_refdef.fogenabled = true;
3602 // this is the point where the fog reaches 0.9986 alpha, which we
3603 // consider a good enough cutoff point for the texture
3604 // (0.9986 * 256 == 255.6)
3605 if (r_fog_exp2.integer)
3606 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3608 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3609 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3610 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3611 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3612 // fog color was already set
3613 // update the fog texture
3614 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3615 R_BuildFogTexture();
3618 r_refdef.fogenabled = false;
3620 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3622 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3624 // build GLSL gamma texture
3625 #define RAMPWIDTH 256
3626 unsigned short ramp[RAMPWIDTH * 3];
3627 unsigned char ramprgb[RAMPWIDTH][4];
3630 r_texture_gammaramps_serial = vid_gammatables_serial;
3632 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3633 for(i = 0; i < RAMPWIDTH; ++i)
3635 ramprgb[i][0] = ramp[i] >> 8;
3636 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3637 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3640 if (r_texture_gammaramps)
3642 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3646 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3652 // remove GLSL gamma texture
3656 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3657 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3663 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3664 if( scenetype != r_currentscenetype ) {
3665 // store the old scenetype
3666 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3667 r_currentscenetype = scenetype;
3668 // move in the new scene
3669 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3678 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3680 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3681 if( scenetype == r_currentscenetype ) {
3682 return &r_refdef.scene;
3684 return &r_scenes_store[ scenetype ];
3693 void R_RenderView(void)
3695 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3696 return; //Host_Error ("R_RenderView: NULL worldmodel");
3698 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3700 // break apart the view matrix into vectors for various purposes
3701 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3702 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3703 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3704 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3705 // make an inverted copy of the view matrix for tracking sprites
3706 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3708 R_Shadow_UpdateWorldLightSelection();
3710 R_Bloom_StartFrame();
3711 R_Water_StartFrame();
3714 if (r_timereport_active)
3715 R_TimeReport("viewsetup");
3717 R_ResetViewRendering3D();
3719 if (r_refdef.view.clear || r_refdef.fogenabled)
3721 R_ClearScreen(r_refdef.fogenabled);
3722 if (r_timereport_active)
3723 R_TimeReport("viewclear");
3725 r_refdef.view.clear = true;
3727 r_refdef.view.showdebug = true;
3729 // this produces a bloom texture to be used in R_BlendView() later
3731 R_HDR_RenderBloomTexture();
3733 r_waterstate.numwaterplanes = 0;
3734 R_RenderScene(r_waterstate.enabled);
3737 if (r_timereport_active)
3738 R_TimeReport("blendview");
3740 GL_Scissor(0, 0, vid.width, vid.height);
3741 GL_ScissorTest(false);
3745 extern void R_DrawLightningBeams (void);
3746 extern void VM_CL_AddPolygonsToMeshQueue (void);
3747 extern void R_DrawPortals (void);
3748 extern cvar_t cl_locs_show;
3749 static void R_DrawLocs(void);
3750 static void R_DrawEntityBBoxes(void);
3751 void R_RenderScene(qboolean addwaterplanes)
3753 r_refdef.stats.renders++;
3759 R_ResetViewRendering3D();
3762 if (r_timereport_active)
3763 R_TimeReport("watervis");
3765 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3767 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3768 if (r_timereport_active)
3769 R_TimeReport("waterworld");
3772 // don't let sound skip if going slow
3773 if (r_refdef.scene.extraupdate)
3776 R_DrawModelsAddWaterPlanes();
3777 if (r_timereport_active)
3778 R_TimeReport("watermodels");
3780 R_Water_ProcessPlanes();
3781 if (r_timereport_active)
3782 R_TimeReport("waterscenes");
3785 R_ResetViewRendering3D();
3787 // don't let sound skip if going slow
3788 if (r_refdef.scene.extraupdate)
3791 R_MeshQueue_BeginScene();
3796 if (r_timereport_active)
3797 R_TimeReport("visibility");
3799 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3801 if (cl.csqc_vidvars.drawworld)
3803 // don't let sound skip if going slow
3804 if (r_refdef.scene.extraupdate)
3807 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3809 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3810 if (r_timereport_active)
3811 R_TimeReport("worldsky");
3814 if (R_DrawBrushModelsSky() && r_timereport_active)
3815 R_TimeReport("bmodelsky");
3818 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3820 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3821 if (r_timereport_active)
3822 R_TimeReport("worlddepth");
3824 if (r_depthfirst.integer >= 2)
3826 R_DrawModelsDepth();
3827 if (r_timereport_active)
3828 R_TimeReport("modeldepth");
3831 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3833 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3834 if (r_timereport_active)
3835 R_TimeReport("world");
3838 // don't let sound skip if going slow
3839 if (r_refdef.scene.extraupdate)
3843 if (r_timereport_active)
3844 R_TimeReport("models");
3846 // don't let sound skip if going slow
3847 if (r_refdef.scene.extraupdate)
3850 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3852 R_DrawModelShadows();
3854 R_ResetViewRendering3D();
3856 // don't let sound skip if going slow
3857 if (r_refdef.scene.extraupdate)
3861 R_ShadowVolumeLighting(false);
3862 if (r_timereport_active)
3863 R_TimeReport("rtlights");
3865 // don't let sound skip if going slow
3866 if (r_refdef.scene.extraupdate)
3869 if (cl.csqc_vidvars.drawworld)
3871 R_DrawLightningBeams();
3872 if (r_timereport_active)
3873 R_TimeReport("lightning");
3876 if (r_timereport_active)
3877 R_TimeReport("decals");
3880 if (r_timereport_active)
3881 R_TimeReport("particles");
3884 if (r_timereport_active)
3885 R_TimeReport("explosions");
3888 R_SetupGenericShader(true);
3889 VM_CL_AddPolygonsToMeshQueue();
3891 if (r_refdef.view.showdebug)
3893 if (cl_locs_show.integer)
3896 if (r_timereport_active)
3897 R_TimeReport("showlocs");
3900 if (r_drawportals.integer)
3903 if (r_timereport_active)
3904 R_TimeReport("portals");
3907 if (r_showbboxes.value > 0)
3909 R_DrawEntityBBoxes();
3910 if (r_timereport_active)
3911 R_TimeReport("bboxes");
3915 R_SetupGenericShader(true);
3916 R_MeshQueue_RenderTransparent();
3917 if (r_timereport_active)
3918 R_TimeReport("drawtrans");
3920 R_SetupGenericShader(true);
3922 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3924 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3925 if (r_timereport_active)
3926 R_TimeReport("worlddebug");
3927 R_DrawModelsDebug();
3928 if (r_timereport_active)
3929 R_TimeReport("modeldebug");
3932 R_SetupGenericShader(true);
3934 if (cl.csqc_vidvars.drawworld)
3937 if (r_timereport_active)
3938 R_TimeReport("coronas");
3941 // don't let sound skip if going slow
3942 if (r_refdef.scene.extraupdate)
3945 R_ResetViewRendering2D();
3948 static const int bboxelements[36] =
3958 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3961 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3962 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3963 GL_DepthMask(false);
3964 GL_DepthRange(0, 1);
3965 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3966 R_Mesh_Matrix(&identitymatrix);
3967 R_Mesh_ResetTextureState();
3969 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3970 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3971 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3972 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3973 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3974 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3975 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3976 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3977 R_FillColors(color4f, 8, cr, cg, cb, ca);
3978 if (r_refdef.fogenabled)
3980 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3982 f1 = FogPoint_World(v);
3984 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3985 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3986 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3989 R_Mesh_VertexPointer(vertex3f, 0, 0);
3990 R_Mesh_ColorPointer(color4f, 0, 0);
3991 R_Mesh_ResetTextureState();
3992 R_SetupGenericShader(false);
3993 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3996 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4000 prvm_edict_t *edict;
4001 // this function draws bounding boxes of server entities
4004 R_SetupGenericShader(false);
4006 for (i = 0;i < numsurfaces;i++)
4008 edict = PRVM_EDICT_NUM(surfacelist[i]);
4009 switch ((int)edict->fields.server->solid)
4011 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4012 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4013 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4014 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4015 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4016 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4018 color[3] *= r_showbboxes.value;
4019 color[3] = bound(0, color[3], 1);
4020 GL_DepthTest(!r_showdisabledepthtest.integer);
4021 GL_CullFace(r_refdef.view.cullface_front);
4022 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4027 static void R_DrawEntityBBoxes(void)
4030 prvm_edict_t *edict;
4032 // this function draws bounding boxes of server entities
4036 for (i = 0;i < prog->num_edicts;i++)
4038 edict = PRVM_EDICT_NUM(i);
4039 if (edict->priv.server->free)
4041 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4042 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4047 int nomodelelements[24] =
4059 float nomodelvertex3f[6*3] =
4069 float nomodelcolor4f[6*4] =
4071 0.0f, 0.0f, 0.5f, 1.0f,
4072 0.0f, 0.0f, 0.5f, 1.0f,
4073 0.0f, 0.5f, 0.0f, 1.0f,
4074 0.0f, 0.5f, 0.0f, 1.0f,
4075 0.5f, 0.0f, 0.0f, 1.0f,
4076 0.5f, 0.0f, 0.0f, 1.0f
4079 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4084 // this is only called once per entity so numsurfaces is always 1, and
4085 // surfacelist is always {0}, so this code does not handle batches
4086 R_Mesh_Matrix(&ent->matrix);
4088 if (ent->flags & EF_ADDITIVE)
4090 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4091 GL_DepthMask(false);
4093 else if (ent->alpha < 1)
4095 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4096 GL_DepthMask(false);
4100 GL_BlendFunc(GL_ONE, GL_ZERO);
4103 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4104 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4105 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4106 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4107 R_SetupGenericShader(false);
4108 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4109 if (r_refdef.fogenabled)
4112 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4113 R_Mesh_ColorPointer(color4f, 0, 0);
4114 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4115 f1 = FogPoint_World(org);
4117 for (i = 0, c = color4f;i < 6;i++, c += 4)
4119 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4120 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4121 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4125 else if (ent->alpha != 1)
4127 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4128 R_Mesh_ColorPointer(color4f, 0, 0);
4129 for (i = 0, c = color4f;i < 6;i++, c += 4)
4133 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4134 R_Mesh_ResetTextureState();
4135 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4138 void R_DrawNoModel(entity_render_t *ent)
4141 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4142 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4143 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4145 // R_DrawNoModelCallback(ent, 0);
4148 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4150 vec3_t right1, right2, diff, normal;
4152 VectorSubtract (org2, org1, normal);
4154 // calculate 'right' vector for start
4155 VectorSubtract (r_refdef.view.origin, org1, diff);
4156 CrossProduct (normal, diff, right1);
4157 VectorNormalize (right1);
4159 // calculate 'right' vector for end
4160 VectorSubtract (r_refdef.view.origin, org2, diff);
4161 CrossProduct (normal, diff, right2);
4162 VectorNormalize (right2);
4164 vert[ 0] = org1[0] + width * right1[0];
4165 vert[ 1] = org1[1] + width * right1[1];
4166 vert[ 2] = org1[2] + width * right1[2];
4167 vert[ 3] = org1[0] - width * right1[0];
4168 vert[ 4] = org1[1] - width * right1[1];
4169 vert[ 5] = org1[2] - width * right1[2];
4170 vert[ 6] = org2[0] - width * right2[0];
4171 vert[ 7] = org2[1] - width * right2[1];
4172 vert[ 8] = org2[2] - width * right2[2];
4173 vert[ 9] = org2[0] + width * right2[0];
4174 vert[10] = org2[1] + width * right2[1];
4175 vert[11] = org2[2] + width * right2[2];
4178 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4180 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)
4185 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4186 fog = FogPoint_World(origin);
4188 R_Mesh_Matrix(&identitymatrix);
4189 GL_BlendFunc(blendfunc1, blendfunc2);
4195 GL_CullFace(r_refdef.view.cullface_front);
4198 GL_CullFace(r_refdef.view.cullface_back);
4199 GL_CullFace(GL_NONE);
4201 GL_DepthMask(false);
4202 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4203 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4204 GL_DepthTest(!depthdisable);
4206 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4207 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4208 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4209 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4210 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4211 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4212 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4213 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4214 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4215 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4216 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4217 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4219 R_Mesh_VertexPointer(vertex3f, 0, 0);
4220 R_Mesh_ColorPointer(NULL, 0, 0);
4221 R_Mesh_ResetTextureState();
4222 R_SetupGenericShader(true);
4223 R_Mesh_TexBind(0, R_GetTexture(texture));
4224 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4225 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4226 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4227 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4229 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4231 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4232 GL_BlendFunc(blendfunc1, GL_ONE);
4234 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4235 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4239 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4244 VectorSet(v, x, y, z);
4245 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4246 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4248 if (i == mesh->numvertices)
4250 if (mesh->numvertices < mesh->maxvertices)
4252 VectorCopy(v, vertex3f);
4253 mesh->numvertices++;
4255 return mesh->numvertices;
4261 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4265 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4266 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4267 e = mesh->element3i + mesh->numtriangles * 3;
4268 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4270 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4271 if (mesh->numtriangles < mesh->maxtriangles)
4276 mesh->numtriangles++;
4278 element[1] = element[2];
4282 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4286 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4287 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4288 e = mesh->element3i + mesh->numtriangles * 3;
4289 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4291 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4292 if (mesh->numtriangles < mesh->maxtriangles)
4297 mesh->numtriangles++;
4299 element[1] = element[2];
4303 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4304 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4306 int planenum, planenum2;
4309 mplane_t *plane, *plane2;
4311 double temppoints[2][256*3];
4312 // figure out how large a bounding box we need to properly compute this brush
4314 for (w = 0;w < numplanes;w++)
4315 maxdist = max(maxdist, planes[w].dist);
4316 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4317 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4318 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4322 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4323 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4325 if (planenum2 == planenum)
4327 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);
4330 if (tempnumpoints < 3)
4332 // generate elements forming a triangle fan for this polygon
4333 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4337 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)
4339 texturelayer_t *layer;
4340 layer = t->currentlayers + t->currentnumlayers++;
4342 layer->depthmask = depthmask;
4343 layer->blendfunc1 = blendfunc1;
4344 layer->blendfunc2 = blendfunc2;
4345 layer->texture = texture;
4346 layer->texmatrix = *matrix;
4347 layer->color[0] = r * r_refdef.view.colorscale;
4348 layer->color[1] = g * r_refdef.view.colorscale;
4349 layer->color[2] = b * r_refdef.view.colorscale;
4350 layer->color[3] = a;
4353 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4356 index = parms[2] + r_refdef.scene.time * parms[3];
4357 index -= floor(index);
4361 case Q3WAVEFUNC_NONE:
4362 case Q3WAVEFUNC_NOISE:
4363 case Q3WAVEFUNC_COUNT:
4366 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4367 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4368 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4369 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4370 case Q3WAVEFUNC_TRIANGLE:
4372 f = index - floor(index);
4383 return (float)(parms[0] + parms[1] * f);
4386 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4389 model_t *model = ent->model;
4392 q3shaderinfo_layer_tcmod_t *tcmod;
4394 // switch to an alternate material if this is a q1bsp animated material
4396 texture_t *texture = t;
4397 int s = ent->skinnum;
4398 if ((unsigned int)s >= (unsigned int)model->numskins)
4400 if (model->skinscenes)
4402 if (model->skinscenes[s].framecount > 1)
4403 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4405 s = model->skinscenes[s].firstframe;
4408 t = t + s * model->num_surfaces;
4411 // use an alternate animation if the entity's frame is not 0,
4412 // and only if the texture has an alternate animation
4413 if (ent->frame2 != 0 && t->anim_total[1])
4414 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4416 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4418 texture->currentframe = t;
4421 // update currentskinframe to be a qw skin or animation frame
4422 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4424 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4426 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4427 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4428 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);
4430 t->currentskinframe = r_qwskincache_skinframe[i];
4431 if (t->currentskinframe == NULL)
4432 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4434 else if (t->numskinframes >= 2)
4435 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4436 if (t->backgroundnumskinframes >= 2)
4437 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4439 t->currentmaterialflags = t->basematerialflags;
4440 t->currentalpha = ent->alpha;
4441 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4443 t->currentalpha *= r_wateralpha.value;
4445 * FIXME what is this supposed to do?
4446 // if rendering refraction/reflection, disable transparency
4447 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4448 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4451 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4452 t->currentalpha *= t->r_water_wateralpha;
4453 if(!r_waterstate.enabled)
4454 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4455 if (!(ent->flags & RENDER_LIGHT))
4456 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4457 else if (rsurface.modeltexcoordlightmap2f == NULL)
4459 // pick a model lighting mode
4460 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4461 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4463 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4465 if (ent->effects & EF_ADDITIVE)
4466 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4467 else if (t->currentalpha < 1)
4468 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4469 if (ent->effects & EF_DOUBLESIDED)
4470 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4471 if (ent->effects & EF_NODEPTHTEST)
4472 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4473 if (ent->flags & RENDER_VIEWMODEL)
4474 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4475 if (t->backgroundnumskinframes)
4476 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4477 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4479 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4480 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4483 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4485 // there is no tcmod
4486 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4487 t->currenttexmatrix = r_waterscrollmatrix;
4489 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4492 switch(tcmod->tcmod)
4496 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4497 matrix = r_waterscrollmatrix;
4499 matrix = identitymatrix;
4501 case Q3TCMOD_ENTITYTRANSLATE:
4502 // this is used in Q3 to allow the gamecode to control texcoord
4503 // scrolling on the entity, which is not supported in darkplaces yet.
4504 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4506 case Q3TCMOD_ROTATE:
4507 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4508 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4509 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4512 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4514 case Q3TCMOD_SCROLL:
4515 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4517 case Q3TCMOD_STRETCH:
4518 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4519 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4521 case Q3TCMOD_TRANSFORM:
4522 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4523 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4524 VectorSet(tcmat + 6, 0 , 0 , 1);
4525 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4526 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4528 case Q3TCMOD_TURBULENT:
4529 // this is handled in the RSurf_PrepareVertices function
4530 matrix = identitymatrix;
4533 // either replace or concatenate the transformation
4535 t->currenttexmatrix = matrix;
4538 matrix4x4_t temp = t->currenttexmatrix;
4539 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4543 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4544 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4545 t->glosstexture = r_texture_black;
4546 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4547 t->backgroundglosstexture = r_texture_black;
4548 t->specularpower = r_shadow_glossexponent.value;
4549 // TODO: store reference values for these in the texture?
4550 t->specularscale = 0;
4551 if (r_shadow_gloss.integer > 0)
4553 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4555 if (r_shadow_glossintensity.value > 0)
4557 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4558 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4559 t->specularscale = r_shadow_glossintensity.value;
4562 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4564 t->glosstexture = r_texture_white;
4565 t->backgroundglosstexture = r_texture_white;
4566 t->specularscale = r_shadow_gloss2intensity.value;
4570 // lightmaps mode looks bad with dlights using actual texturing, so turn
4571 // off the colormap and glossmap, but leave the normalmap on as it still
4572 // accurately represents the shading involved
4573 if (gl_lightmaps.integer)
4575 t->basetexture = r_texture_grey128;
4576 t->backgroundbasetexture = NULL;
4577 t->specularscale = 0;
4578 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4579 t->currentmaterialflags |= MATERIALFLAG_WALL;
4582 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4583 VectorClear(t->dlightcolor);
4584 t->currentnumlayers = 0;
4585 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4587 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4589 int blendfunc1, blendfunc2, depthmask;
4590 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4592 blendfunc1 = GL_SRC_ALPHA;
4593 blendfunc2 = GL_ONE;
4595 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4597 blendfunc1 = GL_SRC_ALPHA;
4598 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4600 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4602 blendfunc1 = t->customblendfunc[0];
4603 blendfunc2 = t->customblendfunc[1];
4607 blendfunc1 = GL_ONE;
4608 blendfunc2 = GL_ZERO;
4610 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4611 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4614 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4615 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4616 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4618 // fullbright is not affected by r_refdef.lightmapintensity
4619 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4620 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4621 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4622 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4623 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4627 vec3_t ambientcolor;
4629 // set the color tint used for lights affecting this surface
4630 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4632 // q3bsp has no lightmap updates, so the lightstylevalue that
4633 // would normally be baked into the lightmap must be
4634 // applied to the color
4635 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4636 if (ent->model->type == mod_brushq3)
4637 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4638 colorscale *= r_refdef.lightmapintensity;
4639 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4640 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4641 // basic lit geometry
4642 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4643 // add pants/shirt if needed
4644 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4645 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4646 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4647 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4648 // now add ambient passes if needed
4649 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4651 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4652 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4653 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4654 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4655 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4658 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4659 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4660 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4662 // if this is opaque use alpha blend which will darken the earlier
4665 // if this is an alpha blended material, all the earlier passes
4666 // were darkened by fog already, so we only need to add the fog
4667 // color ontop through the fog mask texture
4669 // if this is an additive blended material, all the earlier passes
4670 // were darkened by fog already, and we should not add fog color
4671 // (because the background was not darkened, there is no fog color
4672 // that was lost behind it).
4673 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4680 void R_UpdateAllTextureInfo(entity_render_t *ent)
4684 for (i = 0;i < ent->model->num_texturesperskin;i++)
4685 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4688 rsurfacestate_t rsurface;
4690 void R_Mesh_ResizeArrays(int newvertices)
4693 if (rsurface.array_size >= newvertices)
4695 if (rsurface.array_modelvertex3f)
4696 Mem_Free(rsurface.array_modelvertex3f);
4697 rsurface.array_size = (newvertices + 1023) & ~1023;
4698 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4699 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4700 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4701 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4702 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4703 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4704 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4705 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4706 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4707 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4708 rsurface.array_color4f = base + rsurface.array_size * 27;
4709 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4712 void RSurf_ActiveWorldEntity(void)
4714 model_t *model = r_refdef.scene.worldmodel;
4715 if (rsurface.array_size < model->surfmesh.num_vertices)
4716 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4717 rsurface.matrix = identitymatrix;
4718 rsurface.inversematrix = identitymatrix;
4719 R_Mesh_Matrix(&identitymatrix);
4720 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4721 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4722 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4723 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4724 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4725 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4726 rsurface.frameblend[0].frame = 0;
4727 rsurface.frameblend[0].lerp = 1;
4728 rsurface.frameblend[1].frame = 0;
4729 rsurface.frameblend[1].lerp = 0;
4730 rsurface.frameblend[2].frame = 0;
4731 rsurface.frameblend[2].lerp = 0;
4732 rsurface.frameblend[3].frame = 0;
4733 rsurface.frameblend[3].lerp = 0;
4734 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4735 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4736 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4737 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4738 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4739 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4740 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4741 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4742 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4743 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4744 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4745 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4746 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4747 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4748 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4749 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4750 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4751 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4752 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4753 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4754 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4755 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4756 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4757 rsurface.modelelement3i = model->surfmesh.data_element3i;
4758 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4759 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4760 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4761 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4762 rsurface.modelsurfaces = model->data_surfaces;
4763 rsurface.generatedvertex = false;
4764 rsurface.vertex3f = rsurface.modelvertex3f;
4765 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4766 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4767 rsurface.svector3f = rsurface.modelsvector3f;
4768 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4769 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4770 rsurface.tvector3f = rsurface.modeltvector3f;
4771 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4772 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4773 rsurface.normal3f = rsurface.modelnormal3f;
4774 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4775 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4776 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4779 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4781 model_t *model = ent->model;
4782 if (rsurface.array_size < model->surfmesh.num_vertices)
4783 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4784 rsurface.matrix = ent->matrix;
4785 rsurface.inversematrix = ent->inversematrix;
4786 R_Mesh_Matrix(&rsurface.matrix);
4787 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4788 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4789 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4790 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4791 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4792 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4793 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4794 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4795 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4796 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4797 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4798 rsurface.frameblend[0] = ent->frameblend[0];
4799 rsurface.frameblend[1] = ent->frameblend[1];
4800 rsurface.frameblend[2] = ent->frameblend[2];
4801 rsurface.frameblend[3] = ent->frameblend[3];
4802 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4803 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4804 if (ent->model->brush.submodel)
4806 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4807 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4809 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4813 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4814 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4815 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4816 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4817 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4819 else if (wantnormals)
4821 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4822 rsurface.modelsvector3f = NULL;
4823 rsurface.modeltvector3f = NULL;
4824 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4825 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4829 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4830 rsurface.modelsvector3f = NULL;
4831 rsurface.modeltvector3f = NULL;
4832 rsurface.modelnormal3f = NULL;
4833 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4835 rsurface.modelvertex3f_bufferobject = 0;
4836 rsurface.modelvertex3f_bufferoffset = 0;
4837 rsurface.modelsvector3f_bufferobject = 0;
4838 rsurface.modelsvector3f_bufferoffset = 0;
4839 rsurface.modeltvector3f_bufferobject = 0;
4840 rsurface.modeltvector3f_bufferoffset = 0;
4841 rsurface.modelnormal3f_bufferobject = 0;
4842 rsurface.modelnormal3f_bufferoffset = 0;
4843 rsurface.generatedvertex = true;
4847 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4848 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4850 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4851 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4853 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4854 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4855 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4856 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4857 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4858 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4859 rsurface.generatedvertex = false;
4861 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4862 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4863 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4864 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4865 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4866 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4867 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4868 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4869 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4870 rsurface.modelelement3i = model->surfmesh.data_element3i;
4871 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4872 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4873 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4874 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4875 rsurface.modelsurfaces = model->data_surfaces;
4876 rsurface.vertex3f = rsurface.modelvertex3f;
4877 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4878 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4879 rsurface.svector3f = rsurface.modelsvector3f;
4880 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4881 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4882 rsurface.tvector3f = rsurface.modeltvector3f;
4883 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4884 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4885 rsurface.normal3f = rsurface.modelnormal3f;
4886 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4887 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4888 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4891 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4892 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4895 int texturesurfaceindex;
4900 const float *v1, *in_tc;
4902 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4904 q3shaderinfo_deform_t *deform;
4905 // 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
4906 if (rsurface.generatedvertex)
4908 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4909 generatenormals = true;
4910 for (i = 0;i < Q3MAXDEFORMS;i++)
4912 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4914 generatetangents = true;
4915 generatenormals = true;
4917 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4918 generatenormals = true;
4920 if (generatenormals && !rsurface.modelnormal3f)
4922 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4923 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4924 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4925 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4927 if (generatetangents && !rsurface.modelsvector3f)
4929 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4930 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4931 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4932 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4933 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4934 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4935 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);
4938 rsurface.vertex3f = rsurface.modelvertex3f;
4939 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4940 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4941 rsurface.svector3f = rsurface.modelsvector3f;
4942 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4943 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4944 rsurface.tvector3f = rsurface.modeltvector3f;
4945 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4946 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4947 rsurface.normal3f = rsurface.modelnormal3f;
4948 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4949 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4950 // if vertices are deformed (sprite flares and things in maps, possibly
4951 // water waves, bulges and other deformations), generate them into
4952 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4953 // (may be static model data or generated data for an animated model, or
4954 // the previous deform pass)
4955 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4957 switch (deform->deform)
4960 case Q3DEFORM_PROJECTIONSHADOW:
4961 case Q3DEFORM_TEXT0:
4962 case Q3DEFORM_TEXT1:
4963 case Q3DEFORM_TEXT2:
4964 case Q3DEFORM_TEXT3:
4965 case Q3DEFORM_TEXT4:
4966 case Q3DEFORM_TEXT5:
4967 case Q3DEFORM_TEXT6:
4968 case Q3DEFORM_TEXT7:
4971 case Q3DEFORM_AUTOSPRITE:
4972 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4974 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4975 VectorNormalize(newforward);
4976 VectorNormalize(newright);
4977 VectorNormalize(newup);
4978 // make deformed versions of only the model vertices used by the specified surfaces
4979 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4981 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4982 // a single autosprite surface can contain multiple sprites...
4983 for (j = 0;j < surface->num_vertices - 3;j += 4)
4985 VectorClear(center);
4986 for (i = 0;i < 4;i++)
4987 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4988 VectorScale(center, 0.25f, center);
4989 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4990 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4991 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4992 for (i = 0;i < 4;i++)
4994 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4995 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4998 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);
4999 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);
5001 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5002 rsurface.vertex3f_bufferobject = 0;
5003 rsurface.vertex3f_bufferoffset = 0;
5004 rsurface.svector3f = rsurface.array_deformedsvector3f;
5005 rsurface.svector3f_bufferobject = 0;
5006 rsurface.svector3f_bufferoffset = 0;
5007 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5008 rsurface.tvector3f_bufferobject = 0;
5009 rsurface.tvector3f_bufferoffset = 0;
5010 rsurface.normal3f = rsurface.array_deformednormal3f;
5011 rsurface.normal3f_bufferobject = 0;
5012 rsurface.normal3f_bufferoffset = 0;
5014 case Q3DEFORM_AUTOSPRITE2:
5015 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5017 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5018 VectorNormalize(newforward);
5019 VectorNormalize(newright);
5020 VectorNormalize(newup);
5021 // make deformed versions of only the model vertices used by the specified surfaces
5022 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5024 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5025 const float *v1, *v2;
5035 memset(shortest, 0, sizeof(shortest));
5036 // a single autosprite surface can contain multiple sprites...
5037 for (j = 0;j < surface->num_vertices - 3;j += 4)
5039 VectorClear(center);
5040 for (i = 0;i < 4;i++)
5041 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5042 VectorScale(center, 0.25f, center);
5043 // find the two shortest edges, then use them to define the
5044 // axis vectors for rotating around the central axis
5045 for (i = 0;i < 6;i++)
5047 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5048 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5050 Debug_PolygonBegin(NULL, 0);
5051 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5052 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);
5053 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5056 l = VectorDistance2(v1, v2);
5057 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5059 l += (1.0f / 1024.0f);
5060 if (shortest[0].length2 > l || i == 0)
5062 shortest[1] = shortest[0];
5063 shortest[0].length2 = l;
5064 shortest[0].v1 = v1;
5065 shortest[0].v2 = v2;
5067 else if (shortest[1].length2 > l || i == 1)
5069 shortest[1].length2 = l;
5070 shortest[1].v1 = v1;
5071 shortest[1].v2 = v2;
5074 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5075 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5077 Debug_PolygonBegin(NULL, 0);
5078 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5079 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);
5080 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5083 // this calculates the right vector from the shortest edge
5084 // and the up vector from the edge midpoints
5085 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5086 VectorNormalize(right);
5087 VectorSubtract(end, start, up);
5088 VectorNormalize(up);
5089 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5090 //VectorSubtract(rsurface.modelorg, center, forward);
5091 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5092 VectorNegate(forward, forward);
5093 VectorReflect(forward, 0, up, forward);
5094 VectorNormalize(forward);
5095 CrossProduct(up, forward, newright);
5096 VectorNormalize(newright);
5098 Debug_PolygonBegin(NULL, 0);
5099 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);
5100 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5101 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5105 Debug_PolygonBegin(NULL, 0);
5106 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5107 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5108 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5111 // rotate the quad around the up axis vector, this is made
5112 // especially easy by the fact we know the quad is flat,
5113 // so we only have to subtract the center position and
5114 // measure distance along the right vector, and then
5115 // multiply that by the newright vector and add back the
5117 // we also need to subtract the old position to undo the
5118 // displacement from the center, which we do with a
5119 // DotProduct, the subtraction/addition of center is also
5120 // optimized into DotProducts here
5121 l = DotProduct(right, center);
5122 for (i = 0;i < 4;i++)
5124 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5125 f = DotProduct(right, v1) - l;
5126 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5129 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);
5130 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);
5132 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5133 rsurface.vertex3f_bufferobject = 0;
5134 rsurface.vertex3f_bufferoffset = 0;
5135 rsurface.svector3f = rsurface.array_deformedsvector3f;
5136 rsurface.svector3f_bufferobject = 0;
5137 rsurface.svector3f_bufferoffset = 0;
5138 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5139 rsurface.tvector3f_bufferobject = 0;
5140 rsurface.tvector3f_bufferoffset = 0;
5141 rsurface.normal3f = rsurface.array_deformednormal3f;
5142 rsurface.normal3f_bufferobject = 0;
5143 rsurface.normal3f_bufferoffset = 0;
5145 case Q3DEFORM_NORMAL:
5146 // deform the normals to make reflections wavey
5147 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5149 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5150 for (j = 0;j < surface->num_vertices;j++)
5153 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5154 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5155 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5156 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5157 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5159 VectorNormalize(normal);
5161 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);
5163 rsurface.svector3f = rsurface.array_deformedsvector3f;
5164 rsurface.svector3f_bufferobject = 0;
5165 rsurface.svector3f_bufferoffset = 0;
5166 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5167 rsurface.tvector3f_bufferobject = 0;
5168 rsurface.tvector3f_bufferoffset = 0;
5169 rsurface.normal3f = rsurface.array_deformednormal3f;
5170 rsurface.normal3f_bufferobject = 0;
5171 rsurface.normal3f_bufferoffset = 0;
5174 // deform vertex array to make wavey water and flags and such
5175 waveparms[0] = deform->waveparms[0];
5176 waveparms[1] = deform->waveparms[1];
5177 waveparms[2] = deform->waveparms[2];
5178 waveparms[3] = deform->waveparms[3];
5179 // this is how a divisor of vertex influence on deformation
5180 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5181 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5182 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5184 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5185 for (j = 0;j < surface->num_vertices;j++)
5187 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5188 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5189 // if the wavefunc depends on time, evaluate it per-vertex
5192 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5193 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5195 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5198 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5199 rsurface.vertex3f_bufferobject = 0;
5200 rsurface.vertex3f_bufferoffset = 0;
5202 case Q3DEFORM_BULGE:
5203 // deform vertex array to make the surface have moving bulges
5204 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5206 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5207 for (j = 0;j < surface->num_vertices;j++)
5209 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5210 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5213 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5214 rsurface.vertex3f_bufferobject = 0;
5215 rsurface.vertex3f_bufferoffset = 0;
5218 // deform vertex array
5219 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5220 VectorScale(deform->parms, scale, waveparms);
5221 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5223 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5224 for (j = 0;j < surface->num_vertices;j++)
5225 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5227 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5228 rsurface.vertex3f_bufferobject = 0;
5229 rsurface.vertex3f_bufferoffset = 0;
5233 // generate texcoords based on the chosen texcoord source
5234 switch(rsurface.texture->tcgen.tcgen)
5237 case Q3TCGEN_TEXTURE:
5238 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5239 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5240 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5242 case Q3TCGEN_LIGHTMAP:
5243 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5244 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5245 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5247 case Q3TCGEN_VECTOR:
5248 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5250 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5251 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)
5253 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5254 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5257 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5258 rsurface.texcoordtexture2f_bufferobject = 0;
5259 rsurface.texcoordtexture2f_bufferoffset = 0;
5261 case Q3TCGEN_ENVIRONMENT:
5262 // make environment reflections using a spheremap
5263 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5265 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5266 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5267 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5268 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5269 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5271 float l, d, eyedir[3];
5272 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5273 l = 0.5f / VectorLength(eyedir);
5274 d = DotProduct(normal, eyedir)*2;
5275 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5276 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5279 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5280 rsurface.texcoordtexture2f_bufferobject = 0;
5281 rsurface.texcoordtexture2f_bufferoffset = 0;
5284 // the only tcmod that needs software vertex processing is turbulent, so
5285 // check for it here and apply the changes if needed
5286 // and we only support that as the first one
5287 // (handling a mixture of turbulent and other tcmods would be problematic
5288 // without punting it entirely to a software path)
5289 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5291 amplitude = rsurface.texture->tcmods[0].parms[1];
5292 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5295 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5296 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)
5298 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5299 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5302 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5303 rsurface.texcoordtexture2f_bufferobject = 0;
5304 rsurface.texcoordtexture2f_bufferoffset = 0;
5306 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5307 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5308 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5309 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5312 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5315 const msurface_t *surface = texturesurfacelist[0];
5316 const msurface_t *surface2;
5321 // TODO: lock all array ranges before render, rather than on each surface
5322 if (texturenumsurfaces == 1)
5324 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5325 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));
5327 else if (r_batchmode.integer == 2)
5329 #define MAXBATCHTRIANGLES 4096
5330 int batchtriangles = 0;
5331 int batchelements[MAXBATCHTRIANGLES*3];
5332 for (i = 0;i < texturenumsurfaces;i = j)
5334 surface = texturesurfacelist[i];
5336 if (surface->num_triangles > MAXBATCHTRIANGLES)
5338 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));
5341 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5342 batchtriangles = surface->num_triangles;
5343 firstvertex = surface->num_firstvertex;
5344 endvertex = surface->num_firstvertex + surface->num_vertices;
5345 for (;j < texturenumsurfaces;j++)
5347 surface2 = texturesurfacelist[j];
5348 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5350 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5351 batchtriangles += surface2->num_triangles;
5352 firstvertex = min(firstvertex, surface2->num_firstvertex);
5353 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5355 surface2 = texturesurfacelist[j-1];
5356 numvertices = endvertex - firstvertex;
5357 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5360 else if (r_batchmode.integer == 1)
5362 for (i = 0;i < texturenumsurfaces;i = j)
5364 surface = texturesurfacelist[i];
5365 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5366 if (texturesurfacelist[j] != surface2)
5368 surface2 = texturesurfacelist[j-1];
5369 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5370 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5371 GL_LockArrays(surface->num_firstvertex, numvertices);
5372 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5377 for (i = 0;i < texturenumsurfaces;i++)
5379 surface = texturesurfacelist[i];
5380 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5381 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));
5386 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5388 int i, planeindex, vertexindex;
5392 r_waterstate_waterplane_t *p, *bestp;
5393 msurface_t *surface;
5394 if (r_waterstate.renderingscene)
5396 for (i = 0;i < texturenumsurfaces;i++)
5398 surface = texturesurfacelist[i];
5399 if (lightmaptexunit >= 0)
5400 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5401 if (deluxemaptexunit >= 0)
5402 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5403 // pick the closest matching water plane
5406 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5409 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5411 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5412 d += fabs(PlaneDiff(vert, &p->plane));
5414 if (bestd > d || !bestp)
5422 if (refractiontexunit >= 0)
5423 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5424 if (reflectiontexunit >= 0)
5425 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5429 if (refractiontexunit >= 0)
5430 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5431 if (reflectiontexunit >= 0)
5432 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5434 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5435 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));
5439 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5443 const msurface_t *surface = texturesurfacelist[0];
5444 const msurface_t *surface2;
5449 // TODO: lock all array ranges before render, rather than on each surface
5450 if (texturenumsurfaces == 1)
5452 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5453 if (deluxemaptexunit >= 0)
5454 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5455 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5456 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));
5458 else if (r_batchmode.integer == 2)
5460 #define MAXBATCHTRIANGLES 4096
5461 int batchtriangles = 0;
5462 int batchelements[MAXBATCHTRIANGLES*3];
5463 for (i = 0;i < texturenumsurfaces;i = j)
5465 surface = texturesurfacelist[i];
5466 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5467 if (deluxemaptexunit >= 0)
5468 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5470 if (surface->num_triangles > MAXBATCHTRIANGLES)
5472 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));
5475 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5476 batchtriangles = surface->num_triangles;
5477 firstvertex = surface->num_firstvertex;
5478 endvertex = surface->num_firstvertex + surface->num_vertices;
5479 for (;j < texturenumsurfaces;j++)
5481 surface2 = texturesurfacelist[j];
5482 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5484 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5485 batchtriangles += surface2->num_triangles;
5486 firstvertex = min(firstvertex, surface2->num_firstvertex);
5487 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5489 surface2 = texturesurfacelist[j-1];
5490 numvertices = endvertex - firstvertex;
5491 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5494 else if (r_batchmode.integer == 1)
5497 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5498 for (i = 0;i < texturenumsurfaces;i = j)
5500 surface = texturesurfacelist[i];
5501 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5502 if (texturesurfacelist[j] != surface2)
5504 Con_Printf(" %i", j - i);
5507 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5509 for (i = 0;i < texturenumsurfaces;i = j)
5511 surface = texturesurfacelist[i];
5512 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5513 if (deluxemaptexunit >= 0)
5514 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5515 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5516 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5519 Con_Printf(" %i", j - i);
5521 surface2 = texturesurfacelist[j-1];
5522 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5523 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5524 GL_LockArrays(surface->num_firstvertex, numvertices);
5525 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5533 for (i = 0;i < texturenumsurfaces;i++)
5535 surface = texturesurfacelist[i];
5536 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5537 if (deluxemaptexunit >= 0)
5538 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5539 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5540 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));
5545 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5548 int texturesurfaceindex;
5549 if (r_showsurfaces.integer == 2)
5551 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5553 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5554 for (j = 0;j < surface->num_triangles;j++)
5556 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5557 GL_Color(f, f, f, 1);
5558 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)));
5564 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5566 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5567 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5568 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5569 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5570 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));
5575 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5577 int texturesurfaceindex;
5581 if (rsurface.lightmapcolor4f)
5583 // generate color arrays for the surfaces in this list
5584 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5586 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5587 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)
5589 f = FogPoint_Model(v);
5599 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5601 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5602 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)
5604 f = FogPoint_Model(v);
5612 rsurface.lightmapcolor4f = rsurface.array_color4f;
5613 rsurface.lightmapcolor4f_bufferobject = 0;
5614 rsurface.lightmapcolor4f_bufferoffset = 0;
5617 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5619 int texturesurfaceindex;
5622 if (!rsurface.lightmapcolor4f)
5624 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5626 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5627 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)
5635 rsurface.lightmapcolor4f = rsurface.array_color4f;
5636 rsurface.lightmapcolor4f_bufferobject = 0;
5637 rsurface.lightmapcolor4f_bufferoffset = 0;
5640 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5643 rsurface.lightmapcolor4f = NULL;
5644 rsurface.lightmapcolor4f_bufferobject = 0;
5645 rsurface.lightmapcolor4f_bufferoffset = 0;
5646 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5647 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5648 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5649 GL_Color(r, g, b, a);
5650 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5653 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5655 // TODO: optimize applyfog && applycolor case
5656 // just apply fog if necessary, and tint the fog color array if necessary
5657 rsurface.lightmapcolor4f = NULL;
5658 rsurface.lightmapcolor4f_bufferobject = 0;
5659 rsurface.lightmapcolor4f_bufferoffset = 0;
5660 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5661 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5662 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5663 GL_Color(r, g, b, a);
5664 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5667 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5669 int texturesurfaceindex;
5673 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5675 // generate color arrays for the surfaces in this list
5676 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5678 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5679 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5681 if (surface->lightmapinfo->samples)
5683 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5684 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5685 VectorScale(lm, scale, c);
5686 if (surface->lightmapinfo->styles[1] != 255)
5688 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5690 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5691 VectorMA(c, scale, lm, c);
5692 if (surface->lightmapinfo->styles[2] != 255)
5695 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5696 VectorMA(c, scale, lm, c);
5697 if (surface->lightmapinfo->styles[3] != 255)
5700 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5701 VectorMA(c, scale, lm, c);
5711 rsurface.lightmapcolor4f = rsurface.array_color4f;
5712 rsurface.lightmapcolor4f_bufferobject = 0;
5713 rsurface.lightmapcolor4f_bufferoffset = 0;
5717 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5718 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5719 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5721 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5722 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5723 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5724 GL_Color(r, g, b, a);
5725 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5728 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5730 int texturesurfaceindex;
5734 vec3_t ambientcolor;
5735 vec3_t diffusecolor;
5739 VectorCopy(rsurface.modellight_lightdir, lightdir);
5740 f = 0.5f * r_refdef.lightmapintensity;
5741 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5742 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5743 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5744 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5745 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5746 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5747 if (VectorLength2(diffusecolor) > 0)
5749 // generate color arrays for the surfaces in this list
5750 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5752 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5753 int numverts = surface->num_vertices;
5754 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5755 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5756 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5757 // q3-style directional shading
5758 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5760 if ((f = DotProduct(c2, lightdir)) > 0)
5761 VectorMA(ambientcolor, f, diffusecolor, c);
5763 VectorCopy(ambientcolor, c);
5772 rsurface.lightmapcolor4f = rsurface.array_color4f;
5773 rsurface.lightmapcolor4f_bufferobject = 0;
5774 rsurface.lightmapcolor4f_bufferoffset = 0;
5778 r = ambientcolor[0];
5779 g = ambientcolor[1];
5780 b = ambientcolor[2];
5781 rsurface.lightmapcolor4f = NULL;
5782 rsurface.lightmapcolor4f_bufferobject = 0;
5783 rsurface.lightmapcolor4f_bufferoffset = 0;
5785 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5786 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5787 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5788 GL_Color(r, g, b, a);
5789 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5792 void RSurf_SetupDepthAndCulling(void)
5794 // submodels are biased to avoid z-fighting with world surfaces that they
5795 // may be exactly overlapping (avoids z-fighting artifacts on certain
5796 // doors and things in Quake maps)
5797 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5798 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5799 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5800 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5803 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5805 // transparent sky would be ridiculous
5806 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5808 R_SetupGenericShader(false);
5811 skyrendernow = false;
5812 // we have to force off the water clipping plane while rendering sky
5816 // restore entity matrix
5817 R_Mesh_Matrix(&rsurface.matrix);
5819 RSurf_SetupDepthAndCulling();
5821 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5822 // skymasking on them, and Quake3 never did sky masking (unlike
5823 // software Quake and software Quake2), so disable the sky masking
5824 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5825 // and skymasking also looks very bad when noclipping outside the
5826 // level, so don't use it then either.
5827 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5829 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5830 R_Mesh_ColorPointer(NULL, 0, 0);
5831 R_Mesh_ResetTextureState();
5832 if (skyrendermasked)
5834 R_SetupDepthOrShadowShader();
5835 // depth-only (masking)
5836 GL_ColorMask(0,0,0,0);
5837 // just to make sure that braindead drivers don't draw
5838 // anything despite that colormask...
5839 GL_BlendFunc(GL_ZERO, GL_ONE);
5843 R_SetupGenericShader(false);
5845 GL_BlendFunc(GL_ONE, GL_ZERO);
5847 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5848 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5849 if (skyrendermasked)
5850 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5852 R_Mesh_ResetTextureState();
5853 GL_Color(1, 1, 1, 1);
5856 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5858 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5861 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5862 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5863 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5864 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5865 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5866 if (rsurface.texture->backgroundcurrentskinframe)
5868 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5869 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5870 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5871 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5873 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5874 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5875 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5876 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5877 R_Mesh_ColorPointer(NULL, 0, 0);
5879 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5881 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5883 // render background
5884 GL_BlendFunc(GL_ONE, GL_ZERO);
5886 GL_AlphaTest(false);
5888 GL_Color(1, 1, 1, 1);
5889 R_Mesh_ColorPointer(NULL, 0, 0);
5891 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5892 if (r_glsl_permutation)
5894 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5895 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5896 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5897 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5898 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5899 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5900 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5902 GL_LockArrays(0, 0);
5904 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5905 GL_DepthMask(false);
5906 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5907 R_Mesh_ColorPointer(NULL, 0, 0);
5909 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5910 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5911 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5914 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5915 if (!r_glsl_permutation)
5918 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5919 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5920 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5921 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5922 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5923 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5925 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5927 GL_BlendFunc(GL_ONE, GL_ZERO);
5929 GL_AlphaTest(false);
5933 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5934 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5935 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5938 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5940 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5941 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5943 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5947 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5948 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5950 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5952 GL_LockArrays(0, 0);
5955 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5957 // OpenGL 1.3 path - anything not completely ancient
5958 int texturesurfaceindex;
5959 qboolean applycolor;
5963 const texturelayer_t *layer;
5964 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5966 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5969 int layertexrgbscale;
5970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5972 if (layerindex == 0)
5976 GL_AlphaTest(false);
5977 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5980 GL_DepthMask(layer->depthmask && writedepth);
5981 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5982 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5984 layertexrgbscale = 4;
5985 VectorScale(layer->color, 0.25f, layercolor);
5987 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5989 layertexrgbscale = 2;
5990 VectorScale(layer->color, 0.5f, layercolor);
5994 layertexrgbscale = 1;
5995 VectorScale(layer->color, 1.0f, layercolor);
5997 layercolor[3] = layer->color[3];
5998 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5999 R_Mesh_ColorPointer(NULL, 0, 0);
6000 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6001 switch (layer->type)
6003 case TEXTURELAYERTYPE_LITTEXTURE:
6004 memset(&m, 0, sizeof(m));
6005 m.tex[0] = R_GetTexture(r_texture_white);
6006 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6007 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6008 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6009 m.tex[1] = R_GetTexture(layer->texture);
6010 m.texmatrix[1] = layer->texmatrix;
6011 m.texrgbscale[1] = layertexrgbscale;
6012 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6013 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6014 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6015 R_Mesh_TextureState(&m);
6016 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6017 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018 else if (rsurface.uselightmaptexture)
6019 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6021 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6023 case TEXTURELAYERTYPE_TEXTURE:
6024 memset(&m, 0, sizeof(m));
6025 m.tex[0] = R_GetTexture(layer->texture);
6026 m.texmatrix[0] = layer->texmatrix;
6027 m.texrgbscale[0] = layertexrgbscale;
6028 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6029 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6030 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6031 R_Mesh_TextureState(&m);
6032 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6034 case TEXTURELAYERTYPE_FOG:
6035 memset(&m, 0, sizeof(m));
6036 m.texrgbscale[0] = layertexrgbscale;
6039 m.tex[0] = R_GetTexture(layer->texture);
6040 m.texmatrix[0] = layer->texmatrix;
6041 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6042 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6043 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6045 R_Mesh_TextureState(&m);
6046 // generate a color array for the fog pass
6047 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6048 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6052 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053 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)
6055 f = 1 - FogPoint_Model(v);
6056 c[0] = layercolor[0];
6057 c[1] = layercolor[1];
6058 c[2] = layercolor[2];
6059 c[3] = f * layercolor[3];
6062 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6065 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6067 GL_LockArrays(0, 0);
6070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6072 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6073 GL_AlphaTest(false);
6077 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6079 // OpenGL 1.1 - crusty old voodoo path
6080 int texturesurfaceindex;
6084 const texturelayer_t *layer;
6085 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6087 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6089 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6091 if (layerindex == 0)
6095 GL_AlphaTest(false);
6096 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6099 GL_DepthMask(layer->depthmask && writedepth);
6100 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6101 R_Mesh_ColorPointer(NULL, 0, 0);
6102 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6103 switch (layer->type)
6105 case TEXTURELAYERTYPE_LITTEXTURE:
6106 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6108 // two-pass lit texture with 2x rgbscale
6109 // first the lightmap pass
6110 memset(&m, 0, sizeof(m));
6111 m.tex[0] = R_GetTexture(r_texture_white);
6112 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6113 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6114 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6115 R_Mesh_TextureState(&m);
6116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6117 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118 else if (rsurface.uselightmaptexture)
6119 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6121 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122 GL_LockArrays(0, 0);
6123 // then apply the texture to it
6124 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6125 memset(&m, 0, sizeof(m));
6126 m.tex[0] = R_GetTexture(layer->texture);
6127 m.texmatrix[0] = layer->texmatrix;
6128 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6129 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6130 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6131 R_Mesh_TextureState(&m);
6132 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);
6136 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6137 memset(&m, 0, sizeof(m));
6138 m.tex[0] = R_GetTexture(layer->texture);
6139 m.texmatrix[0] = layer->texmatrix;
6140 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6141 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6142 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6143 R_Mesh_TextureState(&m);
6144 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6145 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);
6147 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);
6150 case TEXTURELAYERTYPE_TEXTURE:
6151 // singletexture unlit texture with transparency support
6152 memset(&m, 0, sizeof(m));
6153 m.tex[0] = R_GetTexture(layer->texture);
6154 m.texmatrix[0] = layer->texmatrix;
6155 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6156 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6157 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6158 R_Mesh_TextureState(&m);
6159 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);
6161 case TEXTURELAYERTYPE_FOG:
6162 // singletexture fogging
6163 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6166 memset(&m, 0, sizeof(m));
6167 m.tex[0] = R_GetTexture(layer->texture);
6168 m.texmatrix[0] = layer->texmatrix;
6169 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6170 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6171 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6172 R_Mesh_TextureState(&m);
6175 R_Mesh_ResetTextureState();
6176 // generate a color array for the fog pass
6177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6182 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)
6184 f = 1 - FogPoint_Model(v);
6185 c[0] = layer->color[0];
6186 c[1] = layer->color[1];
6187 c[2] = layer->color[2];
6188 c[3] = f * layer->color[3];
6191 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6194 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6196 GL_LockArrays(0, 0);
6199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6201 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6202 GL_AlphaTest(false);
6206 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6209 RSurf_SetupDepthAndCulling();
6210 if (r_glsl.integer && gl_support_fragment_shader)
6211 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6212 else if (gl_combine.integer && r_textureunits.integer >= 2)
6213 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6215 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6219 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6222 int texturenumsurfaces, endsurface;
6224 msurface_t *surface;
6225 msurface_t *texturesurfacelist[1024];
6227 // if the model is static it doesn't matter what value we give for
6228 // wantnormals and wanttangents, so this logic uses only rules applicable
6229 // to a model, knowing that they are meaningless otherwise
6230 if (ent == r_refdef.scene.worldentity)
6231 RSurf_ActiveWorldEntity();
6232 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6233 RSurf_ActiveModelEntity(ent, false, false);
6235 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6237 for (i = 0;i < numsurfaces;i = j)
6240 surface = rsurface.modelsurfaces + surfacelist[i];
6241 texture = surface->texture;
6242 R_UpdateTextureInfo(ent, texture);
6243 rsurface.texture = texture->currentframe;
6244 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6245 // scan ahead until we find a different texture
6246 endsurface = min(i + 1024, numsurfaces);
6247 texturenumsurfaces = 0;
6248 texturesurfacelist[texturenumsurfaces++] = surface;
6249 for (;j < endsurface;j++)
6251 surface = rsurface.modelsurfaces + surfacelist[j];
6252 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6254 texturesurfacelist[texturenumsurfaces++] = surface;
6256 // render the range of surfaces
6257 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6259 GL_AlphaTest(false);
6262 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6267 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6269 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6271 RSurf_SetupDepthAndCulling();
6272 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6273 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6275 else if (r_showsurfaces.integer)
6277 RSurf_SetupDepthAndCulling();
6279 GL_BlendFunc(GL_ONE, GL_ZERO);
6281 GL_AlphaTest(false);
6282 R_Mesh_ColorPointer(NULL, 0, 0);
6283 R_Mesh_ResetTextureState();
6284 R_SetupGenericShader(false);
6285 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6286 if (!r_refdef.view.showdebug)
6288 GL_Color(0, 0, 0, 1);
6289 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6292 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6294 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6295 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6296 else if (!rsurface.texture->currentnumlayers)
6298 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6300 // transparent surfaces get pushed off into the transparent queue
6301 int surfacelistindex;
6302 const msurface_t *surface;
6303 vec3_t tempcenter, center;
6304 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6306 surface = texturesurfacelist[surfacelistindex];
6307 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6308 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6309 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6310 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6311 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6316 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6317 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6322 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6326 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6329 for (i = 0;i < numsurfaces;i++)
6330 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6331 R_Water_AddWaterPlane(surfacelist[i]);
6334 // break the surface list down into batches by texture and use of lightmapping
6335 for (i = 0;i < numsurfaces;i = j)
6338 // texture is the base texture pointer, rsurface.texture is the
6339 // current frame/skin the texture is directing us to use (for example
6340 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6341 // use skin 1 instead)
6342 texture = surfacelist[i]->texture;
6343 rsurface.texture = texture->currentframe;
6344 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6345 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6347 // if this texture is not the kind we want, skip ahead to the next one
6348 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6352 // simply scan ahead until we find a different texture or lightmap state
6353 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6355 // render the range of surfaces
6356 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6360 float locboxvertex3f[6*4*3] =
6362 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6363 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6364 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6365 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6366 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6367 1,0,0, 0,0,0, 0,1,0, 1,1,0
6370 int locboxelement3i[6*2*3] =
6380 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6383 cl_locnode_t *loc = (cl_locnode_t *)ent;
6385 float vertex3f[6*4*3];
6387 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6388 GL_DepthMask(false);
6389 GL_DepthRange(0, 1);
6390 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6392 GL_CullFace(GL_NONE);
6393 R_Mesh_Matrix(&identitymatrix);
6395 R_Mesh_VertexPointer(vertex3f, 0, 0);
6396 R_Mesh_ColorPointer(NULL, 0, 0);
6397 R_Mesh_ResetTextureState();
6398 R_SetupGenericShader(false);
6401 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404 surfacelist[0] < 0 ? 0.5f : 0.125f);
6406 if (VectorCompare(loc->mins, loc->maxs))
6408 VectorSet(size, 2, 2, 2);
6409 VectorMA(loc->mins, -0.5f, size, mins);
6413 VectorCopy(loc->mins, mins);
6414 VectorSubtract(loc->maxs, loc->mins, size);
6417 for (i = 0;i < 6*4*3;)
6418 for (j = 0;j < 3;j++, i++)
6419 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6421 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6424 void R_DrawLocs(void)
6427 cl_locnode_t *loc, *nearestloc;
6429 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6430 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6432 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6433 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6437 void R_DrawDebugModel(entity_render_t *ent)
6439 int i, j, k, l, flagsmask;
6440 const int *elements;
6442 msurface_t *surface;
6443 model_t *model = ent->model;
6446 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6448 R_Mesh_ColorPointer(NULL, 0, 0);
6449 R_Mesh_ResetTextureState();
6450 R_SetupGenericShader(false);
6451 GL_DepthRange(0, 1);
6452 GL_DepthTest(!r_showdisabledepthtest.integer);
6453 GL_DepthMask(false);
6454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6456 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6458 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6459 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6461 if (brush->colbrushf && brush->colbrushf->numtriangles)
6463 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6464 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6465 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6468 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6470 if (surface->num_collisiontriangles)
6472 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6473 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6474 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6479 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6481 if (r_showtris.integer || r_shownormals.integer)
6483 if (r_showdisabledepthtest.integer)
6485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6486 GL_DepthMask(false);
6490 GL_BlendFunc(GL_ONE, GL_ZERO);
6493 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6495 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6497 rsurface.texture = surface->texture->currentframe;
6498 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6500 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6501 if (r_showtris.value > 0)
6503 if (!rsurface.texture->currentlayers->depthmask)
6504 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6505 else if (ent == r_refdef.scene.worldentity)
6506 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6508 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6509 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6512 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6514 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6515 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6516 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6517 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6522 if (r_shownormals.value > 0)
6525 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6527 VectorCopy(rsurface.vertex3f + l * 3, v);
6528 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6529 qglVertex3f(v[0], v[1], v[2]);
6530 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6531 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6532 qglVertex3f(v[0], v[1], v[2]);
6537 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6539 VectorCopy(rsurface.vertex3f + l * 3, v);
6540 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6541 qglVertex3f(v[0], v[1], v[2]);
6542 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6543 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6544 qglVertex3f(v[0], v[1], v[2]);
6549 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6551 VectorCopy(rsurface.vertex3f + l * 3, v);
6552 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6553 qglVertex3f(v[0], v[1], v[2]);
6554 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6555 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6556 qglVertex3f(v[0], v[1], v[2]);
6563 rsurface.texture = NULL;
6567 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6568 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6570 int i, j, endj, f, flagsmask;
6571 msurface_t *surface;
6573 model_t *model = r_refdef.scene.worldmodel;
6574 const int maxsurfacelist = 1024;
6575 int numsurfacelist = 0;
6576 msurface_t *surfacelist[1024];
6580 RSurf_ActiveWorldEntity();
6582 // update light styles on this submodel
6583 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6585 model_brush_lightstyleinfo_t *style;
6586 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6588 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6590 msurface_t *surfaces = model->data_surfaces;
6591 int *list = style->surfacelist;
6592 style->value = r_refdef.scene.lightstylevalue[style->style];
6593 for (j = 0;j < style->numsurfaces;j++)
6594 surfaces[list[j]].cached_dlight = true;
6599 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6600 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6604 R_DrawDebugModel(r_refdef.scene.worldentity);
6610 rsurface.uselightmaptexture = false;
6611 rsurface.texture = NULL;
6612 rsurface.rtlight = NULL;
6614 j = model->firstmodelsurface;
6615 endj = j + model->nummodelsurfaces;
6618 // quickly skip over non-visible surfaces
6619 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6621 // quickly iterate over visible surfaces
6622 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6624 // process this surface
6625 surface = model->data_surfaces + j;
6626 // if this surface fits the criteria, add it to the list
6627 if (surface->num_triangles)
6629 // if lightmap parameters changed, rebuild lightmap texture
6630 if (surface->cached_dlight)
6631 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6632 // add face to draw list
6633 surfacelist[numsurfacelist++] = surface;
6634 r_refdef.stats.world_triangles += surface->num_triangles;
6635 if (numsurfacelist >= maxsurfacelist)
6637 r_refdef.stats.world_surfaces += numsurfacelist;
6638 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644 r_refdef.stats.world_surfaces += numsurfacelist;
6646 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6647 GL_AlphaTest(false);
6650 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6652 int i, j, f, flagsmask;
6653 msurface_t *surface, *endsurface;
6655 model_t *model = ent->model;
6656 const int maxsurfacelist = 1024;
6657 int numsurfacelist = 0;
6658 msurface_t *surfacelist[1024];
6662 // if the model is static it doesn't matter what value we give for
6663 // wantnormals and wanttangents, so this logic uses only rules applicable
6664 // to a model, knowing that they are meaningless otherwise
6665 if (ent == r_refdef.scene.worldentity)
6666 RSurf_ActiveWorldEntity();
6667 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6668 RSurf_ActiveModelEntity(ent, false, false);
6670 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6672 // update light styles
6673 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6675 model_brush_lightstyleinfo_t *style;
6676 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6678 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6680 msurface_t *surfaces = model->data_surfaces;
6681 int *list = style->surfacelist;
6682 style->value = r_refdef.scene.lightstylevalue[style->style];
6683 for (j = 0;j < style->numsurfaces;j++)
6684 surfaces[list[j]].cached_dlight = true;
6689 R_UpdateAllTextureInfo(ent);
6690 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6694 R_DrawDebugModel(ent);
6700 rsurface.uselightmaptexture = false;
6701 rsurface.texture = NULL;
6702 rsurface.rtlight = NULL;
6704 surface = model->data_surfaces + model->firstmodelsurface;
6705 endsurface = surface + model->nummodelsurfaces;
6706 for (;surface < endsurface;surface++)
6708 // if this surface fits the criteria, add it to the list
6709 if (surface->num_triangles)
6711 // if lightmap parameters changed, rebuild lightmap texture
6712 if (surface->cached_dlight)
6713 R_BuildLightMap(ent, surface);
6714 // add face to draw list
6715 surfacelist[numsurfacelist++] = surface;
6716 r_refdef.stats.entities_triangles += surface->num_triangles;
6717 if (numsurfacelist >= maxsurfacelist)
6719 r_refdef.stats.entities_surfaces += numsurfacelist;
6720 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725 r_refdef.stats.entities_surfaces += numsurfacelist;
6727 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6728 GL_AlphaTest(false);