2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
101 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"};
103 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"};
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
110 extern qboolean v_flipped_state;
112 typedef struct r_glsl_bloomshader_s
115 int loc_Texture_Bloom;
117 r_glsl_bloomshader_t;
119 static struct r_bloomstate_s
124 int bloomwidth, bloomheight;
126 int screentexturewidth, screentextureheight;
127 rtexture_t *texture_screen;
129 int bloomtexturewidth, bloomtextureheight;
130 rtexture_t *texture_bloom;
132 r_glsl_bloomshader_t *shader;
134 // arrays for rendering the screen passes
135 float screentexcoord2f[8];
136 float bloomtexcoord2f[8];
137 float offsettexcoord2f[8];
141 // shadow volume bsp struct with automatically growing nodes buffer
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
170 extern void R_DrawModelShadows(void);
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
175 for (i = 0;i < verts;i++)
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
189 for (i = 0;i < verts;i++)
199 // FIXME: move this to client?
202 if (gamemode == GAME_NEHAHRA)
204 Cvar_Set("gl_fogenable", "0");
205 Cvar_Set("gl_fogdensity", "0.2");
206 Cvar_Set("gl_fogred", "0.3");
207 Cvar_Set("gl_foggreen", "0.3");
208 Cvar_Set("gl_fogblue", "0.3");
210 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
213 float FogPoint_World(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 float FogPoint_Model(const vec3_t p)
221 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
225 static void R_BuildBlankTextures(void)
227 unsigned char data[4];
228 data[0] = 128; // normal X
229 data[1] = 128; // normal Y
230 data[2] = 255; // normal Z
231 data[3] = 128; // height
232 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 static void R_BuildNoTexture(void)
248 unsigned char pix[16][16][4];
249 // this makes a light grey/dark grey checkerboard texture
250 for (y = 0;y < 16;y++)
252 for (x = 0;x < 16;x++)
254 if ((y < 8) ^ (x < 8))
270 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
273 static void R_BuildWhiteCube(void)
275 unsigned char data[6*1*1*4];
276 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
285 static void R_BuildNormalizationCube(void)
289 vec_t s, t, intensity;
291 unsigned char data[6][NORMSIZE][NORMSIZE][4];
292 for (side = 0;side < 6;side++)
294 for (y = 0;y < NORMSIZE;y++)
296 for (x = 0;x < NORMSIZE;x++)
298 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
334 intensity = 127.0f / sqrt(DotProduct(v, v));
335 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338 data[side][y][x][3] = 255;
342 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
345 static void R_BuildFogTexture(void)
349 unsigned char data1[FOGWIDTH][4];
350 //unsigned char data2[FOGWIDTH][4];
351 for (x = 0;x < FOGWIDTH;x++)
353 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
358 //data2[x][0] = 255 - b;
359 //data2[x][1] = 255 - b;
360 //data2[x][2] = 255 - b;
363 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
371 "// common definitions between vertex shader and fragment shader:\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
392 "varying vec3 EyeVectorModelSpace;\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
413 " gl_FrontColor = gl_Color;\n"
414 " // copy the surface texcoord\n"
415 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 " // transform vertex position into light attenuation/cubemap space\n"
422 " // (-1 to +1 across the light box)\n"
423 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
425 " // transform unnormalized light direction into tangent space\n"
426 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 " // normalize it per pixel)\n"
428 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
440 " // transform unnormalized eye direction into tangent space\n"
442 " vec3 EyeVectorModelSpace;\n"
444 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 " VectorS = gl_MultiTexCoord1.xyz;\n"
451 " VectorT = gl_MultiTexCoord2.xyz;\n"
452 " VectorR = gl_MultiTexCoord3.xyz;\n"
455 " // transform vertex to camera space, using ftransform to match non-VS\n"
457 " gl_Position = ftransform();\n"
460 "#endif // VERTEX_SHADER\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 " // 14 sample relief mapping: linear search and then binary search\n"
509 " // this basically steps forward a small amount repeatedly until it finds\n"
510 " // itself inside solid, then jitters forward and back using decreasing\n"
511 " // amounts to find the impact\n"
512 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 " vec3 RT = vec3(TexCoord, 1);\n"
516 " OffsetVector *= 0.1;\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
527 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
528 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
529 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
530 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
533 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 " // this basically moves forward the full distance, and then backs up based\n"
535 " // on height of samples\n"
536 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 " TexCoord += OffsetVector;\n"
540 " OffsetVector *= 0.333;\n"
541 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 " return TexCoord;\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 " // apply offsetmapping\n"
553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
557 " // combine the diffuse textures (base, pants, shirt)\n"
558 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
569 " // calculate surface normal, light normal, and specular normal\n"
570 " // compute color intensity for the two textures (colormap and glossmap)\n"
571 " // scale by light color and attenuation as efficiently as possible\n"
572 " // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
578 " // calculate directional shading\n"
579 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
581 "#ifdef USEDIFFUSE\n"
582 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
585 " // calculate directional shading\n"
586 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
588 " // calculate directionless shading\n"
589 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
593 "#ifdef USECUBEFILTER\n"
594 " // apply light cubemap filter\n"
595 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 " // directional model lighting\n"
605 " // get the surface normal and light normal\n"
606 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
609 " // calculate directional shading\n"
610 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
622 " // get the surface normal and light normal\n"
623 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
629 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
631 " // calculate directional shading\n"
632 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
638 " // apply lightmap color\n"
639 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
642 "#else // MODE none (lightmap)\n"
643 " // apply lightmap color\n"
644 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
647 " color *= myhvec4(gl_Color);\n"
650 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
655 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
658 "#ifdef USECONTRASTBOOST\n"
659 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
661 " color.rgb *= SceneBrightness;\n"
664 " gl_FragColor = vec4(color);\n"
667 "#endif // FRAGMENT_SHADER\n"
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
673 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677 {"#define USEGLOW\n", " glow"},
678 {"#define USEFOG\n", " fog"},
679 {"#define USECOLORMAPPING\n", " colormapping"},
680 {"#define USEDIFFUSE\n", " diffuse"},
681 {"#define USECONTRASTBOOST\n", " contrastboost"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
692 qboolean shaderfound;
693 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694 int vertstrings_count;
695 int geomstrings_count;
696 int fragstrings_count;
698 const char *vertstrings_list[32+1];
699 const char *geomstrings_list[32+1];
700 const char *fragstrings_list[32+1];
701 char permutationname[256];
706 vertstrings_list[0] = "#define VERTEX_SHADER\n";
707 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709 vertstrings_count = 1;
710 geomstrings_count = 1;
711 fragstrings_count = 1;
712 permutationname[0] = 0;
713 for (i = 0;permutationinfo[i][0];i++)
715 if (permutation & (1<<i))
717 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
724 // keep line numbers correct
725 vertstrings_list[vertstrings_count++] = "\n";
726 geomstrings_list[geomstrings_count++] = "\n";
727 fragstrings_list[fragstrings_count++] = "\n";
730 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
734 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735 vertstrings_list[vertstrings_count++] = shaderstring;
736 geomstrings_list[geomstrings_count++] = shaderstring;
737 fragstrings_list[fragstrings_count++] = shaderstring;
740 else if (!strcmp(filename, "glsl/default.glsl"))
742 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745 fragstrings_list[fragstrings_count++] = builtinshaderstring;
748 // clear any lists that are not needed by this shader
749 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750 vertstrings_count = 0;
751 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752 geomstrings_count = 0;
753 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754 fragstrings_count = 0;
755 // compile the shader program
756 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
761 qglUseProgramObjectARB(p->program);CHECKGLERROR
762 // look up all the uniform variable names we care about, so we don't
763 // have to look them up every time we set them
764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
768 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
771 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
775 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
776 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
777 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
778 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
779 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
780 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
781 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
783 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
784 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
785 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
786 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
787 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
788 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
790 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
791 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
792 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
793 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (rsurface.rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface.texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
858 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
861 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
863 // bright unshaded geometry
864 shaderfilename = "glsl/default.glsl";
865 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866 if (rsurface.texture->currentskinframe->glow)
867 permutation |= SHADERPERMUTATION_GLOW;
868 if (r_refdef.fogenabled)
869 permutation |= SHADERPERMUTATION_FOG;
870 if (rsurface.texture->colormapping)
871 permutation |= SHADERPERMUTATION_COLORMAPPING;
872 if (r_glsl_offsetmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875 if (r_glsl_offsetmapping_reliefmapping.integer)
876 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
878 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
881 else if (modellighting)
883 // directional model lighting
884 shaderfilename = "glsl/default.glsl";
885 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887 if (rsurface.texture->currentskinframe->glow)
888 permutation |= SHADERPERMUTATION_GLOW;
889 if (specularscale > 0)
890 permutation |= SHADERPERMUTATION_SPECULAR;
891 if (r_refdef.fogenabled)
892 permutation |= SHADERPERMUTATION_FOG;
893 if (rsurface.texture->colormapping)
894 permutation |= SHADERPERMUTATION_COLORMAPPING;
895 if (r_glsl_offsetmapping.integer)
897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898 if (r_glsl_offsetmapping_reliefmapping.integer)
899 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
907 shaderfilename = "glsl/default.glsl";
908 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
911 // deluxemapping (light direction texture)
912 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
915 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916 if (specularscale > 0)
917 permutation |= SHADERPERMUTATION_SPECULAR;
919 else if (r_glsl_deluxemapping.integer >= 2)
921 // fake deluxemapping (uniform light direction in tangentspace)
922 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923 if (specularscale > 0)
924 permutation |= SHADERPERMUTATION_SPECULAR;
928 // ordinary lightmapping
931 if (rsurface.texture->currentskinframe->glow)
932 permutation |= SHADERPERMUTATION_GLOW;
933 if (r_refdef.fogenabled)
934 permutation |= SHADERPERMUTATION_FOG;
935 if (rsurface.texture->colormapping)
936 permutation |= SHADERPERMUTATION_COLORMAPPING;
937 if (r_glsl_offsetmapping.integer)
939 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940 if (r_glsl_offsetmapping_reliefmapping.integer)
941 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
943 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
946 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
948 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949 R_GLSL_CompilePermutation(shaderfilename, permutation);
950 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
952 // remove features until we find a valid permutation
954 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
957 return 0; // no bit left to clear
958 // reduce i more quickly whenever it would not remove any bits
959 if (!(permutation & i))
962 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963 R_GLSL_CompilePermutation(shaderfilename, permutation);
964 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
969 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
971 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
975 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977 if (permutation & SHADERPERMUTATION_DIFFUSE)
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
986 // ambient only is simpler
987 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
993 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
995 if (r_glsl_permutation->loc_AmbientColor >= 0)
996 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001 if (r_glsl_permutation->loc_LightDir >= 0)
1002 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1006 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1010 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1024 // The formula used is actually:
1025 // color.rgb *= SceneBrightness;
1026 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027 // I simplify that to
1028 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1029 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1031 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032 // and do [[calculations]] here in the engine
1033 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1037 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038 if (r_glsl_permutation->loc_FogColor >= 0)
1040 // additive passes are only darkened by fog, not tinted
1041 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1046 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047 if (r_glsl_permutation->loc_Color_Pants >= 0)
1049 if (rsurface.texture->currentskinframe->pants)
1050 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1052 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1054 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1056 if (rsurface.texture->currentskinframe->shirt)
1057 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1059 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1061 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1068 void R_SwitchSurfaceShader(int permutation)
1070 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1072 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1074 qglUseProgramObjectARB(r_glsl_permutation->program);
1079 #define SKINFRAME_HASH 1024
1083 int loadsequence; // incremented each level change
1084 memexpandablearray_t array;
1085 skinframe_t *hash[SKINFRAME_HASH];
1089 void R_SkinFrame_PrepareForPurge(void)
1091 r_skinframe.loadsequence++;
1092 // wrap it without hitting zero
1093 if (r_skinframe.loadsequence >= 200)
1094 r_skinframe.loadsequence = 1;
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1101 // mark the skinframe as used for the purging code
1102 skinframe->loadsequence = r_skinframe.loadsequence;
1105 void R_SkinFrame_Purge(void)
1109 for (i = 0;i < SKINFRAME_HASH;i++)
1111 for (s = r_skinframe.hash[i];s;s = s->next)
1113 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1115 if (s->base == r_texture_notexture) s->base = NULL;
1116 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1117 if (s->merged == s->base) s->merged = NULL;
1118 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1119 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1121 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1122 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1123 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1124 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1125 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1126 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1127 s->loadsequence = 0;
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1137 char basename[MAX_QPATH];
1139 Image_StripImageExtension(name, basename, sizeof(basename));
1141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1149 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150 memset(item, 0, sizeof(*item));
1151 strlcpy(item->basename, basename, sizeof(item->basename));
1152 item->textureflags = textureflags;
1153 item->comparewidth = comparewidth;
1154 item->compareheight = compareheight;
1155 item->comparecrc = comparecrc;
1156 item->next = r_skinframe.hash[hashindex];
1157 r_skinframe.hash[hashindex] = item;
1159 R_SkinFrame_MarkUsed(item);
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1165 // FIXME: it should be possible to disable loading various layers using
1166 // cvars, to prevent wasted loading time and memory usage if the user does
1168 qboolean loadnormalmap = true;
1169 qboolean loadgloss = true;
1170 qboolean loadpantsandshirt = true;
1171 qboolean loadglow = true;
1173 unsigned char *pixels;
1174 unsigned char *bumppixels;
1175 unsigned char *basepixels = NULL;
1176 int basepixels_width;
1177 int basepixels_height;
1178 skinframe_t *skinframe;
1180 if (cls.state == ca_dedicated)
1183 // return an existing skinframe if already loaded
1184 // if loading of the first image fails, don't make a new skinframe as it
1185 // would cause all future lookups of this to be missing
1186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187 if (skinframe && skinframe->base)
1190 basepixels = loadimagepixels(name, complain, 0, 0);
1191 if (basepixels == NULL)
1194 // we've got some pixels to store, so really allocate this new texture now
1196 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197 skinframe->stain = NULL;
1198 skinframe->merged = NULL;
1199 skinframe->base = r_texture_notexture;
1200 skinframe->pants = NULL;
1201 skinframe->shirt = NULL;
1202 skinframe->nmap = r_texture_blanknormalmap;
1203 skinframe->gloss = NULL;
1204 skinframe->glow = NULL;
1205 skinframe->fog = NULL;
1207 basepixels_width = image_width;
1208 basepixels_height = image_height;
1209 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211 if (textureflags & TEXF_ALPHA)
1213 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214 if (basepixels[j] < 255)
1216 if (j < basepixels_width * basepixels_height * 4)
1218 // has transparent pixels
1219 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220 for (j = 0;j < image_width * image_height * 4;j += 4)
1225 pixels[j+3] = basepixels[j+3];
1227 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1232 // _norm is the name used by tenebrae and has been adopted as standard
1235 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1237 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1241 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1247 Mem_Free(bumppixels);
1249 else if (r_shadow_bumpscale_basetexture.value > 0)
1251 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1257 // _luma is supported for tenebrae compatibility
1258 // (I think it's a very stupid name, but oh well)
1259 // _glow is the preferred name
1260 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1266 Mem_Free(basepixels);
1271 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)
1276 for (i = 0;i < width*height;i++)
1277 if (((unsigned char *)&palette[in[i]])[3] > 0)
1279 if (i == width*height)
1282 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1288 unsigned char *temp1, *temp2;
1289 skinframe_t *skinframe;
1291 if (cls.state == ca_dedicated)
1294 // if already loaded just return it, otherwise make a new skinframe
1295 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296 if (skinframe && skinframe->base)
1299 skinframe->stain = NULL;
1300 skinframe->merged = NULL;
1301 skinframe->base = r_texture_notexture;
1302 skinframe->pants = NULL;
1303 skinframe->shirt = NULL;
1304 skinframe->nmap = r_texture_blanknormalmap;
1305 skinframe->gloss = NULL;
1306 skinframe->glow = NULL;
1307 skinframe->fog = NULL;
1309 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1313 if (bitsperpixel == 32)
1315 if (r_shadow_bumpscale_basetexture.value > 0)
1317 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318 temp2 = temp1 + width * height * 4;
1319 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1323 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324 if (textureflags & TEXF_ALPHA)
1326 for (i = 3;i < width * height * 4;i += 4)
1327 if (skindata[i] < 255)
1329 if (i < width * height * 4)
1331 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332 memcpy(fogpixels, skindata, width * height * 4);
1333 for (i = 0;i < width * height * 4;i += 4)
1334 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336 Mem_Free(fogpixels);
1340 else if (bitsperpixel == 8)
1342 if (r_shadow_bumpscale_basetexture.value > 0)
1344 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345 temp2 = temp1 + width * height * 4;
1346 if (bitsperpixel == 32)
1347 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1350 // use either a custom palette or the quake palette
1351 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1354 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1357 // use either a custom palette, or the quake palette
1358 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359 if (!palette && loadglowtexture)
1360 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361 if (!palette && loadpantsandshirt)
1363 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1366 if (skinframe->pants || skinframe->shirt)
1367 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368 if (textureflags & TEXF_ALPHA)
1370 // if not using a custom alphapalette, use the quake one
1372 alphapalette = palette_alpha;
1373 for (i = 0;i < width * height;i++)
1374 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1376 if (i < width * height)
1377 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1386 skinframe_t *skinframe;
1388 if (cls.state == ca_dedicated)
1391 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392 skinframe->stain = NULL;
1393 skinframe->merged = NULL;
1394 skinframe->base = r_texture_notexture;
1395 skinframe->pants = NULL;
1396 skinframe->shirt = NULL;
1397 skinframe->nmap = r_texture_blanknormalmap;
1398 skinframe->gloss = NULL;
1399 skinframe->glow = NULL;
1400 skinframe->fog = NULL;
1405 void gl_main_start(void)
1410 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1413 alpha = 1 - exp(r / ((double)x*(double)x));
1414 if (x == FOGMASKTABLEWIDTH - 1)
1416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1419 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1422 // set up r_skinframe loading system for textures
1423 memset(&r_skinframe, 0, sizeof(r_skinframe));
1424 r_skinframe.loadsequence = 1;
1425 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1427 r_main_texturepool = R_AllocTexturePool();
1428 R_BuildBlankTextures();
1430 if (gl_texturecubemap)
1433 R_BuildNormalizationCube();
1435 R_BuildFogTexture();
1436 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438 memset(&r_svbsp, 0, sizeof (r_svbsp));
1441 void gl_main_shutdown(void)
1443 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1446 // clear out the r_skinframe state
1447 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448 memset(&r_skinframe, 0, sizeof(r_skinframe));
1451 Mem_Free(r_svbsp.nodes);
1452 memset(&r_svbsp, 0, sizeof (r_svbsp));
1453 R_FreeTexturePool(&r_main_texturepool);
1454 r_texture_blanknormalmap = NULL;
1455 r_texture_white = NULL;
1456 r_texture_black = NULL;
1457 r_texture_whitecube = NULL;
1458 r_texture_normalizationcube = NULL;
1459 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1466 // FIXME: move this code to client
1468 char *entities, entname[MAX_QPATH];
1471 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472 l = (int)strlen(entname) - 4;
1473 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1475 memcpy(entname + l, ".ent", 5);
1476 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1478 CL_ParseEntityLump(entities);
1483 if (cl.worldmodel->brush.entities)
1484 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1488 void GL_Main_Init(void)
1490 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1492 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494 if (gamemode == GAME_NEHAHRA)
1496 Cvar_RegisterVariable (&gl_fogenable);
1497 Cvar_RegisterVariable (&gl_fogdensity);
1498 Cvar_RegisterVariable (&gl_fogred);
1499 Cvar_RegisterVariable (&gl_foggreen);
1500 Cvar_RegisterVariable (&gl_fogblue);
1501 Cvar_RegisterVariable (&gl_fogstart);
1502 Cvar_RegisterVariable (&gl_fogend);
1504 Cvar_RegisterVariable(&r_depthfirst);
1505 Cvar_RegisterVariable(&r_nearclip);
1506 Cvar_RegisterVariable(&r_showbboxes);
1507 Cvar_RegisterVariable(&r_showsurfaces);
1508 Cvar_RegisterVariable(&r_showtris);
1509 Cvar_RegisterVariable(&r_shownormals);
1510 Cvar_RegisterVariable(&r_showlighting);
1511 Cvar_RegisterVariable(&r_showshadowvolumes);
1512 Cvar_RegisterVariable(&r_showcollisionbrushes);
1513 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515 Cvar_RegisterVariable(&r_showdisabledepthtest);
1516 Cvar_RegisterVariable(&r_drawportals);
1517 Cvar_RegisterVariable(&r_drawentities);
1518 Cvar_RegisterVariable(&r_cullentities_trace);
1519 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522 Cvar_RegisterVariable(&r_drawviewmodel);
1523 Cvar_RegisterVariable(&r_speeds);
1524 Cvar_RegisterVariable(&r_fullbrights);
1525 Cvar_RegisterVariable(&r_wateralpha);
1526 Cvar_RegisterVariable(&r_dynamic);
1527 Cvar_RegisterVariable(&r_fullbright);
1528 Cvar_RegisterVariable(&r_shadows);
1529 Cvar_RegisterVariable(&r_shadows_throwdistance);
1530 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533 Cvar_RegisterVariable(&r_textureunits);
1534 Cvar_RegisterVariable(&r_glsl);
1535 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539 Cvar_RegisterVariable(&r_lerpsprites);
1540 Cvar_RegisterVariable(&r_lerpmodels);
1541 Cvar_RegisterVariable(&r_waterscroll);
1542 Cvar_RegisterVariable(&r_bloom);
1543 Cvar_RegisterVariable(&r_bloom_colorscale);
1544 Cvar_RegisterVariable(&r_bloom_brighten);
1545 Cvar_RegisterVariable(&r_bloom_blur);
1546 Cvar_RegisterVariable(&r_bloom_resolution);
1547 Cvar_RegisterVariable(&r_bloom_colorexponent);
1548 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549 Cvar_RegisterVariable(&r_hdr);
1550 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551 Cvar_RegisterVariable(&r_glsl_contrastboost);
1552 Cvar_RegisterVariable(&r_hdr_glowintensity);
1553 Cvar_RegisterVariable(&r_hdr_range);
1554 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555 Cvar_RegisterVariable(&developer_texturelogging);
1556 Cvar_RegisterVariable(&gl_lightmaps);
1557 Cvar_RegisterVariable(&r_test);
1558 Cvar_RegisterVariable(&r_batchmode);
1559 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560 Cvar_SetValue("r_fullbrights", 0);
1561 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1578 void Render_Init(void)
1591 R_LightningBeams_Init();
1600 extern char *ENGINE_EXTENSIONS;
1603 VID_CheckExtensions();
1605 // LordHavoc: report supported extensions
1606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1608 // clear to black (loading plaque will be seen over this)
1610 qglClearColor(0,0,0,1);CHECKGLERROR
1611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1618 for (i = 0;i < 4;i++)
1620 p = r_view.frustum + i;
1625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1645 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1653 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1665 for (i = 0;i < numplanes;i++)
1672 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1676 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1680 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1684 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1688 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1692 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1696 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1700 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1708 //==================================================================================
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1712 vec3_t tempdiffusenormal;
1714 // fetch the lighting from the worldmodel data
1715 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716 VectorClear(ent->modellight_diffuse);
1717 VectorClear(tempdiffusenormal);
1718 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1721 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1725 VectorSet(ent->modellight_ambient, 1, 1, 1);
1727 // move the light direction into modelspace coordinates for lighting code
1728 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729 if(VectorLength2(ent->modellight_lightdir) > 0)
1731 VectorNormalize(ent->modellight_lightdir);
1735 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1738 // scale ambient and directional light contributions according to rendering variables
1739 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1747 static void R_View_UpdateEntityVisible (void)
1750 entity_render_t *ent;
1752 if (!r_drawentities.integer)
1755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1758 // worldmodel can check visibility
1759 for (i = 0;i < r_refdef.numentities;i++)
1761 ent = r_refdef.entities[i];
1762 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1764 if(r_cullentities_trace.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 ent = r_refdef.entities[i];
1769 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1771 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772 ent->last_trace_visibility = realtime;
1773 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774 r_viewcache.entityvisible[i] = 0;
1781 // no worldmodel or it can't check visibility
1782 for (i = 0;i < r_refdef.numentities;i++)
1784 ent = r_refdef.entities[i];
1785 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1789 // update entity lighting (even on hidden entities for r_shadows)
1790 for (i = 0;i < r_refdef.numentities;i++)
1791 R_UpdateEntityLighting(r_refdef.entities[i]);
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1798 entity_render_t *ent;
1800 if (!r_drawentities.integer)
1804 for (i = 0;i < r_refdef.numentities;i++)
1806 if (!r_viewcache.entityvisible[i])
1808 ent = r_refdef.entities[i];
1809 if (!ent->model || !ent->model->DrawSky)
1811 ent->model->DrawSky(ent);
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1821 entity_render_t *ent;
1823 if (!r_drawentities.integer)
1826 for (i = 0;i < r_refdef.numentities;i++)
1828 if (!r_viewcache.entityvisible[i])
1830 ent = r_refdef.entities[i];
1831 r_refdef.stats.entities++;
1832 if (ent->model && ent->model->Draw != NULL)
1833 ent->model->Draw(ent);
1839 void R_DrawModelsDepth(void)
1842 entity_render_t *ent;
1844 if (!r_drawentities.integer)
1847 for (i = 0;i < r_refdef.numentities;i++)
1849 if (!r_viewcache.entityvisible[i])
1851 ent = r_refdef.entities[i];
1852 r_refdef.stats.entities++;
1853 if (ent->model && ent->model->DrawDepth != NULL)
1854 ent->model->DrawDepth(ent);
1858 static void R_View_SetFrustum(void)
1860 double slopex, slopey;
1862 // break apart the view matrix into vectors for various purposes
1863 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864 VectorNegate(r_view.left, r_view.right);
1867 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868 r_view.frustum[0].normal[1] = 0 - 0;
1869 r_view.frustum[0].normal[2] = -1 - 0;
1870 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871 r_view.frustum[1].normal[1] = 0 + 0;
1872 r_view.frustum[1].normal[2] = -1 + 0;
1873 r_view.frustum[2].normal[0] = 0 - 0;
1874 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875 r_view.frustum[2].normal[2] = -1 - 0;
1876 r_view.frustum[3].normal[0] = 0 + 0;
1877 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878 r_view.frustum[3].normal[2] = -1 + 0;
1882 zNear = r_refdef.nearclip;
1883 nudge = 1.0 - 1.0 / (1<<23);
1884 r_view.frustum[4].normal[0] = 0 - 0;
1885 r_view.frustum[4].normal[1] = 0 - 0;
1886 r_view.frustum[4].normal[2] = -1 - -nudge;
1887 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888 r_view.frustum[5].normal[0] = 0 + 0;
1889 r_view.frustum[5].normal[1] = 0 + 0;
1890 r_view.frustum[5].normal[2] = -1 + -nudge;
1891 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1897 r_view.frustum[0].normal[0] = m[3] - m[0];
1898 r_view.frustum[0].normal[1] = m[7] - m[4];
1899 r_view.frustum[0].normal[2] = m[11] - m[8];
1900 r_view.frustum[0].dist = m[15] - m[12];
1902 r_view.frustum[1].normal[0] = m[3] + m[0];
1903 r_view.frustum[1].normal[1] = m[7] + m[4];
1904 r_view.frustum[1].normal[2] = m[11] + m[8];
1905 r_view.frustum[1].dist = m[15] + m[12];
1907 r_view.frustum[2].normal[0] = m[3] - m[1];
1908 r_view.frustum[2].normal[1] = m[7] - m[5];
1909 r_view.frustum[2].normal[2] = m[11] - m[9];
1910 r_view.frustum[2].dist = m[15] - m[13];
1912 r_view.frustum[3].normal[0] = m[3] + m[1];
1913 r_view.frustum[3].normal[1] = m[7] + m[5];
1914 r_view.frustum[3].normal[2] = m[11] + m[9];
1915 r_view.frustum[3].dist = m[15] + m[13];
1917 r_view.frustum[4].normal[0] = m[3] - m[2];
1918 r_view.frustum[4].normal[1] = m[7] - m[6];
1919 r_view.frustum[4].normal[2] = m[11] - m[10];
1920 r_view.frustum[4].dist = m[15] - m[14];
1922 r_view.frustum[5].normal[0] = m[3] + m[2];
1923 r_view.frustum[5].normal[1] = m[7] + m[6];
1924 r_view.frustum[5].normal[2] = m[11] + m[10];
1925 r_view.frustum[5].dist = m[15] + m[14];
1930 slopex = 1.0 / r_view.frustum_x;
1931 slopey = 1.0 / r_view.frustum_y;
1932 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1933 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1934 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1935 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1936 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937 VectorNormalize(r_view.frustum[0].normal);
1938 VectorNormalize(r_view.frustum[1].normal);
1939 VectorNormalize(r_view.frustum[2].normal);
1940 VectorNormalize(r_view.frustum[3].normal);
1941 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1942 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1943 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1944 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1945 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1946 PlaneClassify(&r_view.frustum[0]);
1947 PlaneClassify(&r_view.frustum[1]);
1948 PlaneClassify(&r_view.frustum[2]);
1949 PlaneClassify(&r_view.frustum[3]);
1950 PlaneClassify(&r_view.frustum[4]);
1952 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1953 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1954 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1955 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1956 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1958 // LordHavoc: note to all quake engine coders, Quake had a special case
1959 // for 90 degrees which assumed a square view (wrong), so I removed it,
1960 // Quake2 has it disabled as well.
1962 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1963 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1964 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1965 //PlaneClassify(&frustum[0]);
1967 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1968 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1969 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1970 //PlaneClassify(&frustum[1]);
1972 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1973 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1974 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1975 //PlaneClassify(&frustum[2]);
1977 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1978 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1979 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1980 //PlaneClassify(&frustum[3]);
1983 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1984 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1985 //PlaneClassify(&frustum[4]);
1988 void R_View_Update(void)
1990 R_View_SetFrustum();
1991 R_View_WorldVisibility();
1992 R_View_UpdateEntityVisible();
1995 void R_SetupView(const matrix4x4_t *matrix)
1997 if (!r_view.useperspective)
1998 GL_SetupView_Mode_Ortho(r_view.x, r_view.y, r_view.x + r_view.width, r_view.y + r_view.height, -r_refdef.farclip, r_refdef.farclip);
1999 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2000 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2002 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2004 GL_SetupView_Orientation_FromEntity(matrix);
2007 void R_ResetViewRendering2D(void)
2009 if (gl_support_fragment_shader)
2011 qglUseProgramObjectARB(0);CHECKGLERROR
2016 // GL is weird because it's bottom to top, r_view.y is top to bottom
2017 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2018 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2019 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2020 GL_Color(1, 1, 1, 1);
2021 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2022 GL_BlendFunc(GL_ONE, GL_ZERO);
2023 GL_AlphaTest(false);
2024 GL_ScissorTest(false);
2025 GL_DepthMask(false);
2026 GL_DepthRange(0, 1);
2027 GL_DepthTest(false);
2028 R_Mesh_Matrix(&identitymatrix);
2029 R_Mesh_ResetTextureState();
2030 GL_PolygonOffset(0, 0);
2031 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2032 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2033 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2034 qglStencilMask(~0);CHECKGLERROR
2035 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2036 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2037 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2040 void R_ResetViewRendering3D(void)
2042 if (gl_support_fragment_shader)
2044 qglUseProgramObjectARB(0);CHECKGLERROR
2049 // GL is weird because it's bottom to top, r_view.y is top to bottom
2050 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2051 R_SetupView(&r_view.matrix);
2052 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2053 GL_Color(1, 1, 1, 1);
2054 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2055 GL_BlendFunc(GL_ONE, GL_ZERO);
2056 GL_AlphaTest(false);
2057 GL_ScissorTest(true);
2059 GL_DepthRange(0, 1);
2061 R_Mesh_Matrix(&identitymatrix);
2062 R_Mesh_ResetTextureState();
2063 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2064 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2065 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2066 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2067 qglStencilMask(~0);CHECKGLERROR
2068 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2069 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2070 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2074 R_Bloom_SetupShader(
2076 "// written by Forest 'LordHavoc' Hale\n"
2078 "// common definitions between vertex shader and fragment shader:\n"
2080 "#ifdef __GLSL_CG_DATA_TYPES\n"
2081 "#define myhalf half\n"
2082 "#define myhvec2 hvec2\n"
2083 "#define myhvec3 hvec3\n"
2084 "#define myhvec4 hvec4\n"
2086 "#define myhalf float\n"
2087 "#define myhvec2 vec2\n"
2088 "#define myhvec3 vec3\n"
2089 "#define myhvec4 vec4\n"
2092 "varying vec2 ScreenTexCoord;\n"
2093 "varying vec2 BloomTexCoord;\n"
2098 "// vertex shader specific:\n"
2099 "#ifdef VERTEX_SHADER\n"
2103 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2104 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2105 " // transform vertex to camera space, using ftransform to match non-VS\n"
2107 " gl_Position = ftransform();\n"
2110 "#endif // VERTEX_SHADER\n"
2115 "// fragment shader specific:\n"
2116 "#ifdef FRAGMENT_SHADER\n"
2121 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2122 " for (x = -BLUR_X;x <= BLUR_X;x++)
2123 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2124 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2125 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2126 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2128 " gl_FragColor = vec4(color);\n"
2131 "#endif // FRAGMENT_SHADER\n"
2134 void R_RenderScene(void);
2136 void R_Bloom_StartFrame(void)
2138 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2140 // set bloomwidth and bloomheight to the bloom resolution that will be
2141 // used (often less than the screen resolution for faster rendering)
2142 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2143 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2144 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2146 // calculate desired texture sizes
2147 if (gl_support_arb_texture_non_power_of_two)
2149 screentexturewidth = r_view.width;
2150 screentextureheight = r_view.height;
2151 bloomtexturewidth = r_bloomstate.bloomwidth;
2152 bloomtextureheight = r_bloomstate.bloomheight;
2156 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2157 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2158 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2159 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2164 screentexturewidth = screentextureheight = 0;
2166 else if (r_bloom.integer)
2171 screentexturewidth = screentextureheight = 0;
2172 bloomtexturewidth = bloomtextureheight = 0;
2175 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2177 // can't use bloom if the parameters are too weird
2178 // can't use bloom if the card does not support the texture size
2179 if (r_bloomstate.texture_screen)
2180 R_FreeTexture(r_bloomstate.texture_screen);
2181 if (r_bloomstate.texture_bloom)
2182 R_FreeTexture(r_bloomstate.texture_bloom);
2183 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187 r_bloomstate.enabled = true;
2188 r_bloomstate.hdr = r_hdr.integer != 0;
2190 // allocate textures as needed
2191 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2193 if (r_bloomstate.texture_screen)
2194 R_FreeTexture(r_bloomstate.texture_screen);
2195 r_bloomstate.texture_screen = NULL;
2196 r_bloomstate.screentexturewidth = screentexturewidth;
2197 r_bloomstate.screentextureheight = screentextureheight;
2198 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2199 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2201 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2203 if (r_bloomstate.texture_bloom)
2204 R_FreeTexture(r_bloomstate.texture_bloom);
2205 r_bloomstate.texture_bloom = NULL;
2206 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2207 r_bloomstate.bloomtextureheight = bloomtextureheight;
2208 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2209 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2212 // set up a texcoord array for the full resolution screen image
2213 // (we have to keep this around to copy back during final render)
2214 r_bloomstate.screentexcoord2f[0] = 0;
2215 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2216 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2217 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2218 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2219 r_bloomstate.screentexcoord2f[5] = 0;
2220 r_bloomstate.screentexcoord2f[6] = 0;
2221 r_bloomstate.screentexcoord2f[7] = 0;
2223 // set up a texcoord array for the reduced resolution bloom image
2224 // (which will be additive blended over the screen image)
2225 r_bloomstate.bloomtexcoord2f[0] = 0;
2226 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2227 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2228 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2229 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2230 r_bloomstate.bloomtexcoord2f[5] = 0;
2231 r_bloomstate.bloomtexcoord2f[6] = 0;
2232 r_bloomstate.bloomtexcoord2f[7] = 0;
2235 void R_Bloom_CopyScreenTexture(float colorscale)
2237 r_refdef.stats.bloom++;
2239 R_ResetViewRendering2D();
2240 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2241 R_Mesh_ColorPointer(NULL, 0, 0);
2242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2243 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2245 // copy view into the screen texture
2246 GL_ActiveTexture(0);
2248 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2249 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2251 // now scale it down to the bloom texture size
2253 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2254 GL_BlendFunc(GL_ONE, GL_ZERO);
2255 GL_Color(colorscale, colorscale, colorscale, 1);
2256 // TODO: optimize with multitexture or GLSL
2257 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2258 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2260 // we now have a bloom image in the framebuffer
2261 // copy it into the bloom image texture for later processing
2262 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2263 GL_ActiveTexture(0);
2265 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2266 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2269 void R_Bloom_CopyHDRTexture(void)
2271 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2272 GL_ActiveTexture(0);
2274 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2275 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2278 void R_Bloom_MakeTexture(void)
2281 float xoffset, yoffset, r, brighten;
2283 r_refdef.stats.bloom++;
2285 R_ResetViewRendering2D();
2286 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2287 R_Mesh_ColorPointer(NULL, 0, 0);
2289 // we have a bloom image in the framebuffer
2291 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2293 for (x = 1;x < r_bloom_colorexponent.value;)
2296 r = bound(0, r_bloom_colorexponent.value / x, 1);
2297 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2298 GL_Color(r, r, r, 1);
2299 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2300 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2301 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2302 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2304 // copy the vertically blurred bloom view to a texture
2305 GL_ActiveTexture(0);
2307 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2308 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2311 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2312 brighten = r_bloom_brighten.value;
2314 brighten *= r_hdr_range.value;
2315 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2316 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2318 for (dir = 0;dir < 2;dir++)
2320 // blend on at multiple vertical offsets to achieve a vertical blur
2321 // TODO: do offset blends using GLSL
2322 GL_BlendFunc(GL_ONE, GL_ZERO);
2323 for (x = -range;x <= range;x++)
2325 if (!dir){xoffset = 0;yoffset = x;}
2326 else {xoffset = x;yoffset = 0;}
2327 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2328 yoffset /= (float)r_bloomstate.bloomtextureheight;
2329 // compute a texcoord array with the specified x and y offset
2330 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2331 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2332 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2333 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2334 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2335 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2336 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2337 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2338 // this r value looks like a 'dot' particle, fading sharply to
2339 // black at the edges
2340 // (probably not realistic but looks good enough)
2341 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2342 //r = (dir ? 1.0f : brighten)/(range*2+1);
2343 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2344 GL_Color(r, r, r, 1);
2345 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2346 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2347 GL_BlendFunc(GL_ONE, GL_ONE);
2350 // copy the vertically blurred bloom view to a texture
2351 GL_ActiveTexture(0);
2353 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2354 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2357 // apply subtract last
2358 // (just like it would be in a GLSL shader)
2359 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2361 GL_BlendFunc(GL_ONE, GL_ZERO);
2362 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2363 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2364 GL_Color(1, 1, 1, 1);
2365 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2366 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2368 GL_BlendFunc(GL_ONE, GL_ONE);
2369 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2370 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2371 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2372 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2373 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2374 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2375 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2377 // copy the darkened bloom view to a texture
2378 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2379 GL_ActiveTexture(0);
2381 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2382 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2386 void R_HDR_RenderBloomTexture(void)
2388 int oldwidth, oldheight;
2390 oldwidth = r_view.width;
2391 oldheight = r_view.height;
2392 r_view.width = r_bloomstate.bloomwidth;
2393 r_view.height = r_bloomstate.bloomheight;
2395 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2396 // TODO: add exposure compensation features
2397 // TODO: add fp16 framebuffer support
2399 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2401 r_view.colorscale /= r_hdr_range.value;
2404 R_ResetViewRendering2D();
2406 R_Bloom_CopyHDRTexture();
2407 R_Bloom_MakeTexture();
2409 R_ResetViewRendering3D();
2412 if (r_timereport_active)
2413 R_TimeReport("clear");
2416 // restore the view settings
2417 r_view.width = oldwidth;
2418 r_view.height = oldheight;
2421 static void R_BlendView(void)
2423 if (r_bloomstate.enabled && r_bloomstate.hdr)
2425 // render high dynamic range bloom effect
2426 // the bloom texture was made earlier this render, so we just need to
2427 // blend it onto the screen...
2428 R_ResetViewRendering2D();
2429 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2430 R_Mesh_ColorPointer(NULL, 0, 0);
2431 GL_Color(1, 1, 1, 1);
2432 GL_BlendFunc(GL_ONE, GL_ONE);
2433 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2434 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2435 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2436 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2438 else if (r_bloomstate.enabled)
2440 // render simple bloom effect
2441 // copy the screen and shrink it and darken it for the bloom process
2442 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2443 // make the bloom texture
2444 R_Bloom_MakeTexture();
2445 // put the original screen image back in place and blend the bloom
2447 R_ResetViewRendering2D();
2448 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2449 R_Mesh_ColorPointer(NULL, 0, 0);
2450 GL_Color(1, 1, 1, 1);
2451 GL_BlendFunc(GL_ONE, GL_ZERO);
2452 // do both in one pass if possible
2453 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2454 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2455 if (r_textureunits.integer >= 2 && gl_combine.integer)
2457 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2458 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2459 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2463 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2464 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2465 // now blend on the bloom texture
2466 GL_BlendFunc(GL_ONE, GL_ONE);
2467 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2468 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2470 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2471 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2473 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2475 // apply a color tint to the whole view
2476 R_ResetViewRendering2D();
2477 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2478 R_Mesh_ColorPointer(NULL, 0, 0);
2479 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2480 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2481 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2485 void R_RenderScene(void);
2487 matrix4x4_t r_waterscrollmatrix;
2489 void R_UpdateVariables(void)
2493 r_refdef.farclip = 4096;
2494 if (r_refdef.worldmodel)
2495 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2496 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2498 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2499 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2500 r_refdef.polygonfactor = 0;
2501 r_refdef.polygonoffset = 0;
2502 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2503 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2505 r_refdef.rtworld = r_shadow_realtime_world.integer;
2506 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2507 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2508 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2509 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2510 if (r_showsurfaces.integer)
2512 r_refdef.rtworld = false;
2513 r_refdef.rtworldshadows = false;
2514 r_refdef.rtdlight = false;
2515 r_refdef.rtdlightshadows = false;
2516 r_refdef.lightmapintensity = 0;
2519 if (gamemode == GAME_NEHAHRA)
2521 if (gl_fogenable.integer)
2523 r_refdef.oldgl_fogenable = true;
2524 r_refdef.fog_density = gl_fogdensity.value;
2525 r_refdef.fog_red = gl_fogred.value;
2526 r_refdef.fog_green = gl_foggreen.value;
2527 r_refdef.fog_blue = gl_fogblue.value;
2529 else if (r_refdef.oldgl_fogenable)
2531 r_refdef.oldgl_fogenable = false;
2532 r_refdef.fog_density = 0;
2533 r_refdef.fog_red = 0;
2534 r_refdef.fog_green = 0;
2535 r_refdef.fog_blue = 0;
2538 if (r_refdef.fog_density)
2540 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2541 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2542 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2544 if (r_refdef.fog_density)
2546 r_refdef.fogenabled = true;
2547 // this is the point where the fog reaches 0.9986 alpha, which we
2548 // consider a good enough cutoff point for the texture
2549 // (0.9986 * 256 == 255.6)
2550 r_refdef.fogrange = 400 / r_refdef.fog_density;
2551 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2552 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2553 // fog color was already set
2556 r_refdef.fogenabled = false;
2564 void R_RenderView(void)
2566 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2567 return; //Host_Error ("R_RenderView: NULL worldmodel");
2569 R_Shadow_UpdateWorldLightSelection();
2572 if (r_timereport_active)
2573 R_TimeReport("setup");
2576 if (r_timereport_active)
2577 R_TimeReport("visibility");
2579 R_ResetViewRendering3D();
2582 if (r_timereport_active)
2583 R_TimeReport("clear");
2585 R_Bloom_StartFrame();
2587 // this produces a bloom texture to be used in R_BlendView() later
2589 R_HDR_RenderBloomTexture();
2591 r_view.colorscale = r_hdr_scenebrightness.value;
2595 if (r_timereport_active)
2596 R_TimeReport("blendview");
2598 GL_Scissor(0, 0, vid.width, vid.height);
2599 GL_ScissorTest(false);
2603 extern void R_DrawLightningBeams (void);
2604 extern void VM_CL_AddPolygonsToMeshQueue (void);
2605 extern void R_DrawPortals (void);
2606 extern cvar_t cl_locs_show;
2607 static void R_DrawLocs(void);
2608 static void R_DrawEntityBBoxes(void);
2609 void R_RenderScene(void)
2611 // don't let sound skip if going slow
2612 if (r_refdef.extraupdate)
2615 R_ResetViewRendering3D();
2617 R_MeshQueue_BeginScene();
2621 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2623 if (cl.csqc_vidvars.drawworld)
2625 // don't let sound skip if going slow
2626 if (r_refdef.extraupdate)
2629 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2631 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2632 if (r_timereport_active)
2633 R_TimeReport("worldsky");
2636 if (R_DrawBrushModelsSky() && r_timereport_active)
2637 R_TimeReport("bmodelsky");
2640 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2642 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2643 if (r_timereport_active)
2644 R_TimeReport("worlddepth");
2646 if (r_depthfirst.integer >= 2)
2648 R_DrawModelsDepth();
2649 if (r_timereport_active)
2650 R_TimeReport("modeldepth");
2653 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2655 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2656 if (r_timereport_active)
2657 R_TimeReport("world");
2660 // don't let sound skip if going slow
2661 if (r_refdef.extraupdate)
2665 if (r_timereport_active)
2666 R_TimeReport("models");
2668 // don't let sound skip if going slow
2669 if (r_refdef.extraupdate)
2672 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2674 R_DrawModelShadows();
2676 R_ResetViewRendering3D();
2678 // don't let sound skip if going slow
2679 if (r_refdef.extraupdate)
2683 R_ShadowVolumeLighting(false);
2684 if (r_timereport_active)
2685 R_TimeReport("rtlights");
2687 // don't let sound skip if going slow
2688 if (r_refdef.extraupdate)
2691 if (cl.csqc_vidvars.drawworld)
2693 R_DrawLightningBeams();
2694 if (r_timereport_active)
2695 R_TimeReport("lightning");
2698 if (r_timereport_active)
2699 R_TimeReport("particles");
2702 if (r_timereport_active)
2703 R_TimeReport("explosions");
2706 if (gl_support_fragment_shader)
2708 qglUseProgramObjectARB(0);CHECKGLERROR
2710 VM_CL_AddPolygonsToMeshQueue();
2712 if (cl_locs_show.integer)
2715 if (r_timereport_active)
2716 R_TimeReport("showlocs");
2719 if (r_drawportals.integer)
2722 if (r_timereport_active)
2723 R_TimeReport("portals");
2726 if (r_showbboxes.value > 0)
2728 R_DrawEntityBBoxes();
2729 if (r_timereport_active)
2730 R_TimeReport("bboxes");
2733 if (gl_support_fragment_shader)
2735 qglUseProgramObjectARB(0);CHECKGLERROR
2737 R_MeshQueue_RenderTransparent();
2738 if (r_timereport_active)
2739 R_TimeReport("drawtrans");
2741 if (gl_support_fragment_shader)
2743 qglUseProgramObjectARB(0);CHECKGLERROR
2746 if (cl.csqc_vidvars.drawworld)
2749 if (r_timereport_active)
2750 R_TimeReport("coronas");
2753 // don't let sound skip if going slow
2754 if (r_refdef.extraupdate)
2757 R_ResetViewRendering2D();
2760 static const int bboxelements[36] =
2770 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2773 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2774 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2775 GL_DepthMask(false);
2776 GL_DepthRange(0, 1);
2777 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2778 R_Mesh_Matrix(&identitymatrix);
2779 R_Mesh_ResetTextureState();
2781 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2782 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2783 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2784 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2785 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2786 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2787 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2788 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2789 R_FillColors(color4f, 8, cr, cg, cb, ca);
2790 if (r_refdef.fogenabled)
2792 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2794 f1 = FogPoint_World(v);
2796 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2797 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2798 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2801 R_Mesh_VertexPointer(vertex3f, 0, 0);
2802 R_Mesh_ColorPointer(color4f, 0, 0);
2803 R_Mesh_ResetTextureState();
2804 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2807 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2811 prvm_edict_t *edict;
2812 // this function draws bounding boxes of server entities
2816 for (i = 0;i < numsurfaces;i++)
2818 edict = PRVM_EDICT_NUM(surfacelist[i]);
2819 switch ((int)edict->fields.server->solid)
2821 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2822 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2823 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2824 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2825 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2826 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2828 color[3] *= r_showbboxes.value;
2829 color[3] = bound(0, color[3], 1);
2830 GL_DepthTest(!r_showdisabledepthtest.integer);
2831 GL_CullFace(GL_BACK);
2832 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2837 static void R_DrawEntityBBoxes(void)
2840 prvm_edict_t *edict;
2842 // this function draws bounding boxes of server entities
2846 for (i = 0;i < prog->num_edicts;i++)
2848 edict = PRVM_EDICT_NUM(i);
2849 if (edict->priv.server->free)
2851 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2852 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2857 int nomodelelements[24] =
2869 float nomodelvertex3f[6*3] =
2879 float nomodelcolor4f[6*4] =
2881 0.0f, 0.0f, 0.5f, 1.0f,
2882 0.0f, 0.0f, 0.5f, 1.0f,
2883 0.0f, 0.5f, 0.0f, 1.0f,
2884 0.0f, 0.5f, 0.0f, 1.0f,
2885 0.5f, 0.0f, 0.0f, 1.0f,
2886 0.5f, 0.0f, 0.0f, 1.0f
2889 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2894 // this is only called once per entity so numsurfaces is always 1, and
2895 // surfacelist is always {0}, so this code does not handle batches
2896 R_Mesh_Matrix(&ent->matrix);
2898 if (ent->flags & EF_ADDITIVE)
2900 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2901 GL_DepthMask(false);
2903 else if (ent->alpha < 1)
2905 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2906 GL_DepthMask(false);
2910 GL_BlendFunc(GL_ONE, GL_ZERO);
2913 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2914 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2915 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2916 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2917 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2918 if (r_refdef.fogenabled)
2921 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2922 R_Mesh_ColorPointer(color4f, 0, 0);
2923 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2924 f1 = FogPoint_World(org);
2926 for (i = 0, c = color4f;i < 6;i++, c += 4)
2928 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2929 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2930 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2934 else if (ent->alpha != 1)
2936 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2937 R_Mesh_ColorPointer(color4f, 0, 0);
2938 for (i = 0, c = color4f;i < 6;i++, c += 4)
2942 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2943 R_Mesh_ResetTextureState();
2944 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2947 void R_DrawNoModel(entity_render_t *ent)
2950 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2951 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2952 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2954 // R_DrawNoModelCallback(ent, 0);
2957 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2959 vec3_t right1, right2, diff, normal;
2961 VectorSubtract (org2, org1, normal);
2963 // calculate 'right' vector for start
2964 VectorSubtract (r_view.origin, org1, diff);
2965 CrossProduct (normal, diff, right1);
2966 VectorNormalize (right1);
2968 // calculate 'right' vector for end
2969 VectorSubtract (r_view.origin, org2, diff);
2970 CrossProduct (normal, diff, right2);
2971 VectorNormalize (right2);
2973 vert[ 0] = org1[0] + width * right1[0];
2974 vert[ 1] = org1[1] + width * right1[1];
2975 vert[ 2] = org1[2] + width * right1[2];
2976 vert[ 3] = org1[0] - width * right1[0];
2977 vert[ 4] = org1[1] - width * right1[1];
2978 vert[ 5] = org1[2] - width * right1[2];
2979 vert[ 6] = org2[0] - width * right2[0];
2980 vert[ 7] = org2[1] - width * right2[1];
2981 vert[ 8] = org2[2] - width * right2[2];
2982 vert[ 9] = org2[0] + width * right2[0];
2983 vert[10] = org2[1] + width * right2[1];
2984 vert[11] = org2[2] + width * right2[2];
2987 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2989 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)
2994 if (r_refdef.fogenabled)
2995 fog = FogPoint_World(origin);
2997 R_Mesh_Matrix(&identitymatrix);
2998 GL_BlendFunc(blendfunc1, blendfunc2);
3004 GL_CullFace(GL_BACK);
3007 GL_CullFace(GL_FRONT);
3009 GL_DepthMask(false);
3010 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3011 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3012 GL_DepthTest(!depthdisable);
3014 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3015 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3016 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3017 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3018 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3019 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3020 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3021 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3022 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3023 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3024 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3025 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3027 R_Mesh_VertexPointer(vertex3f, 0, 0);
3028 R_Mesh_ColorPointer(NULL, 0, 0);
3029 R_Mesh_ResetTextureState();
3030 R_Mesh_TexBind(0, R_GetTexture(texture));
3031 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3032 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3033 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3034 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3036 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3038 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3039 GL_BlendFunc(blendfunc1, GL_ONE);
3041 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3042 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3046 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3051 VectorSet(v, x, y, z);
3052 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3053 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3055 if (i == mesh->numvertices)
3057 if (mesh->numvertices < mesh->maxvertices)
3059 VectorCopy(v, vertex3f);
3060 mesh->numvertices++;
3062 return mesh->numvertices;
3068 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3072 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3073 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3074 e = mesh->element3i + mesh->numtriangles * 3;
3075 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3077 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3078 if (mesh->numtriangles < mesh->maxtriangles)
3083 mesh->numtriangles++;
3085 element[1] = element[2];
3089 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3093 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3094 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3095 e = mesh->element3i + mesh->numtriangles * 3;
3096 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3098 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3099 if (mesh->numtriangles < mesh->maxtriangles)
3104 mesh->numtriangles++;
3106 element[1] = element[2];
3110 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3111 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3113 int planenum, planenum2;
3116 mplane_t *plane, *plane2;
3118 double temppoints[2][256*3];
3119 // figure out how large a bounding box we need to properly compute this brush
3121 for (w = 0;w < numplanes;w++)
3122 maxdist = max(maxdist, planes[w].dist);
3123 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3124 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3125 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3129 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3130 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3132 if (planenum2 == planenum)
3134 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);
3137 if (tempnumpoints < 3)
3139 // generate elements forming a triangle fan for this polygon
3140 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3144 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3147 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3148 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3149 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3150 GL_LockArrays(0, brush->numpoints);
3151 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3152 GL_LockArrays(0, 0);
3155 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3158 if (!surface->num_collisiontriangles)
3160 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3161 i = (int)(((size_t)surface) / sizeof(msurface_t));
3162 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3163 GL_LockArrays(0, surface->num_collisionvertices);
3164 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3165 GL_LockArrays(0, 0);
3168 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)
3170 texturelayer_t *layer;
3171 layer = t->currentlayers + t->currentnumlayers++;
3173 layer->depthmask = depthmask;
3174 layer->blendfunc1 = blendfunc1;
3175 layer->blendfunc2 = blendfunc2;
3176 layer->texture = texture;
3177 layer->texmatrix = *matrix;
3178 layer->color[0] = r * r_view.colorscale;
3179 layer->color[1] = g * r_view.colorscale;
3180 layer->color[2] = b * r_view.colorscale;
3181 layer->color[3] = a;
3184 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3187 index = parms[2] + r_refdef.time * parms[3];
3188 index -= floor(index);
3192 case Q3WAVEFUNC_NONE:
3193 case Q3WAVEFUNC_NOISE:
3194 case Q3WAVEFUNC_COUNT:
3197 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3198 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3199 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3200 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3201 case Q3WAVEFUNC_TRIANGLE:
3203 f = index - floor(index);
3214 return (float)(parms[0] + parms[1] * f);
3217 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3220 model_t *model = ent->model;
3223 q3shaderinfo_layer_tcmod_t *tcmod;
3225 // switch to an alternate material if this is a q1bsp animated material
3227 texture_t *texture = t;
3228 int s = ent->skinnum;
3229 if ((unsigned int)s >= (unsigned int)model->numskins)
3231 if (model->skinscenes)
3233 if (model->skinscenes[s].framecount > 1)
3234 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3236 s = model->skinscenes[s].firstframe;
3239 t = t + s * model->num_surfaces;
3242 // use an alternate animation if the entity's frame is not 0,
3243 // and only if the texture has an alternate animation
3244 if (ent->frame != 0 && t->anim_total[1])
3245 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3247 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3249 texture->currentframe = t;
3252 // update currentskinframe to be a qw skin or animation frame
3253 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3255 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3257 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3258 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3259 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3261 t->currentskinframe = r_qwskincache_skinframe[i];
3262 if (t->currentskinframe == NULL)
3263 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3265 else if (t->numskinframes >= 2)
3266 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3267 if (t->backgroundnumskinframes >= 2)
3268 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3270 t->currentmaterialflags = t->basematerialflags;
3271 t->currentalpha = ent->alpha;
3272 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3273 t->currentalpha *= r_wateralpha.value;
3274 if (!(ent->flags & RENDER_LIGHT))
3275 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3276 if (ent->effects & EF_ADDITIVE)
3277 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3278 else if (t->currentalpha < 1)
3279 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3280 if (ent->effects & EF_DOUBLESIDED)
3281 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3282 if (ent->effects & EF_NODEPTHTEST)
3283 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3284 if (ent->flags & RENDER_VIEWMODEL)
3285 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3286 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3287 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3289 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3292 switch(tcmod->tcmod)
3296 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3297 matrix = r_waterscrollmatrix;
3299 matrix = identitymatrix;
3301 case Q3TCMOD_ENTITYTRANSLATE:
3302 // this is used in Q3 to allow the gamecode to control texcoord
3303 // scrolling on the entity, which is not supported in darkplaces yet.
3304 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3306 case Q3TCMOD_ROTATE:
3307 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3308 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3309 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3312 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3314 case Q3TCMOD_SCROLL:
3315 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3317 case Q3TCMOD_STRETCH:
3318 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3319 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3321 case Q3TCMOD_TRANSFORM:
3322 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3323 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3324 VectorSet(tcmat + 6, 0 , 0 , 1);
3325 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3326 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3328 case Q3TCMOD_TURBULENT:
3329 // this is handled in the RSurf_PrepareVertices function
3330 matrix = identitymatrix;
3333 // either replace or concatenate the transformation
3335 t->currenttexmatrix = matrix;
3338 matrix4x4_t temp = t->currenttexmatrix;
3339 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3343 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3344 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3345 t->glosstexture = r_texture_white;
3346 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3347 t->backgroundglosstexture = r_texture_white;
3348 t->specularpower = r_shadow_glossexponent.value;
3349 // TODO: store reference values for these in the texture?
3350 t->specularscale = 0;
3351 if (r_shadow_gloss.integer > 0)
3353 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3355 if (r_shadow_glossintensity.value > 0)
3357 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3358 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3359 t->specularscale = r_shadow_glossintensity.value;
3362 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3363 t->specularscale = r_shadow_gloss2intensity.value;
3366 t->currentpolygonfactor = r_refdef.polygonfactor;
3367 t->currentpolygonoffset = r_refdef.polygonoffset;
3368 // submodels are biased to avoid z-fighting with world surfaces that they
3369 // may be exactly overlapping (avoids z-fighting artifacts on certain
3370 // doors and things in Quake maps)
3371 if (ent->model->brush.submodel)
3373 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3374 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3377 VectorClear(t->dlightcolor);
3378 t->currentnumlayers = 0;
3379 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3381 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3383 int blendfunc1, blendfunc2, depthmask;
3384 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3386 blendfunc1 = GL_SRC_ALPHA;
3387 blendfunc2 = GL_ONE;
3389 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3391 blendfunc1 = GL_SRC_ALPHA;
3392 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3394 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3396 blendfunc1 = t->customblendfunc[0];
3397 blendfunc2 = t->customblendfunc[1];
3401 blendfunc1 = GL_ONE;
3402 blendfunc2 = GL_ZERO;
3404 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3405 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3407 rtexture_t *currentbasetexture;
3409 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3410 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3411 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3412 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3414 // fullbright is not affected by r_refdef.lightmapintensity
3415 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3416 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3417 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3418 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3419 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3424 // set the color tint used for lights affecting this surface
3425 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3427 // q3bsp has no lightmap updates, so the lightstylevalue that
3428 // would normally be baked into the lightmap must be
3429 // applied to the color
3430 if (ent->model->type == mod_brushq3)
3431 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3432 colorscale *= r_refdef.lightmapintensity;
3433 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3434 if (r_ambient.value >= (1.0f/64.0f))
3435 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3436 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3438 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3439 if (r_ambient.value >= (1.0f/64.0f))
3440 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3442 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3444 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3445 if (r_ambient.value >= (1.0f/64.0f))
3446 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3449 if (t->currentskinframe->glow != NULL)
3450 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3451 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3453 // if this is opaque use alpha blend which will darken the earlier
3456 // if this is an alpha blended material, all the earlier passes
3457 // were darkened by fog already, so we only need to add the fog
3458 // color ontop through the fog mask texture
3460 // if this is an additive blended material, all the earlier passes
3461 // were darkened by fog already, and we should not add fog color
3462 // (because the background was not darkened, there is no fog color
3463 // that was lost behind it).
3464 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3471 void R_UpdateAllTextureInfo(entity_render_t *ent)
3475 for (i = 0;i < ent->model->num_texturesperskin;i++)
3476 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3479 rsurfacestate_t rsurface;
3481 void R_Mesh_ResizeArrays(int newvertices)
3484 if (rsurface.array_size >= newvertices)
3486 if (rsurface.array_modelvertex3f)
3487 Mem_Free(rsurface.array_modelvertex3f);
3488 rsurface.array_size = (newvertices + 1023) & ~1023;
3489 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3490 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3491 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3492 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3493 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3494 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3495 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3496 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3497 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3498 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3499 rsurface.array_color4f = base + rsurface.array_size * 27;
3500 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3503 void RSurf_CleanUp(void)
3506 if (rsurface.mode == RSURFMODE_GLSL)
3508 qglUseProgramObjectARB(0);CHECKGLERROR
3510 GL_AlphaTest(false);
3511 rsurface.mode = RSURFMODE_NONE;
3512 rsurface.uselightmaptexture = false;
3513 rsurface.texture = NULL;
3516 void RSurf_ActiveWorldEntity(void)
3518 model_t *model = r_refdef.worldmodel;
3520 if (rsurface.array_size < model->surfmesh.num_vertices)
3521 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3522 rsurface.matrix = identitymatrix;
3523 rsurface.inversematrix = identitymatrix;
3524 R_Mesh_Matrix(&identitymatrix);
3525 VectorCopy(r_view.origin, rsurface.modelorg);
3526 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3527 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3528 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3529 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3530 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3531 rsurface.frameblend[0].frame = 0;
3532 rsurface.frameblend[0].lerp = 1;
3533 rsurface.frameblend[1].frame = 0;
3534 rsurface.frameblend[1].lerp = 0;
3535 rsurface.frameblend[2].frame = 0;
3536 rsurface.frameblend[2].lerp = 0;
3537 rsurface.frameblend[3].frame = 0;
3538 rsurface.frameblend[3].lerp = 0;
3539 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3540 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3541 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3542 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3543 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3544 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3545 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3546 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3547 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3548 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3549 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3550 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3551 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3552 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3553 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3554 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3555 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3556 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3557 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3558 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3559 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3560 rsurface.modelelement3i = model->surfmesh.data_element3i;
3561 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3562 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3563 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3564 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3565 rsurface.modelsurfaces = model->data_surfaces;
3566 rsurface.generatedvertex = false;
3567 rsurface.vertex3f = rsurface.modelvertex3f;
3568 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3569 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3570 rsurface.svector3f = rsurface.modelsvector3f;
3571 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3572 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3573 rsurface.tvector3f = rsurface.modeltvector3f;
3574 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3575 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3576 rsurface.normal3f = rsurface.modelnormal3f;
3577 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3578 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3579 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3582 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3584 model_t *model = ent->model;
3586 if (rsurface.array_size < model->surfmesh.num_vertices)
3587 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3588 rsurface.matrix = ent->matrix;
3589 rsurface.inversematrix = ent->inversematrix;
3590 R_Mesh_Matrix(&rsurface.matrix);
3591 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3592 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3593 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3594 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3595 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3596 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3597 rsurface.frameblend[0] = ent->frameblend[0];
3598 rsurface.frameblend[1] = ent->frameblend[1];
3599 rsurface.frameblend[2] = ent->frameblend[2];
3600 rsurface.frameblend[3] = ent->frameblend[3];
3601 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3605 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3606 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3607 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3608 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3609 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3611 else if (wantnormals)
3613 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3614 rsurface.modelsvector3f = NULL;
3615 rsurface.modeltvector3f = NULL;
3616 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3617 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3621 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3622 rsurface.modelsvector3f = NULL;
3623 rsurface.modeltvector3f = NULL;
3624 rsurface.modelnormal3f = NULL;
3625 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3627 rsurface.modelvertex3f_bufferobject = 0;
3628 rsurface.modelvertex3f_bufferoffset = 0;
3629 rsurface.modelsvector3f_bufferobject = 0;
3630 rsurface.modelsvector3f_bufferoffset = 0;
3631 rsurface.modeltvector3f_bufferobject = 0;
3632 rsurface.modeltvector3f_bufferoffset = 0;
3633 rsurface.modelnormal3f_bufferobject = 0;
3634 rsurface.modelnormal3f_bufferoffset = 0;
3635 rsurface.generatedvertex = true;
3639 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3640 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3641 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3642 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3643 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3644 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3645 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3646 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3647 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3648 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3649 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3650 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3651 rsurface.generatedvertex = false;
3653 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3654 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3655 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3656 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3657 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3658 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3659 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3660 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3661 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3662 rsurface.modelelement3i = model->surfmesh.data_element3i;
3663 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3664 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3665 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3666 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3667 rsurface.modelsurfaces = model->data_surfaces;
3668 rsurface.vertex3f = rsurface.modelvertex3f;
3669 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3670 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3671 rsurface.svector3f = rsurface.modelsvector3f;
3672 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3673 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3674 rsurface.tvector3f = rsurface.modeltvector3f;
3675 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3676 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3677 rsurface.normal3f = rsurface.modelnormal3f;
3678 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3679 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3680 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3683 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3684 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3687 int texturesurfaceindex;
3692 const float *v1, *in_tc;
3694 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3696 q3shaderinfo_deform_t *deform;
3697 // 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
3698 if (rsurface.generatedvertex)
3700 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3701 generatenormals = true;
3702 for (i = 0;i < Q3MAXDEFORMS;i++)
3704 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3706 generatetangents = true;
3707 generatenormals = true;
3709 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3710 generatenormals = true;
3712 if (generatenormals && !rsurface.modelnormal3f)
3714 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3715 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3716 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3717 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3719 if (generatetangents && !rsurface.modelsvector3f)
3721 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3722 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3723 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3724 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3725 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3726 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3727 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);
3730 rsurface.vertex3f = rsurface.modelvertex3f;
3731 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3732 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3733 rsurface.svector3f = rsurface.modelsvector3f;
3734 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3735 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3736 rsurface.tvector3f = rsurface.modeltvector3f;
3737 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3738 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3739 rsurface.normal3f = rsurface.modelnormal3f;
3740 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3741 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3742 // if vertices are deformed (sprite flares and things in maps, possibly
3743 // water waves, bulges and other deformations), generate them into
3744 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3745 // (may be static model data or generated data for an animated model, or
3746 // the previous deform pass)
3747 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3749 switch (deform->deform)
3752 case Q3DEFORM_PROJECTIONSHADOW:
3753 case Q3DEFORM_TEXT0:
3754 case Q3DEFORM_TEXT1:
3755 case Q3DEFORM_TEXT2:
3756 case Q3DEFORM_TEXT3:
3757 case Q3DEFORM_TEXT4:
3758 case Q3DEFORM_TEXT5:
3759 case Q3DEFORM_TEXT6:
3760 case Q3DEFORM_TEXT7:
3763 case Q3DEFORM_AUTOSPRITE:
3764 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3765 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3766 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3767 VectorNormalize(newforward);
3768 VectorNormalize(newright);
3769 VectorNormalize(newup);
3770 // make deformed versions of only the model vertices used by the specified surfaces
3771 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3773 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3774 // a single autosprite surface can contain multiple sprites...
3775 for (j = 0;j < surface->num_vertices - 3;j += 4)
3777 VectorClear(center);
3778 for (i = 0;i < 4;i++)
3779 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3780 VectorScale(center, 0.25f, center);
3781 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3782 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3783 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3784 for (i = 0;i < 4;i++)
3786 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3787 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3790 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);
3791 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);
3793 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3794 rsurface.vertex3f_bufferobject = 0;
3795 rsurface.vertex3f_bufferoffset = 0;
3796 rsurface.svector3f = rsurface.array_deformedsvector3f;
3797 rsurface.svector3f_bufferobject = 0;
3798 rsurface.svector3f_bufferoffset = 0;
3799 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3800 rsurface.tvector3f_bufferobject = 0;
3801 rsurface.tvector3f_bufferoffset = 0;
3802 rsurface.normal3f = rsurface.array_deformednormal3f;
3803 rsurface.normal3f_bufferobject = 0;
3804 rsurface.normal3f_bufferoffset = 0;
3806 case Q3DEFORM_AUTOSPRITE2:
3807 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3808 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3809 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3810 VectorNormalize(newforward);
3811 VectorNormalize(newright);
3812 VectorNormalize(newup);
3813 // make deformed versions of only the model vertices used by the specified surfaces
3814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3816 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3817 const float *v1, *v2;
3827 memset(shortest, 0, sizeof(shortest));
3828 // a single autosprite surface can contain multiple sprites...
3829 for (j = 0;j < surface->num_vertices - 3;j += 4)
3831 VectorClear(center);
3832 for (i = 0;i < 4;i++)
3833 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3834 VectorScale(center, 0.25f, center);
3835 // find the two shortest edges, then use them to define the
3836 // axis vectors for rotating around the central axis
3837 for (i = 0;i < 6;i++)
3839 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3840 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3842 Debug_PolygonBegin(NULL, 0, false, 0);
3843 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
3844 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);
3845 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
3848 l = VectorDistance2(v1, v2);
3849 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
3851 l += (1.0f / 1024.0f);
3852 if (shortest[0].length2 > l || i == 0)
3854 shortest[1] = shortest[0];
3855 shortest[0].length2 = l;
3856 shortest[0].v1 = v1;
3857 shortest[0].v2 = v2;
3859 else if (shortest[1].length2 > l || i == 1)
3861 shortest[1].length2 = l;
3862 shortest[1].v1 = v1;
3863 shortest[1].v2 = v2;
3866 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
3867 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
3869 Debug_PolygonBegin(NULL, 0, false, 0);
3870 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
3871 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);
3872 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
3875 // this calculates the right vector from the shortest edge
3876 // and the up vector from the edge midpoints
3877 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
3878 VectorNormalize(right);
3879 VectorSubtract(end, start, up);
3880 VectorNormalize(up);
3881 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3882 //VectorSubtract(rsurface.modelorg, center, forward);
3883 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
3884 VectorNegate(forward, forward);
3885 VectorReflect(forward, 0, up, forward);
3886 VectorNormalize(forward);
3887 CrossProduct(up, forward, newright);
3888 VectorNormalize(newright);
3890 Debug_PolygonBegin(NULL, 0, false, 0);
3891 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);
3892 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
3893 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3897 Debug_PolygonBegin(NULL, 0, false, 0);
3898 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
3899 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
3900 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3903 // rotate the quad around the up axis vector, this is made
3904 // especially easy by the fact we know the quad is flat,
3905 // so we only have to subtract the center position and
3906 // measure distance along the right vector, and then
3907 // multiply that by the newright vector and add back the
3909 // we also need to subtract the old position to undo the
3910 // displacement from the center, which we do with a
3911 // DotProduct, the subtraction/addition of center is also
3912 // optimized into DotProducts here
3913 l = DotProduct(right, center);
3914 for (i = 0;i < 4;i++)
3916 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3917 f = DotProduct(right, v1) - l;
3918 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3921 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);
3922 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);
3924 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3925 rsurface.vertex3f_bufferobject = 0;
3926 rsurface.vertex3f_bufferoffset = 0;
3927 rsurface.svector3f = rsurface.array_deformedsvector3f;
3928 rsurface.svector3f_bufferobject = 0;
3929 rsurface.svector3f_bufferoffset = 0;
3930 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3931 rsurface.tvector3f_bufferobject = 0;
3932 rsurface.tvector3f_bufferoffset = 0;
3933 rsurface.normal3f = rsurface.array_deformednormal3f;
3934 rsurface.normal3f_bufferobject = 0;
3935 rsurface.normal3f_bufferoffset = 0;
3937 case Q3DEFORM_NORMAL:
3938 // deform the normals to make reflections wavey
3939 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3941 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3942 for (j = 0;j < surface->num_vertices;j++)
3945 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3946 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3947 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3948 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3949 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3950 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3951 VectorNormalize(normal);
3953 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);
3955 rsurface.svector3f = rsurface.array_deformedsvector3f;
3956 rsurface.svector3f_bufferobject = 0;
3957 rsurface.svector3f_bufferoffset = 0;
3958 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3959 rsurface.tvector3f_bufferobject = 0;
3960 rsurface.tvector3f_bufferoffset = 0;
3961 rsurface.normal3f = rsurface.array_deformednormal3f;
3962 rsurface.normal3f_bufferobject = 0;
3963 rsurface.normal3f_bufferoffset = 0;
3966 // deform vertex array to make wavey water and flags and such
3967 waveparms[0] = deform->waveparms[0];
3968 waveparms[1] = deform->waveparms[1];
3969 waveparms[2] = deform->waveparms[2];
3970 waveparms[3] = deform->waveparms[3];
3971 // this is how a divisor of vertex influence on deformation
3972 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3973 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3974 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3976 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3977 for (j = 0;j < surface->num_vertices;j++)
3979 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3980 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3981 // if the wavefunc depends on time, evaluate it per-vertex
3984 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3985 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3987 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3990 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3991 rsurface.vertex3f_bufferobject = 0;
3992 rsurface.vertex3f_bufferoffset = 0;
3994 case Q3DEFORM_BULGE:
3995 // deform vertex array to make the surface have moving bulges
3996 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3998 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3999 for (j = 0;j < surface->num_vertices;j++)
4001 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4002 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4005 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4006 rsurface.vertex3f_bufferobject = 0;
4007 rsurface.vertex3f_bufferoffset = 0;
4010 // deform vertex array
4011 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4012 VectorScale(deform->parms, scale, waveparms);
4013 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4015 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4016 for (j = 0;j < surface->num_vertices;j++)
4017 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4019 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4020 rsurface.vertex3f_bufferobject = 0;
4021 rsurface.vertex3f_bufferoffset = 0;
4025 // generate texcoords based on the chosen texcoord source
4026 switch(rsurface.texture->tcgen.tcgen)
4029 case Q3TCGEN_TEXTURE:
4030 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4031 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4032 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4034 case Q3TCGEN_LIGHTMAP:
4035 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4036 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4037 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4039 case Q3TCGEN_VECTOR:
4040 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4042 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4043 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)
4045 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4046 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4049 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4050 rsurface.texcoordtexture2f_bufferobject = 0;
4051 rsurface.texcoordtexture2f_bufferoffset = 0;
4053 case Q3TCGEN_ENVIRONMENT:
4054 // make environment reflections using a spheremap
4055 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4057 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4058 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4059 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4060 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4061 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4063 float l, d, eyedir[3];
4064 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4065 l = 0.5f / VectorLength(eyedir);
4066 d = DotProduct(normal, eyedir)*2;
4067 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4068 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4071 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4072 rsurface.texcoordtexture2f_bufferobject = 0;
4073 rsurface.texcoordtexture2f_bufferoffset = 0;
4076 // the only tcmod that needs software vertex processing is turbulent, so
4077 // check for it here and apply the changes if needed
4078 // and we only support that as the first one
4079 // (handling a mixture of turbulent and other tcmods would be problematic
4080 // without punting it entirely to a software path)
4081 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4083 amplitude = rsurface.texture->tcmods[0].parms[1];
4084 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4085 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4087 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4088 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)
4090 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4091 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4094 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4095 rsurface.texcoordtexture2f_bufferobject = 0;
4096 rsurface.texcoordtexture2f_bufferoffset = 0;
4098 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4099 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4100 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4101 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4104 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4107 const msurface_t *surface = texturesurfacelist[0];
4108 const msurface_t *surface2;
4113 // TODO: lock all array ranges before render, rather than on each surface
4114 if (texturenumsurfaces == 1)
4116 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4117 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));
4119 else if (r_batchmode.integer == 2)
4121 #define MAXBATCHTRIANGLES 4096
4122 int batchtriangles = 0;
4123 int batchelements[MAXBATCHTRIANGLES*3];
4124 for (i = 0;i < texturenumsurfaces;i = j)
4126 surface = texturesurfacelist[i];
4128 if (surface->num_triangles > MAXBATCHTRIANGLES)
4130 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));
4133 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4134 batchtriangles = surface->num_triangles;
4135 firstvertex = surface->num_firstvertex;
4136 endvertex = surface->num_firstvertex + surface->num_vertices;
4137 for (;j < texturenumsurfaces;j++)
4139 surface2 = texturesurfacelist[j];
4140 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4142 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4143 batchtriangles += surface2->num_triangles;
4144 firstvertex = min(firstvertex, surface2->num_firstvertex);
4145 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4147 surface2 = texturesurfacelist[j-1];
4148 numvertices = endvertex - firstvertex;
4149 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4152 else if (r_batchmode.integer == 1)
4154 for (i = 0;i < texturenumsurfaces;i = j)
4156 surface = texturesurfacelist[i];
4157 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4158 if (texturesurfacelist[j] != surface2)
4160 surface2 = texturesurfacelist[j-1];
4161 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4162 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4163 GL_LockArrays(surface->num_firstvertex, numvertices);
4164 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4169 for (i = 0;i < texturenumsurfaces;i++)
4171 surface = texturesurfacelist[i];
4172 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4173 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));
4178 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4182 const msurface_t *surface = texturesurfacelist[0];
4183 const msurface_t *surface2;
4188 // TODO: lock all array ranges before render, rather than on each surface
4189 if (texturenumsurfaces == 1)
4191 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4192 if (deluxemaptexunit >= 0)
4193 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4194 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4195 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));
4197 else if (r_batchmode.integer == 2)
4199 #define MAXBATCHTRIANGLES 4096
4200 int batchtriangles = 0;
4201 int batchelements[MAXBATCHTRIANGLES*3];
4202 for (i = 0;i < texturenumsurfaces;i = j)
4204 surface = texturesurfacelist[i];
4205 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4206 if (deluxemaptexunit >= 0)
4207 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4209 if (surface->num_triangles > MAXBATCHTRIANGLES)
4211 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));
4214 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4215 batchtriangles = surface->num_triangles;
4216 firstvertex = surface->num_firstvertex;
4217 endvertex = surface->num_firstvertex + surface->num_vertices;
4218 for (;j < texturenumsurfaces;j++)
4220 surface2 = texturesurfacelist[j];
4221 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4223 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4224 batchtriangles += surface2->num_triangles;
4225 firstvertex = min(firstvertex, surface2->num_firstvertex);
4226 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4228 surface2 = texturesurfacelist[j-1];
4229 numvertices = endvertex - firstvertex;
4230 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4233 else if (r_batchmode.integer == 1)
4236 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4237 for (i = 0;i < texturenumsurfaces;i = j)
4239 surface = texturesurfacelist[i];
4240 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4241 if (texturesurfacelist[j] != surface2)
4243 Con_Printf(" %i", j - i);
4246 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4248 for (i = 0;i < texturenumsurfaces;i = j)
4250 surface = texturesurfacelist[i];
4251 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4252 if (deluxemaptexunit >= 0)
4253 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4254 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4255 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4258 Con_Printf(" %i", j - i);
4260 surface2 = texturesurfacelist[j-1];
4261 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4262 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4263 GL_LockArrays(surface->num_firstvertex, numvertices);
4264 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4272 for (i = 0;i < texturenumsurfaces;i++)
4274 surface = texturesurfacelist[i];
4275 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4276 if (deluxemaptexunit >= 0)
4277 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4278 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4279 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));
4284 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4287 int texturesurfaceindex;
4288 if (r_showsurfaces.integer == 2)
4290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4293 for (j = 0;j < surface->num_triangles;j++)
4295 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4296 GL_Color(f, f, f, 1);
4297 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)));
4303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4306 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4307 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4308 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4309 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));
4314 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4316 int texturesurfaceindex;
4320 if (rsurface.lightmapcolor4f)
4322 // generate color arrays for the surfaces in this list
4323 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4325 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4326 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)
4328 f = FogPoint_Model(v);
4338 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4340 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4341 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)
4343 f = FogPoint_Model(v);
4351 rsurface.lightmapcolor4f = rsurface.array_color4f;
4352 rsurface.lightmapcolor4f_bufferobject = 0;
4353 rsurface.lightmapcolor4f_bufferoffset = 0;
4356 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4358 int texturesurfaceindex;
4361 if (!rsurface.lightmapcolor4f)
4363 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4365 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4366 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)
4374 rsurface.lightmapcolor4f = rsurface.array_color4f;
4375 rsurface.lightmapcolor4f_bufferobject = 0;
4376 rsurface.lightmapcolor4f_bufferoffset = 0;
4379 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4382 rsurface.lightmapcolor4f = NULL;
4383 rsurface.lightmapcolor4f_bufferobject = 0;
4384 rsurface.lightmapcolor4f_bufferoffset = 0;
4385 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4386 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4387 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4388 GL_Color(r, g, b, a);
4389 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4392 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4394 // TODO: optimize applyfog && applycolor case
4395 // just apply fog if necessary, and tint the fog color array if necessary
4396 rsurface.lightmapcolor4f = NULL;
4397 rsurface.lightmapcolor4f_bufferobject = 0;
4398 rsurface.lightmapcolor4f_bufferoffset = 0;
4399 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4400 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4401 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4402 GL_Color(r, g, b, a);
4403 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4406 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4408 int texturesurfaceindex;
4412 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4414 // generate color arrays for the surfaces in this list
4415 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4417 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4418 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4420 if (surface->lightmapinfo->samples)
4422 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4423 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4424 VectorScale(lm, scale, c);
4425 if (surface->lightmapinfo->styles[1] != 255)
4427 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4429 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4430 VectorMA(c, scale, lm, c);
4431 if (surface->lightmapinfo->styles[2] != 255)
4434 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4435 VectorMA(c, scale, lm, c);
4436 if (surface->lightmapinfo->styles[3] != 255)
4439 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4440 VectorMA(c, scale, lm, c);
4450 rsurface.lightmapcolor4f = rsurface.array_color4f;
4451 rsurface.lightmapcolor4f_bufferobject = 0;
4452 rsurface.lightmapcolor4f_bufferoffset = 0;
4456 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4457 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4458 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4460 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4461 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4462 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4463 GL_Color(r, g, b, a);
4464 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4467 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4469 int texturesurfaceindex;
4473 vec3_t ambientcolor;
4474 vec3_t diffusecolor;
4478 VectorCopy(rsurface.modellight_lightdir, lightdir);
4479 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4480 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4481 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4482 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4483 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4484 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4485 if (VectorLength2(diffusecolor) > 0)
4487 // generate color arrays for the surfaces in this list
4488 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4490 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4491 int numverts = surface->num_vertices;
4492 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4493 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4494 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4495 // q3-style directional shading
4496 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4498 if ((f = DotProduct(c2, lightdir)) > 0)
4499 VectorMA(ambientcolor, f, diffusecolor, c);
4501 VectorCopy(ambientcolor, c);
4510 rsurface.lightmapcolor4f = rsurface.array_color4f;
4511 rsurface.lightmapcolor4f_bufferobject = 0;
4512 rsurface.lightmapcolor4f_bufferoffset = 0;
4516 r = ambientcolor[0];
4517 g = ambientcolor[1];
4518 b = ambientcolor[2];
4519 rsurface.lightmapcolor4f = NULL;
4520 rsurface.lightmapcolor4f_bufferobject = 0;
4521 rsurface.lightmapcolor4f_bufferoffset = 0;
4523 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4524 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4525 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4526 GL_Color(r, g, b, a);
4527 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4530 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4532 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4533 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4534 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4535 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4536 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4538 rsurface.mode = RSURFMODE_SHOWSURFACES;
4540 GL_BlendFunc(GL_ONE, GL_ZERO);
4541 R_Mesh_ColorPointer(NULL, 0, 0);
4542 R_Mesh_ResetTextureState();
4544 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4545 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4548 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4550 // transparent sky would be ridiculous
4551 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4553 if (rsurface.mode != RSURFMODE_SKY)
4555 if (rsurface.mode == RSURFMODE_GLSL)
4557 qglUseProgramObjectARB(0);CHECKGLERROR
4559 rsurface.mode = RSURFMODE_SKY;
4563 skyrendernow = false;
4565 // restore entity matrix
4566 R_Mesh_Matrix(&rsurface.matrix);
4568 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4569 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4570 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4571 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4573 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4574 // skymasking on them, and Quake3 never did sky masking (unlike
4575 // software Quake and software Quake2), so disable the sky masking
4576 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4577 // and skymasking also looks very bad when noclipping outside the
4578 // level, so don't use it then either.
4579 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4581 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4582 R_Mesh_ColorPointer(NULL, 0, 0);
4583 R_Mesh_ResetTextureState();
4584 if (skyrendermasked)
4586 // depth-only (masking)
4587 GL_ColorMask(0,0,0,0);
4588 // just to make sure that braindead drivers don't draw
4589 // anything despite that colormask...
4590 GL_BlendFunc(GL_ZERO, GL_ONE);
4595 GL_BlendFunc(GL_ONE, GL_ZERO);
4597 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4598 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4599 if (skyrendermasked)
4600 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4604 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4606 if (rsurface.mode != RSURFMODE_GLSL)
4608 rsurface.mode = RSURFMODE_GLSL;
4609 R_Mesh_ResetTextureState();
4612 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4613 if (!r_glsl_permutation)
4616 if (rsurface.lightmode == 2)
4617 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4619 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4620 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4621 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4622 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4623 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4624 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4626 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4627 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4629 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4630 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4631 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4632 R_Mesh_ColorPointer(NULL, 0, 0);
4634 else if (rsurface.uselightmaptexture)
4636 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4637 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4638 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4639 R_Mesh_ColorPointer(NULL, 0, 0);
4643 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4644 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4645 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4646 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4649 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4650 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4652 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4653 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4658 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4660 // OpenGL 1.3 path - anything not completely ancient
4661 int texturesurfaceindex;
4662 qboolean applycolor;
4666 const texturelayer_t *layer;
4667 if (rsurface.mode != RSURFMODE_MULTIPASS)
4668 rsurface.mode = RSURFMODE_MULTIPASS;
4669 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4670 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4673 int layertexrgbscale;
4674 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4676 if (layerindex == 0)
4680 GL_AlphaTest(false);
4681 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4684 GL_DepthMask(layer->depthmask);
4685 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4686 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4688 layertexrgbscale = 4;
4689 VectorScale(layer->color, 0.25f, layercolor);
4691 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4693 layertexrgbscale = 2;
4694 VectorScale(layer->color, 0.5f, layercolor);
4698 layertexrgbscale = 1;
4699 VectorScale(layer->color, 1.0f, layercolor);
4701 layercolor[3] = layer->color[3];
4702 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4703 R_Mesh_ColorPointer(NULL, 0, 0);
4704 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4705 switch (layer->type)
4707 case TEXTURELAYERTYPE_LITTEXTURE:
4708 memset(&m, 0, sizeof(m));
4709 m.tex[0] = R_GetTexture(r_texture_white);
4710 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4711 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4712 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4713 m.tex[1] = R_GetTexture(layer->texture);
4714 m.texmatrix[1] = layer->texmatrix;
4715 m.texrgbscale[1] = layertexrgbscale;
4716 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4717 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4718 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4719 R_Mesh_TextureState(&m);
4720 if (rsurface.lightmode == 2)
4721 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4722 else if (rsurface.uselightmaptexture)
4723 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4725 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4727 case TEXTURELAYERTYPE_TEXTURE:
4728 memset(&m, 0, sizeof(m));
4729 m.tex[0] = R_GetTexture(layer->texture);
4730 m.texmatrix[0] = layer->texmatrix;
4731 m.texrgbscale[0] = layertexrgbscale;
4732 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4733 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4734 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4735 R_Mesh_TextureState(&m);
4736 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4738 case TEXTURELAYERTYPE_FOG:
4739 memset(&m, 0, sizeof(m));
4740 m.texrgbscale[0] = layertexrgbscale;
4743 m.tex[0] = R_GetTexture(layer->texture);
4744 m.texmatrix[0] = layer->texmatrix;
4745 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4746 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4747 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4749 R_Mesh_TextureState(&m);
4750 // generate a color array for the fog pass
4751 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4752 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4756 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4757 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)
4759 f = 1 - FogPoint_Model(v);
4760 c[0] = layercolor[0];
4761 c[1] = layercolor[1];
4762 c[2] = layercolor[2];
4763 c[3] = f * layercolor[3];
4766 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4769 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4771 GL_LockArrays(0, 0);
4774 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4776 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4777 GL_AlphaTest(false);
4781 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4783 // OpenGL 1.1 - crusty old voodoo path
4784 int texturesurfaceindex;
4788 const texturelayer_t *layer;
4789 if (rsurface.mode != RSURFMODE_MULTIPASS)
4790 rsurface.mode = RSURFMODE_MULTIPASS;
4791 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4792 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4794 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4796 if (layerindex == 0)
4800 GL_AlphaTest(false);
4801 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4804 GL_DepthMask(layer->depthmask);
4805 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4806 R_Mesh_ColorPointer(NULL, 0, 0);
4807 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4808 switch (layer->type)
4810 case TEXTURELAYERTYPE_LITTEXTURE:
4811 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4813 // two-pass lit texture with 2x rgbscale
4814 // first the lightmap pass
4815 memset(&m, 0, sizeof(m));
4816 m.tex[0] = R_GetTexture(r_texture_white);
4817 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4818 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4819 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4820 R_Mesh_TextureState(&m);
4821 if (rsurface.lightmode == 2)
4822 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4823 else if (rsurface.uselightmaptexture)
4824 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4826 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4827 GL_LockArrays(0, 0);
4828 // then apply the texture to it
4829 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4830 memset(&m, 0, sizeof(m));
4831 m.tex[0] = R_GetTexture(layer->texture);
4832 m.texmatrix[0] = layer->texmatrix;
4833 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4834 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4835 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4836 R_Mesh_TextureState(&m);
4837 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);
4841 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4842 memset(&m, 0, sizeof(m));
4843 m.tex[0] = R_GetTexture(layer->texture);
4844 m.texmatrix[0] = layer->texmatrix;
4845 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4846 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4847 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4848 R_Mesh_TextureState(&m);
4849 if (rsurface.lightmode == 2)
4850 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);
4852 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);
4855 case TEXTURELAYERTYPE_TEXTURE:
4856 // singletexture unlit texture with transparency support
4857 memset(&m, 0, sizeof(m));
4858 m.tex[0] = R_GetTexture(layer->texture);
4859 m.texmatrix[0] = layer->texmatrix;
4860 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4861 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4862 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4863 R_Mesh_TextureState(&m);
4864 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);
4866 case TEXTURELAYERTYPE_FOG:
4867 // singletexture fogging
4868 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4871 memset(&m, 0, sizeof(m));
4872 m.tex[0] = R_GetTexture(layer->texture);
4873 m.texmatrix[0] = layer->texmatrix;
4874 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4875 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4876 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4877 R_Mesh_TextureState(&m);
4880 R_Mesh_ResetTextureState();
4881 // generate a color array for the fog pass
4882 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4886 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4887 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)
4889 f = 1 - FogPoint_Model(v);
4890 c[0] = layer->color[0];
4891 c[1] = layer->color[1];
4892 c[2] = layer->color[2];
4893 c[3] = f * layer->color[3];
4896 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4899 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4901 GL_LockArrays(0, 0);
4904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4906 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4907 GL_AlphaTest(false);
4911 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4913 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4915 rsurface.rtlight = NULL;
4919 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4921 if (rsurface.mode != RSURFMODE_MULTIPASS)
4922 rsurface.mode = RSURFMODE_MULTIPASS;
4923 if (r_depthfirst.integer == 3)
4925 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4926 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4930 GL_ColorMask(0,0,0,0);
4933 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4934 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4935 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4937 GL_BlendFunc(GL_ONE, GL_ZERO);
4939 GL_AlphaTest(false);
4940 R_Mesh_ColorPointer(NULL, 0, 0);
4941 R_Mesh_ResetTextureState();
4942 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4943 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4944 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4945 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4947 else if (r_depthfirst.integer == 3)
4949 else if (r_showsurfaces.integer)
4951 if (rsurface.mode != RSURFMODE_MULTIPASS)
4952 rsurface.mode = RSURFMODE_MULTIPASS;
4953 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4954 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4956 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4957 GL_BlendFunc(GL_ONE, GL_ZERO);
4958 GL_DepthMask(writedepth);
4960 GL_AlphaTest(false);
4961 R_Mesh_ColorPointer(NULL, 0, 0);
4962 R_Mesh_ResetTextureState();
4963 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4964 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4965 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4967 else if (gl_lightmaps.integer)
4970 if (rsurface.mode != RSURFMODE_MULTIPASS)
4971 rsurface.mode = RSURFMODE_MULTIPASS;
4972 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4974 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4975 GL_BlendFunc(GL_ONE, GL_ZERO);
4976 GL_DepthMask(writedepth);
4978 GL_AlphaTest(false);
4979 R_Mesh_ColorPointer(NULL, 0, 0);
4980 memset(&m, 0, sizeof(m));
4981 m.tex[0] = R_GetTexture(r_texture_white);
4982 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4983 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4984 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4985 R_Mesh_TextureState(&m);
4986 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4987 if (rsurface.lightmode == 2)
4988 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4989 else if (rsurface.uselightmaptexture)
4990 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4992 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4993 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4995 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4997 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4998 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5000 else if (rsurface.texture->currentnumlayers)
5002 // write depth for anything we skipped on the depth-only pass earlier
5003 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5005 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5006 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5007 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5008 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5009 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5010 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5011 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5012 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5013 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5014 if (r_glsl.integer && gl_support_fragment_shader)
5015 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5016 else if (gl_combine.integer && r_textureunits.integer >= 2)
5017 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5019 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5020 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5023 GL_LockArrays(0, 0);
5026 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5029 int texturenumsurfaces, endsurface;
5031 msurface_t *surface;
5032 msurface_t *texturesurfacelist[1024];
5034 // if the model is static it doesn't matter what value we give for
5035 // wantnormals and wanttangents, so this logic uses only rules applicable
5036 // to a model, knowing that they are meaningless otherwise
5037 if (ent == r_refdef.worldentity)
5038 RSurf_ActiveWorldEntity();
5039 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5040 RSurf_ActiveModelEntity(ent, false, false);
5042 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5044 for (i = 0;i < numsurfaces;i = j)
5047 surface = rsurface.modelsurfaces + surfacelist[i];
5048 texture = surface->texture;
5049 R_UpdateTextureInfo(ent, texture);
5050 rsurface.texture = texture->currentframe;
5051 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5052 // scan ahead until we find a different texture
5053 endsurface = min(i + 1024, numsurfaces);
5054 texturenumsurfaces = 0;
5055 texturesurfacelist[texturenumsurfaces++] = surface;
5056 for (;j < endsurface;j++)
5058 surface = rsurface.modelsurfaces + surfacelist[j];
5059 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5061 texturesurfacelist[texturenumsurfaces++] = surface;
5063 // render the range of surfaces
5064 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5070 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5073 vec3_t tempcenter, center;
5075 // break the surface list down into batches by texture and use of lightmapping
5076 for (i = 0;i < numsurfaces;i = j)
5079 // texture is the base texture pointer, rsurface.texture is the
5080 // current frame/skin the texture is directing us to use (for example
5081 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5082 // use skin 1 instead)
5083 texture = surfacelist[i]->texture;
5084 rsurface.texture = texture->currentframe;
5085 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5086 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5088 // if this texture is not the kind we want, skip ahead to the next one
5089 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5093 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5095 // transparent surfaces get pushed off into the transparent queue
5096 const msurface_t *surface = surfacelist[i];
5099 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5100 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5101 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5102 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5103 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5107 // simply scan ahead until we find a different texture or lightmap state
5108 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5110 // render the range of surfaces
5111 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5116 float locboxvertex3f[6*4*3] =
5118 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5119 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5120 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5121 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5122 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5123 1,0,0, 0,0,0, 0,1,0, 1,1,0
5126 int locboxelement3i[6*2*3] =
5136 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5139 cl_locnode_t *loc = (cl_locnode_t *)ent;
5141 float vertex3f[6*4*3];
5143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5144 GL_DepthMask(false);
5145 GL_DepthRange(0, 1);
5146 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5148 GL_CullFace(GL_NONE);
5149 R_Mesh_Matrix(&identitymatrix);
5151 R_Mesh_VertexPointer(vertex3f, 0, 0);
5152 R_Mesh_ColorPointer(NULL, 0, 0);
5153 R_Mesh_ResetTextureState();
5156 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5157 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5158 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5159 surfacelist[0] < 0 ? 0.5f : 0.125f);
5161 if (VectorCompare(loc->mins, loc->maxs))
5163 VectorSet(size, 2, 2, 2);
5164 VectorMA(loc->mins, -0.5f, size, mins);
5168 VectorCopy(loc->mins, mins);
5169 VectorSubtract(loc->maxs, loc->mins, size);
5172 for (i = 0;i < 6*4*3;)
5173 for (j = 0;j < 3;j++, i++)
5174 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5176 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5179 void R_DrawLocs(void)
5182 cl_locnode_t *loc, *nearestloc;
5184 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5185 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5187 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5188 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5192 void R_DrawCollisionBrushes(entity_render_t *ent)
5196 msurface_t *surface;
5197 model_t *model = ent->model;
5198 if (!model->brush.num_brushes)
5201 R_Mesh_ColorPointer(NULL, 0, 0);
5202 R_Mesh_ResetTextureState();
5203 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5204 GL_DepthMask(false);
5205 GL_DepthRange(0, 1);
5206 GL_DepthTest(!r_showdisabledepthtest.integer);
5207 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5208 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5209 if (brush->colbrushf && brush->colbrushf->numtriangles)
5210 R_DrawCollisionBrush(brush->colbrushf);
5211 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5212 if (surface->num_collisiontriangles)
5213 R_DrawCollisionSurface(ent, surface);
5214 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5217 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5220 const int *elements;
5221 msurface_t *surface;
5222 model_t *model = ent->model;
5225 GL_DepthRange(0, 1);
5226 GL_DepthTest(!r_showdisabledepthtest.integer);
5227 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5229 GL_BlendFunc(GL_ONE, GL_ZERO);
5230 R_Mesh_ColorPointer(NULL, 0, 0);
5231 R_Mesh_ResetTextureState();
5232 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5234 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5236 rsurface.texture = surface->texture->currentframe;
5237 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5239 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5242 if (!rsurface.texture->currentlayers->depthmask)
5243 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5244 else if (ent == r_refdef.worldentity)
5245 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5247 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5248 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5251 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5253 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5254 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5255 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5256 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5263 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5265 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5267 VectorCopy(rsurface.vertex3f + l * 3, v);
5268 qglVertex3f(v[0], v[1], v[2]);
5269 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5270 qglVertex3f(v[0], v[1], v[2]);
5274 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5276 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5278 VectorCopy(rsurface.vertex3f + l * 3, v);
5279 qglVertex3f(v[0], v[1], v[2]);
5280 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5281 qglVertex3f(v[0], v[1], v[2]);
5285 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5287 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5289 VectorCopy(rsurface.vertex3f + l * 3, v);
5290 qglVertex3f(v[0], v[1], v[2]);
5291 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5292 qglVertex3f(v[0], v[1], v[2]);
5299 rsurface.texture = NULL;
5302 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5303 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5305 int i, j, endj, f, flagsmask;
5306 int counttriangles = 0;
5307 msurface_t *surface, **surfacechain;
5309 model_t *model = r_refdef.worldmodel;
5310 const int maxsurfacelist = 1024;
5311 int numsurfacelist = 0;
5312 msurface_t *surfacelist[1024];
5316 RSurf_ActiveWorldEntity();
5318 // update light styles
5319 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5321 for (i = 0;i < model->brushq1.light_styles;i++)
5323 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5325 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5326 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5327 for (;(surface = *surfacechain);surfacechain++)
5328 surface->cached_dlight = true;
5333 R_UpdateAllTextureInfo(r_refdef.worldentity);
5334 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5337 rsurface.uselightmaptexture = false;
5338 rsurface.texture = NULL;
5340 j = model->firstmodelsurface;
5341 endj = j + model->nummodelsurfaces;
5344 // quickly skip over non-visible surfaces
5345 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5347 // quickly iterate over visible surfaces
5348 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5350 // process this surface
5351 surface = model->data_surfaces + j;
5352 // if this surface fits the criteria, add it to the list
5353 if (surface->num_triangles)
5355 // if lightmap parameters changed, rebuild lightmap texture
5356 if (surface->cached_dlight)
5357 R_BuildLightMap(r_refdef.worldentity, surface);
5358 // add face to draw list
5359 surfacelist[numsurfacelist++] = surface;
5360 counttriangles += surface->num_triangles;
5361 if (numsurfacelist >= maxsurfacelist)
5363 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5370 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5371 r_refdef.stats.entities_triangles += counttriangles;
5374 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5375 R_DrawCollisionBrushes(r_refdef.worldentity);
5377 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5378 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5381 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5383 int i, f, flagsmask;
5384 int counttriangles = 0;
5385 msurface_t *surface, *endsurface, **surfacechain;
5387 model_t *model = ent->model;
5388 const int maxsurfacelist = 1024;
5389 int numsurfacelist = 0;
5390 msurface_t *surfacelist[1024];
5394 // if the model is static it doesn't matter what value we give for
5395 // wantnormals and wanttangents, so this logic uses only rules applicable
5396 // to a model, knowing that they are meaningless otherwise
5397 if (ent == r_refdef.worldentity)
5398 RSurf_ActiveWorldEntity();
5399 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5400 RSurf_ActiveModelEntity(ent, false, false);
5402 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5404 // update light styles
5405 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5407 for (i = 0;i < model->brushq1.light_styles;i++)
5409 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5411 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5412 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5413 for (;(surface = *surfacechain);surfacechain++)
5414 surface->cached_dlight = true;
5419 R_UpdateAllTextureInfo(ent);
5420 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5423 rsurface.uselightmaptexture = false;
5424 rsurface.texture = NULL;
5426 surface = model->data_surfaces + model->firstmodelsurface;
5427 endsurface = surface + model->nummodelsurfaces;
5428 for (;surface < endsurface;surface++)
5430 // if this surface fits the criteria, add it to the list
5431 if (surface->num_triangles)
5433 // if lightmap parameters changed, rebuild lightmap texture
5434 if (surface->cached_dlight)
5435 R_BuildLightMap(ent, surface);
5436 // add face to draw list
5437 surfacelist[numsurfacelist++] = surface;
5438 counttriangles += surface->num_triangles;
5439 if (numsurfacelist >= maxsurfacelist)
5441 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5447 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5448 r_refdef.stats.entities_triangles += counttriangles;
5451 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5452 R_DrawCollisionBrushes(ent);
5454 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5455 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);