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.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
56 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
57 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
58 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
59 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
60 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
61 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
62 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
64 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)"};
66 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
67 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
68 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
69 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
70 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
72 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
73 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
74 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
76 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
77 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
78 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
79 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
80 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
82 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
83 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
84 cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
85 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
87 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"};
89 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"};
91 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
93 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
94 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
96 rtexture_t *r_bloom_texture_screen;
97 rtexture_t *r_bloom_texture_bloom;
98 rtexture_t *r_texture_blanknormalmap;
99 rtexture_t *r_texture_white;
100 rtexture_t *r_texture_black;
101 rtexture_t *r_texture_notexture;
102 rtexture_t *r_texture_whitecube;
103 rtexture_t *r_texture_normalizationcube;
104 rtexture_t *r_texture_fogattenuation;
105 //rtexture_t *r_texture_fogintensity;
107 // information about each possible shader permutation
108 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
109 // currently selected permutation
110 r_glsl_permutation_t *r_glsl_permutation;
112 // temporary variable used by a macro
115 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
118 for (i = 0;i < verts;i++)
129 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
132 for (i = 0;i < verts;i++)
142 // FIXME: move this to client?
145 if (gamemode == GAME_NEHAHRA)
147 Cvar_Set("gl_fogenable", "0");
148 Cvar_Set("gl_fogdensity", "0.2");
149 Cvar_Set("gl_fogred", "0.3");
150 Cvar_Set("gl_foggreen", "0.3");
151 Cvar_Set("gl_fogblue", "0.3");
153 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
156 // FIXME: move this to client?
157 void FOG_registercvars(void)
162 if (gamemode == GAME_NEHAHRA)
164 Cvar_RegisterVariable (&gl_fogenable);
165 Cvar_RegisterVariable (&gl_fogdensity);
166 Cvar_RegisterVariable (&gl_fogred);
167 Cvar_RegisterVariable (&gl_foggreen);
168 Cvar_RegisterVariable (&gl_fogblue);
169 Cvar_RegisterVariable (&gl_fogstart);
170 Cvar_RegisterVariable (&gl_fogend);
173 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
174 for (x = 0;x < FOGTABLEWIDTH;x++)
176 alpha = exp(r / ((double)x*(double)x));
177 if (x == FOGTABLEWIDTH - 1)
179 r_refdef.fogtable[x] = bound(0, alpha, 1);
183 static void R_BuildBlankTextures(void)
185 unsigned char data[4];
186 data[0] = 128; // normal X
187 data[1] = 128; // normal Y
188 data[2] = 255; // normal Z
189 data[3] = 128; // height
190 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
195 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
200 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
203 static void R_BuildNoTexture(void)
206 unsigned char pix[16][16][4];
207 // this makes a light grey/dark grey checkerboard texture
208 for (y = 0;y < 16;y++)
210 for (x = 0;x < 16;x++)
212 if ((y < 8) ^ (x < 8))
228 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
231 static void R_BuildWhiteCube(void)
233 unsigned char data[6*1*1*4];
234 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
235 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
236 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
237 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
238 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
239 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
240 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
243 static void R_BuildNormalizationCube(void)
247 vec_t s, t, intensity;
249 unsigned char data[6][NORMSIZE][NORMSIZE][4];
250 for (side = 0;side < 6;side++)
252 for (y = 0;y < NORMSIZE;y++)
254 for (x = 0;x < NORMSIZE;x++)
256 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
257 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
292 intensity = 127.0f / sqrt(DotProduct(v, v));
293 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
294 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
295 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
296 data[side][y][x][3] = 255;
300 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
303 static void R_BuildFogTexture(void)
308 unsigned char data1[FOGWIDTH][4];
309 //unsigned char data2[FOGWIDTH][4];
310 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
311 for (x = 0;x < FOGWIDTH;x++)
313 alpha = exp(r / ((double)x*(double)x));
314 if (x == FOGWIDTH - 1)
316 b = (int)(256.0 * alpha);
317 b = bound(0, b, 255);
318 data1[x][0] = 255 - b;
319 data1[x][1] = 255 - b;
320 data1[x][2] = 255 - b;
327 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
328 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
331 static const char *builtinshaderstring =
332 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
333 "// written by Forest 'LordHavoc' Hale\n"
335 "// common definitions between vertex shader and fragment shader:\n"
337 "#ifdef __GLSL_CG_DATA_TYPES\n"
338 "#define myhalf half\n"
339 "#define myhvec2 hvec2\n"
340 "#define myhvec3 hvec3\n"
341 "#define myhvec4 hvec4\n"
343 "#define myhalf float\n"
344 "#define myhvec2 vec2\n"
345 "#define myhvec3 vec3\n"
346 "#define myhvec4 vec4\n"
349 "varying vec2 TexCoord;\n"
350 "varying vec2 TexCoordLightmap;\n"
352 "varying vec3 CubeVector;\n"
353 "varying vec3 LightVector;\n"
354 "varying vec3 EyeVector;\n"
356 "varying vec3 EyeVectorModelSpace;\n"
359 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
360 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
361 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
366 "// vertex shader specific:\n"
367 "#ifdef VERTEX_SHADER\n"
369 "uniform vec3 LightPosition;\n"
370 "uniform vec3 EyePosition;\n"
371 "uniform vec3 LightDir;\n"
373 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
377 " gl_FrontColor = gl_Color;\n"
378 " // copy the surface texcoord\n"
379 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
380 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
381 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
384 "#ifdef MODE_LIGHTSOURCE\n"
385 " // transform vertex position into light attenuation/cubemap space\n"
386 " // (-1 to +1 across the light box)\n"
387 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
389 " // transform unnormalized light direction into tangent space\n"
390 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
391 " // normalize it per pixel)\n"
392 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
393 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
394 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
395 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
398 "#ifdef MODE_LIGHTDIRECTION\n"
399 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
400 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
401 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
404 " // transform unnormalized eye direction into tangent space\n"
406 " vec3 EyeVectorModelSpace;\n"
408 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
409 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
410 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
411 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
413 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
414 " VectorS = gl_MultiTexCoord1.xyz;\n"
415 " VectorT = gl_MultiTexCoord2.xyz;\n"
416 " VectorR = gl_MultiTexCoord3.xyz;\n"
419 " // transform vertex to camera space, using ftransform to match non-VS\n"
421 " gl_Position = ftransform();\n"
424 "#endif // VERTEX_SHADER\n"
429 "// fragment shader specific:\n"
430 "#ifdef FRAGMENT_SHADER\n"
432 "uniform sampler2D Texture_Normal;\n"
433 "uniform sampler2D Texture_Color;\n"
434 "uniform sampler2D Texture_Gloss;\n"
435 "uniform samplerCube Texture_Cube;\n"
436 "uniform sampler2D Texture_FogMask;\n"
437 "uniform sampler2D Texture_Pants;\n"
438 "uniform sampler2D Texture_Shirt;\n"
439 "uniform sampler2D Texture_Lightmap;\n"
440 "uniform sampler2D Texture_Deluxemap;\n"
441 "uniform sampler2D Texture_Glow;\n"
443 "uniform myhvec3 LightColor;\n"
444 "uniform myhvec3 AmbientColor;\n"
445 "uniform myhvec3 DiffuseColor;\n"
446 "uniform myhvec3 SpecularColor;\n"
447 "uniform myhvec3 Color_Pants;\n"
448 "uniform myhvec3 Color_Shirt;\n"
449 "uniform myhvec3 FogColor;\n"
451 "uniform myhalf GlowScale;\n"
452 "uniform myhalf SceneBrightness;\n"
454 "uniform float OffsetMapping_Scale;\n"
455 "uniform float OffsetMapping_Bias;\n"
456 "uniform float FogRangeRecip;\n"
458 "uniform myhalf AmbientScale;\n"
459 "uniform myhalf DiffuseScale;\n"
460 "uniform myhalf SpecularScale;\n"
461 "uniform myhalf SpecularPower;\n"
465 " // apply offsetmapping\n"
466 "#ifdef USEOFFSETMAPPING\n"
467 " vec2 TexCoordOffset = TexCoord;\n"
468 "#define TexCoord TexCoordOffset\n"
470 " vec3 eyedir = vec3(normalize(EyeVector));\n"
471 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
472 " depthbias = 1.0 - depthbias * depthbias;\n"
474 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
475 " // 14 sample relief mapping: linear search and then binary search\n"
476 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
477 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
478 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
479 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
480 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
481 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
482 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
483 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
484 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
485 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
486 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
487 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
488 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
489 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
490 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
491 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
492 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
493 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
494 " TexCoord = RT.xy;\n"
496 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
497 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
498 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
499 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
500 " //TexCoord += OffsetVector * 3.0;\n"
501 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
502 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
503 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
505 " // 10 sample offset mapping\n"
506 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
507 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
508 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
509 " //TexCoord += OffsetVector * 3.0;\n"
510 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
511 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
512 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
513 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
514 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
515 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
516 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
517 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
518 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
519 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
521 " // parallax mapping as described in the paper\n"
522 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
523 " // The paper provides code in the ARB fragment program assembly language\n"
524 " // I translated it to GLSL but may have done something wrong - SavageX\n"
525 " // LordHavoc: removed bias and simplified to one line\n"
526 " // LordHavoc: this is just a single sample offsetmapping...\n"
527 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
529 " // parallax mapping as described in the paper\n"
530 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
531 " // The paper provides code in the ARB fragment program assembly language\n"
532 " // I translated it to GLSL but may have done something wrong - SavageX\n"
533 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
534 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
535 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
539 " // combine the diffuse textures (base, pants, shirt)\n"
540 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
541 "#ifdef USECOLORMAPPING\n"
542 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
548 "#ifdef MODE_LIGHTSOURCE\n"
551 " // get the surface normal and light normal\n"
552 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
553 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
555 " // calculate directional shading\n"
556 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
557 "#ifdef USESPECULAR\n"
558 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
559 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
562 "#ifdef USECUBEFILTER\n"
563 " // apply light cubemap filter\n"
564 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
565 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
568 " // apply light color\n"
569 " color.rgb *= LightColor;\n"
571 " // apply attenuation\n"
573 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
574 " // center and sharp falloff at the edge, this is about the most efficient\n"
575 " // we can get away with as far as providing illumination.\n"
577 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
578 " // provide significant illumination, large = slow = pain.\n"
579 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
584 "#elif defined(MODE_LIGHTDIRECTION)\n"
585 " // directional model lighting\n"
587 " // get the surface normal and light normal\n"
588 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
591 " // calculate directional shading\n"
592 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
593 "#ifdef USESPECULAR\n"
594 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
595 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
601 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
602 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
604 " // get the surface normal and light normal\n"
605 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
608 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
609 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
611 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
613 " // calculate directional shading\n"
614 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
615 "#ifdef USESPECULAR\n"
616 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
617 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
620 " // apply lightmap color\n"
621 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
624 "#else // MODE none (lightmap)\n"
625 " // apply lightmap color\n"
626 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
629 " color *= myhvec4(gl_Color);\n"
632 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
637 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
638 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
641 " color.rgb *= SceneBrightness;\n"
643 " gl_FragColor = vec4(color);\n"
646 "#endif // FRAGMENT_SHADER\n"
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 const char *permutationinfo[][2] =
652 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
653 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
654 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
655 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
656 {"#define USEGLOW\n", " glow"},
657 {"#define USEFOG\n", " fog"},
658 {"#define USECOLORMAPPING\n", " colormapping"},
659 {"#define USESPECULAR\n", " specular"},
660 {"#define USECUBEFILTER\n", " cubefilter"},
661 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
662 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 void R_GLSL_CompilePermutation(int permutation)
669 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
670 int vertstrings_count;
671 int fragstrings_count;
673 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
674 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
675 char permutationname[256];
679 vertstrings_list[0] = "#define VERTEX_SHADER\n";
680 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
681 vertstrings_count = 1;
682 fragstrings_count = 1;
683 permutationname[0] = 0;
684 for (i = 0;permutationinfo[i][0];i++)
686 if (permutation & (1<<i))
688 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
689 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
690 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
694 // keep line numbers correct
695 vertstrings_list[vertstrings_count++] = "\n";
696 fragstrings_list[fragstrings_count++] = "\n";
699 shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
702 Con_DPrintf("GLSL shader text loaded from disk\n");
703 vertstrings_list[vertstrings_count++] = shaderstring;
704 fragstrings_list[fragstrings_count++] = shaderstring;
708 vertstrings_list[vertstrings_count++] = builtinshaderstring;
709 fragstrings_list[fragstrings_count++] = builtinshaderstring;
711 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
715 qglUseProgramObjectARB(p->program);CHECKGLERROR
716 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
717 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
718 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
719 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
720 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
725 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
726 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
727 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
728 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
730 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
731 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
732 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
733 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
734 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
735 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
736 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
737 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
738 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
739 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
740 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
741 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
742 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
743 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
744 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
745 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
746 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
747 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
748 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
749 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
750 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
751 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
752 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
753 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
755 qglUseProgramObjectARB(0);CHECKGLERROR
758 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
760 Mem_Free(shaderstring);
763 void R_GLSL_Restart_f(void)
766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
767 if (r_glsl_permutations[i].program)
768 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
769 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
772 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
774 // select a permutation of the lighting shader appropriate to this
775 // combination of texture, entity, light source, and fogging, only use the
776 // minimum features necessary to avoid wasting rendering time in the
777 // fragment shader on features that are not being used
779 float specularscale = rsurface_texture->specularscale;
780 r_glsl_permutation = NULL;
781 if (r_shadow_rtlight)
783 permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
784 specularscale *= r_shadow_rtlight->specularscale;
785 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
786 permutation |= SHADERPERMUTATION_CUBEFILTER;
790 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
793 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
794 else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
796 if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
798 if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
799 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
801 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
803 else if (r_glsl_deluxemapping.integer >= 2) // fake mode
804 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
807 if (rsurface_texture->currentskinframe->glow)
808 permutation |= SHADERPERMUTATION_GLOW;
810 if (specularscale > 0)
811 permutation |= SHADERPERMUTATION_SPECULAR;
812 if (r_refdef.fogenabled)
813 permutation |= SHADERPERMUTATION_FOG;
814 if (rsurface_texture->colormapping)
815 permutation |= SHADERPERMUTATION_COLORMAPPING;
816 if (r_glsl_offsetmapping.integer)
818 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
819 if (r_glsl_offsetmapping_reliefmapping.integer)
820 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
822 if (!r_glsl_permutations[permutation].program)
824 if (!r_glsl_permutations[permutation].compiled)
825 R_GLSL_CompilePermutation(permutation);
826 if (!r_glsl_permutations[permutation].program)
828 // remove features until we find a valid permutation
830 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
832 // reduce i more quickly whenever it would not remove any bits
836 if (!r_glsl_permutations[permutation].compiled)
837 R_GLSL_CompilePermutation(permutation);
838 if (r_glsl_permutations[permutation].program)
841 return 0; // utterly failed
845 r_glsl_permutation = r_glsl_permutations + permutation;
847 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
848 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
849 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
851 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
852 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
853 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
854 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
855 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
856 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
858 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
860 if (r_glsl_permutation->loc_AmbientColor >= 0)
861 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
862 if (r_glsl_permutation->loc_DiffuseColor >= 0)
863 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
864 if (r_glsl_permutation->loc_SpecularColor >= 0)
865 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
866 if (r_glsl_permutation->loc_LightDir >= 0)
867 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
871 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
872 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
873 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
875 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
876 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
877 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
878 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
879 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
880 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
881 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
882 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
883 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
884 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
885 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
886 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
887 if (r_glsl_permutation->loc_FogColor >= 0)
889 // additive passes are only darkened by fog, not tinted
890 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
891 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
895 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
896 if (r_glsl_permutation->loc_Color_Pants >= 0)
898 if (rsurface_texture->currentskinframe->pants)
899 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
901 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
903 if (r_glsl_permutation->loc_Color_Shirt >= 0)
905 if (rsurface_texture->currentskinframe->shirt)
906 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
908 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
910 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
911 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
912 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
917 void R_SwitchSurfaceShader(int permutation)
919 if (r_glsl_permutation != r_glsl_permutations + permutation)
921 r_glsl_permutation = r_glsl_permutations + permutation;
923 qglUseProgramObjectARB(r_glsl_permutation->program);
928 void gl_main_start(void)
930 r_main_texturepool = R_AllocTexturePool();
931 r_bloom_texture_screen = NULL;
932 r_bloom_texture_bloom = NULL;
933 R_BuildBlankTextures();
935 if (gl_texturecubemap)
938 R_BuildNormalizationCube();
941 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
944 void gl_main_shutdown(void)
946 R_FreeTexturePool(&r_main_texturepool);
947 r_bloom_texture_screen = NULL;
948 r_bloom_texture_bloom = NULL;
949 r_texture_blanknormalmap = NULL;
950 r_texture_white = NULL;
951 r_texture_black = NULL;
952 r_texture_whitecube = NULL;
953 r_texture_normalizationcube = NULL;
957 extern void CL_ParseEntityLump(char *entitystring);
958 void gl_main_newmap(void)
960 // FIXME: move this code to client
962 char *entities, entname[MAX_QPATH];
965 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
966 l = (int)strlen(entname) - 4;
967 if (l >= 0 && !strcmp(entname + l, ".bsp"))
969 memcpy(entname + l, ".ent", 5);
970 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
972 CL_ParseEntityLump(entities);
977 if (cl.worldmodel->brush.entities)
978 CL_ParseEntityLump(cl.worldmodel->brush.entities);
982 void GL_Main_Init(void)
984 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
986 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
987 FOG_registercvars(); // FIXME: move this fog stuff to client?
988 Cvar_RegisterVariable(&r_nearclip);
989 Cvar_RegisterVariable(&r_showsurfaces);
990 Cvar_RegisterVariable(&r_showtris);
991 Cvar_RegisterVariable(&r_shownormals);
992 Cvar_RegisterVariable(&r_showlighting);
993 Cvar_RegisterVariable(&r_showshadowvolumes);
994 Cvar_RegisterVariable(&r_showcollisionbrushes);
995 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
996 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
997 Cvar_RegisterVariable(&r_showdisabledepthtest);
998 Cvar_RegisterVariable(&r_drawportals);
999 Cvar_RegisterVariable(&r_drawentities);
1000 Cvar_RegisterVariable(&r_drawviewmodel);
1001 Cvar_RegisterVariable(&r_speeds);
1002 Cvar_RegisterVariable(&r_fullbrights);
1003 Cvar_RegisterVariable(&r_wateralpha);
1004 Cvar_RegisterVariable(&r_dynamic);
1005 Cvar_RegisterVariable(&r_fullbright);
1006 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1007 Cvar_RegisterVariable(&r_textureunits);
1008 Cvar_RegisterVariable(&r_glsl);
1009 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1010 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1011 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1012 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1013 Cvar_RegisterVariable(&r_lerpsprites);
1014 Cvar_RegisterVariable(&r_lerpmodels);
1015 Cvar_RegisterVariable(&r_waterscroll);
1016 Cvar_RegisterVariable(&r_bloom);
1017 Cvar_RegisterVariable(&r_bloom_intensity);
1018 Cvar_RegisterVariable(&r_bloom_blur);
1019 Cvar_RegisterVariable(&r_bloom_resolution);
1020 Cvar_RegisterVariable(&r_bloom_power);
1021 Cvar_RegisterVariable(&r_hdr);
1022 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1023 Cvar_RegisterVariable(&r_hdr_bloomintensity);
1024 Cvar_RegisterVariable(&r_hdr_glowintensity);
1025 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1026 Cvar_RegisterVariable(&developer_texturelogging);
1027 Cvar_RegisterVariable(&gl_lightmaps);
1028 Cvar_RegisterVariable(&r_test);
1029 Cvar_RegisterVariable(&r_batchmode);
1030 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1031 Cvar_SetValue("r_fullbrights", 0);
1032 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1035 extern void R_Textures_Init(void);
1036 extern void GL_Draw_Init(void);
1037 extern void GL_Main_Init(void);
1038 extern void R_Shadow_Init(void);
1039 extern void R_Sky_Init(void);
1040 extern void GL_Surf_Init(void);
1041 extern void R_Light_Init(void);
1042 extern void R_Particles_Init(void);
1043 extern void R_Explosion_Init(void);
1044 extern void gl_backend_init(void);
1045 extern void Sbar_Init(void);
1046 extern void R_LightningBeams_Init(void);
1047 extern void Mod_RenderInit(void);
1049 void Render_Init(void)
1062 R_LightningBeams_Init();
1071 extern char *ENGINE_EXTENSIONS;
1074 VID_CheckExtensions();
1076 // LordHavoc: report supported extensions
1077 Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
1079 // clear to black (loading plaque will be seen over this)
1081 qglClearColor(0,0,0,1);CHECKGLERROR
1082 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1085 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1089 for (i = 0;i < 4;i++)
1091 p = r_view.frustum + i;
1096 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1100 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1104 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1108 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1112 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1116 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1120 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1124 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1132 //==================================================================================
1134 static void R_UpdateEntityLighting(entity_render_t *ent)
1136 vec3_t tempdiffusenormal;
1137 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));
1138 VectorClear(ent->modellight_diffuse);
1139 VectorClear(ent->modellight_lightdir);
1140 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1143 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1144 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1147 VectorSet(ent->modellight_ambient, 1, 1, 1);
1148 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1149 VectorNormalize(ent->modellight_lightdir);
1150 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1151 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1152 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1153 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1154 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1155 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1158 static void R_View_UpdateEntityVisible (void)
1161 entity_render_t *ent;
1163 if (!r_drawentities.integer)
1166 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1167 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1169 // worldmodel can check visibility
1170 for (i = 0;i < r_refdef.numentities;i++)
1172 ent = r_refdef.entities[i];
1173 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1174 if (r_viewcache.entityvisible[i])
1175 R_UpdateEntityLighting(ent);
1180 // no worldmodel or it can't check visibility
1181 for (i = 0;i < r_refdef.numentities;i++)
1183 ent = r_refdef.entities[i];
1184 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1185 if (r_viewcache.entityvisible[i])
1186 R_UpdateEntityLighting(ent);
1191 // only used if skyrendermasked, and normally returns false
1192 int R_DrawBrushModelsSky (void)
1195 entity_render_t *ent;
1197 if (!r_drawentities.integer)
1201 for (i = 0;i < r_refdef.numentities;i++)
1203 if (!r_viewcache.entityvisible[i])
1205 ent = r_refdef.entities[i];
1206 if (!ent->model || !ent->model->DrawSky)
1208 ent->model->DrawSky(ent);
1214 void R_DrawNoModel(entity_render_t *ent);
1215 void R_DrawModels(void)
1218 entity_render_t *ent;
1220 if (!r_drawentities.integer)
1223 for (i = 0;i < r_refdef.numentities;i++)
1225 if (!r_viewcache.entityvisible[i])
1227 ent = r_refdef.entities[i];
1228 r_refdef.stats.entities++;
1229 if (ent->model && ent->model->Draw != NULL)
1230 ent->model->Draw(ent);
1236 static void R_View_SetFrustum(void)
1238 // break apart the view matrix into vectors for various purposes
1239 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1240 VectorNegate(r_view.left, r_view.right);
1243 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1244 r_view.frustum[0].normal[1] = 0 - 0;
1245 r_view.frustum[0].normal[2] = -1 - 0;
1246 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1247 r_view.frustum[1].normal[1] = 0 + 0;
1248 r_view.frustum[1].normal[2] = -1 + 0;
1249 r_view.frustum[2].normal[0] = 0 - 0;
1250 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1251 r_view.frustum[2].normal[2] = -1 - 0;
1252 r_view.frustum[3].normal[0] = 0 + 0;
1253 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1254 r_view.frustum[3].normal[2] = -1 + 0;
1258 zNear = r_refdef.nearclip;
1259 nudge = 1.0 - 1.0 / (1<<23);
1260 r_view.frustum[4].normal[0] = 0 - 0;
1261 r_view.frustum[4].normal[1] = 0 - 0;
1262 r_view.frustum[4].normal[2] = -1 - -nudge;
1263 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1264 r_view.frustum[5].normal[0] = 0 + 0;
1265 r_view.frustum[5].normal[1] = 0 + 0;
1266 r_view.frustum[5].normal[2] = -1 + -nudge;
1267 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1273 r_view.frustum[0].normal[0] = m[3] - m[0];
1274 r_view.frustum[0].normal[1] = m[7] - m[4];
1275 r_view.frustum[0].normal[2] = m[11] - m[8];
1276 r_view.frustum[0].dist = m[15] - m[12];
1278 r_view.frustum[1].normal[0] = m[3] + m[0];
1279 r_view.frustum[1].normal[1] = m[7] + m[4];
1280 r_view.frustum[1].normal[2] = m[11] + m[8];
1281 r_view.frustum[1].dist = m[15] + m[12];
1283 r_view.frustum[2].normal[0] = m[3] - m[1];
1284 r_view.frustum[2].normal[1] = m[7] - m[5];
1285 r_view.frustum[2].normal[2] = m[11] - m[9];
1286 r_view.frustum[2].dist = m[15] - m[13];
1288 r_view.frustum[3].normal[0] = m[3] + m[1];
1289 r_view.frustum[3].normal[1] = m[7] + m[5];
1290 r_view.frustum[3].normal[2] = m[11] + m[9];
1291 r_view.frustum[3].dist = m[15] + m[13];
1293 r_view.frustum[4].normal[0] = m[3] - m[2];
1294 r_view.frustum[4].normal[1] = m[7] - m[6];
1295 r_view.frustum[4].normal[2] = m[11] - m[10];
1296 r_view.frustum[4].dist = m[15] - m[14];
1298 r_view.frustum[5].normal[0] = m[3] + m[2];
1299 r_view.frustum[5].normal[1] = m[7] + m[6];
1300 r_view.frustum[5].normal[2] = m[11] + m[10];
1301 r_view.frustum[5].dist = m[15] + m[14];
1306 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1307 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1308 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1309 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1310 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1311 VectorNormalize(r_view.frustum[0].normal);
1312 VectorNormalize(r_view.frustum[1].normal);
1313 VectorNormalize(r_view.frustum[2].normal);
1314 VectorNormalize(r_view.frustum[3].normal);
1315 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1316 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1317 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1318 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1319 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1320 PlaneClassify(&r_view.frustum[0]);
1321 PlaneClassify(&r_view.frustum[1]);
1322 PlaneClassify(&r_view.frustum[2]);
1323 PlaneClassify(&r_view.frustum[3]);
1324 PlaneClassify(&r_view.frustum[4]);
1326 // LordHavoc: note to all quake engine coders, Quake had a special case
1327 // for 90 degrees which assumed a square view (wrong), so I removed it,
1328 // Quake2 has it disabled as well.
1330 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1331 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1332 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1333 //PlaneClassify(&frustum[0]);
1335 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1336 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1337 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1338 //PlaneClassify(&frustum[1]);
1340 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1341 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1342 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1343 //PlaneClassify(&frustum[2]);
1345 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1346 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1347 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1348 //PlaneClassify(&frustum[3]);
1351 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1352 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1353 //PlaneClassify(&frustum[4]);
1356 void R_View_Update(void)
1358 R_View_SetFrustum();
1359 R_View_WorldVisibility();
1360 R_View_UpdateEntityVisible();
1363 void R_ResetViewRendering(void)
1365 if (gl_support_fragment_shader)
1367 qglUseProgramObjectARB(0);CHECKGLERROR
1370 // GL is weird because it's bottom to top, r_view.y is top to bottom
1371 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1372 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1373 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1374 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1375 GL_ScissorTest(true);
1378 R_Mesh_Matrix(&identitymatrix);
1379 R_Mesh_ResetTextureState();
1382 void R_RenderScene(void);
1384 void R_Bloom_MakeTexture(qboolean darken)
1386 int screenwidth, screenheight;
1387 int screentexturewidth, screentextureheight;
1388 int bloomtexturewidth, bloomtextureheight;
1389 int bloomwidth, bloomheight, x, range;
1390 float xoffset, yoffset, r;
1392 float texcoord2f[3][8];
1394 // set bloomwidth and bloomheight to the bloom resolution that will be
1395 // used (often less than the screen resolution for faster rendering)
1396 bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1397 bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1399 // set the (poorly named) screenwidth and screenheight variables to
1400 // a power of 2 at least as large as the screen, these will define the
1401 // size of the texture to allocate
1402 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1403 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1405 r_refdef.stats.bloom++;
1407 // allocate textures as needed
1408 // TODO: reallocate these when size settings change
1409 if (!r_bloom_texture_screen)
1410 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1411 if (!r_bloom_texture_bloom)
1412 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1414 screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1415 screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1416 bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1417 bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1419 // vertex coordinates for a quad that covers the screen exactly
1420 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1421 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1422 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1423 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1425 // set up a texcoord array for the full resolution screen image
1426 // (we have to keep this around to copy back during final render)
1427 texcoord2f[0][0] = 0;
1428 texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1429 texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1430 texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1431 texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1432 texcoord2f[0][5] = 0;
1433 texcoord2f[0][6] = 0;
1434 texcoord2f[0][7] = 0;
1436 // set up a texcoord array for the reduced resolution bloom image
1437 // (which will be additive blended over the screen image)
1438 texcoord2f[1][0] = 0;
1439 texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1440 texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1441 texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1442 texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1443 texcoord2f[1][5] = 0;
1444 texcoord2f[1][6] = 0;
1445 texcoord2f[1][7] = 0;
1447 R_ResetViewRendering();
1448 GL_DepthTest(false);
1449 R_Mesh_VertexPointer(vertex3f);
1450 R_Mesh_ColorPointer(NULL);
1452 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1453 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1455 // copy view into the screen texture
1456 GL_ActiveTexture(0);
1458 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
1459 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1461 // now scale it down to the bloom texture size
1463 qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1464 GL_BlendFunc(GL_ONE, GL_ZERO);
1465 GL_Color(1, 1, 1, 1);
1466 // TODO: optimize with multitexture or GLSL
1467 R_Mesh_Draw(0, 4, 2, polygonelements);
1468 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1472 // raise to a power of itself to darken it (this leaves the really
1473 // bright stuff bright, and everything else becomes very dark)
1474 // render multiple times with a multiply blendfunc to raise to a power
1475 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1476 for (x = 1;x < r_bloom_power.integer;x++)
1478 R_Mesh_Draw(0, 4, 2, polygonelements);
1479 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1483 // we now have a darkened bloom image in the framebuffer
1484 // copy it into the bloom image texture for more processing
1485 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1486 R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1487 GL_ActiveTexture(0);
1489 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1490 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1492 // blend on at multiple vertical offsets to achieve a vertical blur
1493 // TODO: do offset blends using GLSL
1494 range = r_bloom_blur.integer * bloomwidth / 320;
1495 GL_BlendFunc(GL_ONE, GL_ZERO);
1496 for (x = -range;x <= range;x++)
1498 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1499 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1500 // compute a texcoord array with the specified x and y offset
1501 texcoord2f[2][0] = xoffset+0;
1502 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1503 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1504 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1505 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1506 texcoord2f[2][5] = yoffset+0;
1507 texcoord2f[2][6] = xoffset+0;
1508 texcoord2f[2][7] = yoffset+0;
1509 // this r value looks like a 'dot' particle, fading sharply to
1510 // black at the edges
1511 // (probably not realistic but looks good enough)
1512 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1515 GL_Color(r, r, r, 1);
1516 R_Mesh_Draw(0, 4, 2, polygonelements);
1517 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1518 GL_BlendFunc(GL_ONE, GL_ONE);
1521 // copy the vertically blurred bloom view to a texture
1522 GL_ActiveTexture(0);
1524 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1525 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1527 // blend the vertically blurred image at multiple offsets horizontally
1528 // to finish the blur effect
1529 // TODO: do offset blends using GLSL
1530 range = r_bloom_blur.integer * bloomwidth / 320;
1531 GL_BlendFunc(GL_ONE, GL_ZERO);
1532 for (x = -range;x <= range;x++)
1534 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1535 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1536 // compute a texcoord array with the specified x and y offset
1537 texcoord2f[2][0] = xoffset+0;
1538 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1539 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1540 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1541 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1542 texcoord2f[2][5] = yoffset+0;
1543 texcoord2f[2][6] = xoffset+0;
1544 texcoord2f[2][7] = yoffset+0;
1545 // this r value looks like a 'dot' particle, fading sharply to
1546 // black at the edges
1547 // (probably not realistic but looks good enough)
1548 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1551 GL_Color(r, r, r, 1);
1552 R_Mesh_Draw(0, 4, 2, polygonelements);
1553 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1554 GL_BlendFunc(GL_ONE, GL_ONE);
1557 // copy the blurred bloom view to a texture
1558 GL_ActiveTexture(0);
1560 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1561 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1564 void R_HDR_RenderBloomTexture(void)
1566 int oldwidth, oldheight;
1568 oldwidth = r_view.width;
1569 oldheight = r_view.height;
1570 r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1571 r_view.height = r_view.width * oldheight / oldwidth;
1573 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1574 // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1575 // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1576 // TODO: add exposure compensation features
1578 r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1581 R_ResetViewRendering();
1583 R_Bloom_MakeTexture(false);
1586 if (r_timereport_active)
1587 R_TimeReport("clear");
1589 // restore the view settings
1590 r_view.width = oldwidth;
1591 r_view.height = oldheight;
1593 // go back to full view area
1594 R_ResetViewRendering();
1597 static void R_BlendView(void)
1599 int screenwidth, screenheight;
1600 int bloomwidth, bloomheight;
1605 float texcoord2f[3][8];
1607 // set the (poorly named) screenwidth and screenheight variables to
1608 // a power of 2 at least as large as the screen, these will define the
1609 // size of the texture to allocate
1610 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1611 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1613 doblend = r_refdef.viewblend[3] >= 0.01f;
1614 dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1615 dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1617 if (!dobloom && !dohdr && !doblend)
1620 // vertex coordinates for a quad that covers the screen exactly
1621 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1622 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1623 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1624 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1626 // set bloomwidth and bloomheight to the bloom resolution that will be
1627 // used (often less than the screen resolution for faster rendering)
1628 bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1629 bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1630 // set up a texcoord array for the full resolution screen image
1631 // (we have to keep this around to copy back during final render)
1632 texcoord2f[0][0] = 0;
1633 texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1634 texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1635 texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1636 texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1637 texcoord2f[0][5] = 0;
1638 texcoord2f[0][6] = 0;
1639 texcoord2f[0][7] = 0;
1640 // set up a texcoord array for the reduced resolution bloom image
1641 // (which will be additive blended over the screen image)
1642 texcoord2f[1][0] = 0;
1643 texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1644 texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1645 texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1646 texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1647 texcoord2f[1][5] = 0;
1648 texcoord2f[1][6] = 0;
1649 texcoord2f[1][7] = 0;
1653 // render high dynamic range bloom effect
1654 // the bloom texture was made earlier this render, so we just need to
1655 // blend it onto the screen...
1656 R_ResetViewRendering();
1657 GL_DepthTest(false);
1658 R_Mesh_VertexPointer(vertex3f);
1659 R_Mesh_ColorPointer(NULL);
1660 GL_Color(1, 1, 1, 1);
1661 GL_BlendFunc(GL_ONE, GL_ONE);
1662 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1663 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1664 R_Mesh_Draw(0, 4, 2, polygonelements);
1665 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1669 // render simple bloom effect
1670 // make the bloom texture
1671 R_Bloom_MakeTexture(true);
1672 // put the original screen image back in place and blend the bloom
1674 R_ResetViewRendering();
1675 GL_DepthTest(false);
1676 R_Mesh_VertexPointer(vertex3f);
1677 R_Mesh_ColorPointer(NULL);
1678 GL_Color(1, 1, 1, 1);
1679 GL_BlendFunc(GL_ONE, GL_ZERO);
1680 // do both in one pass if possible
1681 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1682 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1683 if (r_textureunits.integer >= 2 && gl_combine.integer)
1685 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1686 R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1687 R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1691 R_Mesh_Draw(0, 4, 2, polygonelements);
1692 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1693 // now blend on the bloom texture
1694 GL_BlendFunc(GL_ONE, GL_ONE);
1695 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1696 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1698 R_Mesh_Draw(0, 4, 2, polygonelements);
1699 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1703 // apply a color tint to the whole view
1704 R_ResetViewRendering();
1705 GL_DepthTest(false);
1706 R_Mesh_VertexPointer(vertex3f);
1707 R_Mesh_ColorPointer(NULL);
1708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1709 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1710 R_Mesh_Draw(0, 4, 2, polygonelements);
1714 void R_RenderScene(void);
1716 matrix4x4_t r_waterscrollmatrix;
1718 void R_UpdateVariables(void)
1722 r_refdef.farclip = 4096;
1723 if (r_refdef.worldmodel)
1724 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1725 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1727 r_refdef.polygonfactor = 0;
1728 r_refdef.polygonoffset = 0;
1729 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1730 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1732 r_refdef.rtworld = r_shadow_realtime_world.integer;
1733 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1734 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1735 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1736 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1737 if (r_showsurfaces.integer)
1739 r_refdef.rtworld = false;
1740 r_refdef.rtworldshadows = false;
1741 r_refdef.rtdlight = false;
1742 r_refdef.rtdlightshadows = false;
1743 r_refdef.lightmapintensity = 0;
1746 if (gamemode == GAME_NEHAHRA)
1748 if (gl_fogenable.integer)
1750 r_refdef.oldgl_fogenable = true;
1751 r_refdef.fog_density = gl_fogdensity.value;
1752 r_refdef.fog_red = gl_fogred.value;
1753 r_refdef.fog_green = gl_foggreen.value;
1754 r_refdef.fog_blue = gl_fogblue.value;
1756 else if (r_refdef.oldgl_fogenable)
1758 r_refdef.oldgl_fogenable = false;
1759 r_refdef.fog_density = 0;
1760 r_refdef.fog_red = 0;
1761 r_refdef.fog_green = 0;
1762 r_refdef.fog_blue = 0;
1765 if (r_refdef.fog_density)
1767 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
1768 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1769 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1771 if (r_refdef.fog_density)
1773 r_refdef.fogenabled = true;
1774 // this is the point where the fog reaches 0.9986 alpha, which we
1775 // consider a good enough cutoff point for the texture
1776 // (0.9986 * 256 == 255.6)
1777 r_refdef.fogrange = 400 / r_refdef.fog_density;
1778 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1779 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1780 // fog color was already set
1783 r_refdef.fogenabled = false;
1791 void R_RenderView(void)
1793 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1794 return; //Host_Error ("R_RenderView: NULL worldmodel");
1797 GL_ScissorTest(true);
1799 if (r_timereport_active)
1800 R_TimeReport("setup");
1803 if (r_timereport_active)
1804 R_TimeReport("visibility");
1806 R_ResetViewRendering();
1809 if (r_timereport_active)
1810 R_TimeReport("clear");
1812 // this produces a bloom texture to be used in R_BlendView() later
1814 R_HDR_RenderBloomTexture();
1816 r_view.colorscale = r_hdr_scenebrightness.value;
1820 if (r_timereport_active)
1821 R_TimeReport("blendview");
1823 GL_Scissor(0, 0, vid.width, vid.height);
1824 GL_ScissorTest(false);
1828 extern void R_DrawLightningBeams (void);
1829 extern void VM_AddPolygonsToMeshQueue (void);
1830 extern void R_DrawPortals (void);
1831 void R_RenderScene(void)
1835 // don't let sound skip if going slow
1836 if (r_refdef.extraupdate)
1840 if (gl_support_fragment_shader)
1842 qglUseProgramObjectARB(0);CHECKGLERROR
1844 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1845 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1846 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1848 R_ResetViewRendering();
1850 R_MeshQueue_BeginScene();
1852 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1853 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1855 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1857 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1859 R_Shadow_UpdateWorldLightSelection();
1863 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);
1865 if (cl.csqc_vidvars.drawworld)
1867 // don't let sound skip if going slow
1868 if (r_refdef.extraupdate)
1871 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1873 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1874 if (r_timereport_active)
1875 R_TimeReport("worldsky");
1878 if (R_DrawBrushModelsSky() && r_timereport_active)
1879 R_TimeReport("bmodelsky");
1881 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1883 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1884 if (r_timereport_active)
1885 R_TimeReport("world");
1889 // don't let sound skip if going slow
1890 if (r_refdef.extraupdate)
1894 if (r_timereport_active)
1895 R_TimeReport("models");
1897 // don't let sound skip if going slow
1898 if (r_refdef.extraupdate)
1901 R_ShadowVolumeLighting(false);
1902 if (r_timereport_active)
1903 R_TimeReport("rtlights");
1905 // don't let sound skip if going slow
1906 if (r_refdef.extraupdate)
1909 if (cl.csqc_vidvars.drawworld)
1911 R_DrawLightningBeams();
1912 if (r_timereport_active)
1913 R_TimeReport("lightning");
1916 if (r_timereport_active)
1917 R_TimeReport("particles");
1920 if (r_timereport_active)
1921 R_TimeReport("explosions");
1924 if (gl_support_fragment_shader)
1926 qglUseProgramObjectARB(0);CHECKGLERROR
1928 VM_AddPolygonsToMeshQueue();
1930 if (r_drawportals.integer)
1933 if (r_timereport_active)
1934 R_TimeReport("portals");
1937 if (gl_support_fragment_shader)
1939 qglUseProgramObjectARB(0);CHECKGLERROR
1941 R_MeshQueue_RenderTransparent();
1942 if (r_timereport_active)
1943 R_TimeReport("drawtrans");
1945 if (gl_support_fragment_shader)
1947 qglUseProgramObjectARB(0);CHECKGLERROR
1950 if (cl.csqc_vidvars.drawworld)
1953 if (r_timereport_active)
1954 R_TimeReport("coronas");
1957 // don't let sound skip if going slow
1958 if (r_refdef.extraupdate)
1962 if (gl_support_fragment_shader)
1964 qglUseProgramObjectARB(0);CHECKGLERROR
1966 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1967 qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1971 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1974 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1975 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1976 GL_DepthMask(false);
1978 R_Mesh_Matrix(&identitymatrix);
1980 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1981 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1982 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1983 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1984 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1985 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1986 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1987 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1988 R_FillColors(color, 8, cr, cg, cb, ca);
1989 if (r_refdef.fogenabled)
1991 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1993 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
1995 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
1996 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
1997 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2000 R_Mesh_VertexPointer(vertex3f);
2001 R_Mesh_ColorPointer(color);
2002 R_Mesh_ResetTextureState();
2007 int nomodelelements[24] =
2019 float nomodelvertex3f[6*3] =
2029 float nomodelcolor4f[6*4] =
2031 0.0f, 0.0f, 0.5f, 1.0f,
2032 0.0f, 0.0f, 0.5f, 1.0f,
2033 0.0f, 0.5f, 0.0f, 1.0f,
2034 0.0f, 0.5f, 0.0f, 1.0f,
2035 0.5f, 0.0f, 0.0f, 1.0f,
2036 0.5f, 0.0f, 0.0f, 1.0f
2039 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2044 // this is only called once per entity so numsurfaces is always 1, and
2045 // surfacelist is always {0}, so this code does not handle batches
2046 R_Mesh_Matrix(&ent->matrix);
2048 if (ent->flags & EF_ADDITIVE)
2050 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2051 GL_DepthMask(false);
2053 else if (ent->alpha < 1)
2055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2056 GL_DepthMask(false);
2060 GL_BlendFunc(GL_ONE, GL_ZERO);
2063 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2064 R_Mesh_VertexPointer(nomodelvertex3f);
2065 if (r_refdef.fogenabled)
2068 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2069 R_Mesh_ColorPointer(color4f);
2070 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2071 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2073 for (i = 0, c = color4f;i < 6;i++, c += 4)
2075 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2076 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2077 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2081 else if (ent->alpha != 1)
2083 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2084 R_Mesh_ColorPointer(color4f);
2085 for (i = 0, c = color4f;i < 6;i++, c += 4)
2089 R_Mesh_ColorPointer(nomodelcolor4f);
2090 R_Mesh_ResetTextureState();
2091 R_Mesh_Draw(0, 6, 8, nomodelelements);
2094 void R_DrawNoModel(entity_render_t *ent)
2097 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2098 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2099 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2101 // R_DrawNoModelCallback(ent, 0);
2104 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2106 vec3_t right1, right2, diff, normal;
2108 VectorSubtract (org2, org1, normal);
2110 // calculate 'right' vector for start
2111 VectorSubtract (r_view.origin, org1, diff);
2112 CrossProduct (normal, diff, right1);
2113 VectorNormalize (right1);
2115 // calculate 'right' vector for end
2116 VectorSubtract (r_view.origin, org2, diff);
2117 CrossProduct (normal, diff, right2);
2118 VectorNormalize (right2);
2120 vert[ 0] = org1[0] + width * right1[0];
2121 vert[ 1] = org1[1] + width * right1[1];
2122 vert[ 2] = org1[2] + width * right1[2];
2123 vert[ 3] = org1[0] - width * right1[0];
2124 vert[ 4] = org1[1] - width * right1[1];
2125 vert[ 5] = org1[2] - width * right1[2];
2126 vert[ 6] = org2[0] - width * right2[0];
2127 vert[ 7] = org2[1] - width * right2[1];
2128 vert[ 8] = org2[2] - width * right2[2];
2129 vert[ 9] = org2[0] + width * right2[0];
2130 vert[10] = org2[1] + width * right2[1];
2131 vert[11] = org2[2] + width * right2[2];
2134 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2136 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
2138 float fog = 0.0f, ifog;
2141 if (r_refdef.fogenabled)
2142 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2145 R_Mesh_Matrix(&identitymatrix);
2146 GL_BlendFunc(blendfunc1, blendfunc2);
2147 GL_DepthMask(false);
2148 GL_DepthTest(!depthdisable);
2150 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2151 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2152 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2153 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2154 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2155 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2156 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2157 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2158 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2159 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2160 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2161 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2163 R_Mesh_VertexPointer(vertex3f);
2164 R_Mesh_ColorPointer(NULL);
2165 R_Mesh_ResetTextureState();
2166 R_Mesh_TexBind(0, R_GetTexture(texture));
2167 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2168 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2169 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2170 R_Mesh_Draw(0, 4, 2, polygonelements);
2172 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2174 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2175 GL_BlendFunc(blendfunc1, GL_ONE);
2176 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);
2177 R_Mesh_Draw(0, 4, 2, polygonelements);
2181 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2186 VectorSet(v, x, y, z);
2187 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2188 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2190 if (i == mesh->numvertices)
2192 if (mesh->numvertices < mesh->maxvertices)
2194 VectorCopy(v, vertex3f);
2195 mesh->numvertices++;
2197 return mesh->numvertices;
2203 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2207 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2208 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2209 e = mesh->element3i + mesh->numtriangles * 3;
2210 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2212 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2213 if (mesh->numtriangles < mesh->maxtriangles)
2218 mesh->numtriangles++;
2220 element[1] = element[2];
2224 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2228 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2229 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2230 e = mesh->element3i + mesh->numtriangles * 3;
2231 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2233 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2234 if (mesh->numtriangles < mesh->maxtriangles)
2239 mesh->numtriangles++;
2241 element[1] = element[2];
2245 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2246 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2248 int planenum, planenum2;
2251 mplane_t *plane, *plane2;
2253 double temppoints[2][256*3];
2254 // figure out how large a bounding box we need to properly compute this brush
2256 for (w = 0;w < numplanes;w++)
2257 maxdist = max(maxdist, planes[w].dist);
2258 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2259 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2260 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2264 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2265 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2267 if (planenum2 == planenum)
2269 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);
2272 if (tempnumpoints < 3)
2274 // generate elements forming a triangle fan for this polygon
2275 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2279 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2282 R_Mesh_VertexPointer(brush->points->v);
2283 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2284 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);
2285 GL_LockArrays(0, brush->numpoints);
2286 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2287 GL_LockArrays(0, 0);
2290 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2293 if (!surface->num_collisiontriangles)
2295 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2296 i = (int)(((size_t)surface) / sizeof(msurface_t));
2297 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);
2298 GL_LockArrays(0, surface->num_collisionvertices);
2299 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2300 GL_LockArrays(0, 0);
2303 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)
2305 texturelayer_t *layer;
2306 layer = t->currentlayers + t->currentnumlayers++;
2308 layer->depthmask = depthmask;
2309 layer->blendfunc1 = blendfunc1;
2310 layer->blendfunc2 = blendfunc2;
2311 layer->texture = texture;
2312 layer->texmatrix = *matrix;
2313 layer->color[0] = r * r_view.colorscale;
2314 layer->color[1] = g * r_view.colorscale;
2315 layer->color[2] = b * r_view.colorscale;
2316 layer->color[3] = a;
2319 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2321 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2322 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2324 // switch to an alternate material if this is a q1bsp animated material
2326 texture_t *texture = t;
2327 model_t *model = ent->model;
2328 int s = ent->skinnum;
2329 if ((unsigned int)s >= (unsigned int)model->numskins)
2331 if (model->skinscenes)
2333 if (model->skinscenes[s].framecount > 1)
2334 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2336 s = model->skinscenes[s].firstframe;
2339 t = t + s * model->num_surfaces;
2342 // use an alternate animation if the entity's frame is not 0,
2343 // and only if the texture has an alternate animation
2344 if (ent->frame != 0 && t->anim_total[1])
2345 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2347 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2349 texture->currentframe = t;
2352 // pick a new currentskinframe if the material is animated
2353 if (t->numskinframes >= 2)
2354 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2356 t->currentmaterialflags = t->basematerialflags;
2357 t->currentalpha = ent->alpha;
2358 if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
2359 t->currentalpha *= r_wateralpha.value;
2360 if (!(ent->flags & RENDER_LIGHT))
2361 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2362 if (ent->effects & EF_ADDITIVE)
2363 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2364 else if (t->currentalpha < 1)
2365 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2366 if (ent->effects & EF_NODEPTHTEST)
2367 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
2368 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2369 t->currenttexmatrix = r_waterscrollmatrix;
2371 t->currenttexmatrix = identitymatrix;
2373 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2374 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2375 t->glosstexture = r_texture_white;
2376 t->specularpower = 8;
2377 t->specularscale = 0;
2378 if (r_shadow_gloss.integer > 0)
2380 if (t->currentskinframe->gloss)
2382 if (r_shadow_glossintensity.value > 0)
2384 t->glosstexture = t->currentskinframe->gloss;
2385 t->specularscale = r_shadow_glossintensity.value;
2388 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2389 t->specularscale = r_shadow_gloss2intensity.value;
2392 t->currentnumlayers = 0;
2393 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2395 if (gl_lightmaps.integer)
2396 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2397 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2399 int blendfunc1, blendfunc2, depthmask;
2400 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2402 blendfunc1 = GL_SRC_ALPHA;
2403 blendfunc2 = GL_ONE;
2405 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2407 blendfunc1 = GL_SRC_ALPHA;
2408 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2410 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2412 blendfunc1 = t->customblendfunc[0];
2413 blendfunc2 = t->customblendfunc[1];
2417 blendfunc1 = GL_ONE;
2418 blendfunc2 = GL_ZERO;
2420 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2421 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2423 rtexture_t *currentbasetexture;
2425 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2426 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2427 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2428 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2430 // fullbright is not affected by r_refdef.lightmapintensity
2431 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2432 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2433 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);
2434 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2435 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);
2441 // q3bsp has no lightmap updates, so the lightstylevalue that
2442 // would normally be baked into the lightmap must be
2443 // applied to the color
2444 if (ent->model->type == mod_brushq3)
2445 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2446 colorscale *= r_refdef.lightmapintensity;
2447 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);
2448 if (r_ambient.value >= (1.0f/64.0f))
2449 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);
2450 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2452 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);
2453 if (r_ambient.value >= (1.0f/64.0f))
2454 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);
2456 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2458 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);
2459 if (r_ambient.value >= (1.0f/64.0f))
2460 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);
2463 if (t->currentskinframe->glow != NULL)
2464 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);
2465 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2467 // if this is opaque use alpha blend which will darken the earlier
2470 // if this is an alpha blended material, all the earlier passes
2471 // were darkened by fog already, so we only need to add the fog
2472 // color ontop through the fog mask texture
2474 // if this is an additive blended material, all the earlier passes
2475 // were darkened by fog already, and we should not add fog color
2476 // (because the background was not darkened, there is no fog color
2477 // that was lost behind it).
2478 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);
2485 void R_UpdateAllTextureInfo(entity_render_t *ent)
2489 for (i = 0;i < ent->model->num_textures;i++)
2490 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2493 int rsurface_array_size = 0;
2494 float *rsurface_array_modelvertex3f = NULL;
2495 float *rsurface_array_modelsvector3f = NULL;
2496 float *rsurface_array_modeltvector3f = NULL;
2497 float *rsurface_array_modelnormal3f = NULL;
2498 float *rsurface_array_deformedvertex3f = NULL;
2499 float *rsurface_array_deformedsvector3f = NULL;
2500 float *rsurface_array_deformedtvector3f = NULL;
2501 float *rsurface_array_deformednormal3f = NULL;
2502 float *rsurface_array_color4f = NULL;
2503 float *rsurface_array_texcoord3f = NULL;
2505 void R_Mesh_ResizeArrays(int newvertices)
2508 if (rsurface_array_size >= newvertices)
2510 if (rsurface_array_modelvertex3f)
2511 Mem_Free(rsurface_array_modelvertex3f);
2512 rsurface_array_size = (newvertices + 1023) & ~1023;
2513 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2514 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2515 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2516 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2517 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2518 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2519 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2520 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2521 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2522 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2523 rsurface_array_color4f = base + rsurface_array_size * 27;
2526 float *rsurface_modelvertex3f;
2527 float *rsurface_modelsvector3f;
2528 float *rsurface_modeltvector3f;
2529 float *rsurface_modelnormal3f;
2530 float *rsurface_vertex3f;
2531 float *rsurface_svector3f;
2532 float *rsurface_tvector3f;
2533 float *rsurface_normal3f;
2534 float *rsurface_lightmapcolor4f;
2535 vec3_t rsurface_modelorg;
2536 qboolean rsurface_generatedvertex;
2537 const entity_render_t *rsurface_entity;
2538 const model_t *rsurface_model;
2539 texture_t *rsurface_texture;
2540 rtexture_t *rsurface_lightmaptexture;
2541 rsurfmode_t rsurface_mode;
2542 texture_t *rsurface_glsl_texture;
2543 qboolean rsurface_glsl_uselightmap;
2545 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2547 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2548 rsurface_entity = ent;
2549 rsurface_model = ent->model;
2550 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2551 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2552 R_Mesh_Matrix(&ent->matrix);
2553 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2554 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2558 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2559 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2560 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2561 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2562 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2564 else if (wantnormals)
2566 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2567 rsurface_modelsvector3f = NULL;
2568 rsurface_modeltvector3f = NULL;
2569 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2570 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2574 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2575 rsurface_modelsvector3f = NULL;
2576 rsurface_modeltvector3f = NULL;
2577 rsurface_modelnormal3f = NULL;
2578 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2580 rsurface_generatedvertex = true;
2584 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2585 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2586 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2587 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2588 rsurface_generatedvertex = false;
2590 rsurface_vertex3f = rsurface_modelvertex3f;
2591 rsurface_svector3f = rsurface_modelsvector3f;
2592 rsurface_tvector3f = rsurface_modeltvector3f;
2593 rsurface_normal3f = rsurface_modelnormal3f;
2594 rsurface_mode = RSURFMODE_NONE;
2595 rsurface_lightmaptexture = NULL;
2596 rsurface_texture = NULL;
2597 rsurface_glsl_texture = NULL;
2598 rsurface_glsl_uselightmap = false;
2601 void RSurf_CleanUp(void)
2604 if (rsurface_mode == RSURFMODE_GLSL)
2606 qglUseProgramObjectARB(0);CHECKGLERROR
2608 GL_AlphaTest(false);
2609 rsurface_mode = RSURFMODE_NONE;
2610 rsurface_lightmaptexture = NULL;
2611 rsurface_texture = NULL;
2612 rsurface_glsl_texture = NULL;
2613 rsurface_glsl_uselightmap = false;
2616 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2618 // 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
2619 if (rsurface_generatedvertex)
2621 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2622 generatetangents = true;
2623 if (generatetangents)
2624 generatenormals = true;
2625 if (generatenormals && !rsurface_modelnormal3f)
2627 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2628 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2630 if (generatetangents && !rsurface_modelsvector3f)
2632 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2633 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2634 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2637 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2638 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2640 int texturesurfaceindex;
2641 float center[3], forward[3], right[3], up[3], v[4][3];
2642 matrix4x4_t matrix1, imatrix1;
2643 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2644 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2645 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2646 // make deformed versions of only the model vertices used by the specified surfaces
2647 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2650 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2651 // a single autosprite surface can contain multiple sprites...
2652 for (j = 0;j < surface->num_vertices - 3;j += 4)
2654 VectorClear(center);
2655 for (i = 0;i < 4;i++)
2656 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2657 VectorScale(center, 0.25f, center);
2658 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2660 forward[0] = rsurface_modelorg[0] - center[0];
2661 forward[1] = rsurface_modelorg[1] - center[1];
2663 VectorNormalize(forward);
2664 right[0] = forward[1];
2665 right[1] = -forward[0];
2667 VectorSet(up, 0, 0, 1);
2669 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2670 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2671 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2672 for (i = 0;i < 4;i++)
2673 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2674 for (i = 0;i < 4;i++)
2675 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2677 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2678 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2680 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2681 rsurface_svector3f = rsurface_array_deformedsvector3f;
2682 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2683 rsurface_normal3f = rsurface_array_deformednormal3f;
2685 R_Mesh_VertexPointer(rsurface_vertex3f);
2688 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2690 int texturesurfaceindex;
2691 const msurface_t *surface = texturesurfacelist[0];
2692 int firstvertex = surface->num_firstvertex;
2693 int endvertex = surface->num_firstvertex + surface->num_vertices;
2694 if (texturenumsurfaces == 1)
2696 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2697 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2699 else if (r_batchmode.integer == 2)
2701 #define MAXBATCHTRIANGLES 4096
2702 int batchtriangles = 0;
2703 int batchelements[MAXBATCHTRIANGLES*3];
2704 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2706 surface = texturesurfacelist[texturesurfaceindex];
2707 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2709 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2712 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2714 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2716 firstvertex = surface->num_firstvertex;
2717 endvertex = surface->num_firstvertex + surface->num_vertices;
2721 firstvertex = min(firstvertex, surface->num_firstvertex);
2722 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2724 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2725 batchtriangles += surface->num_triangles;
2728 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2730 else if (r_batchmode.integer == 1)
2732 int firsttriangle = 0;
2733 int endtriangle = -1;
2734 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2736 surface = texturesurfacelist[texturesurfaceindex];
2737 if (surface->num_firsttriangle != endtriangle)
2739 if (endtriangle > firsttriangle)
2741 GL_LockArrays(firstvertex, endvertex - firstvertex);
2742 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2744 firstvertex = surface->num_firstvertex;
2745 endvertex = surface->num_firstvertex + surface->num_vertices;
2746 firsttriangle = surface->num_firsttriangle;
2750 firstvertex = min(firstvertex, surface->num_firstvertex);
2751 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2753 endtriangle = surface->num_firsttriangle + surface->num_triangles;
2755 if (endtriangle > firsttriangle)
2757 GL_LockArrays(firstvertex, endvertex - firstvertex);
2758 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2763 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2765 surface = texturesurfacelist[texturesurfaceindex];
2766 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2767 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2772 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2774 int texturesurfaceindex;
2775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2778 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2779 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, 0.2f);
2780 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2781 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2785 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2787 int texturesurfaceindex;
2795 vec3_t ambientcolor;
2796 vec3_t diffusecolor;
2798 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2799 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2800 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2801 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2802 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2803 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2804 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2805 if (VectorLength2(diffusecolor) > 0)
2807 // generate color arrays for the surfaces in this list
2808 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2811 int numverts = surface->num_vertices;
2812 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2813 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2814 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2815 // q3-style directional shading
2816 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2818 if ((f = DotProduct(c2, lightdir)) > 0)
2819 VectorMA(ambientcolor, f, diffusecolor, c);
2821 VectorCopy(ambientcolor, c);
2830 rsurface_lightmapcolor4f = rsurface_array_color4f;
2834 r = ambientcolor[0];
2835 g = ambientcolor[1];
2836 b = ambientcolor[2];
2837 rsurface_lightmapcolor4f = NULL;
2840 else if (lightmode >= 1 || !rsurface_lightmaptexture)
2842 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2844 // generate color arrays for the surfaces in this list
2845 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2847 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2848 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2850 if (surface->lightmapinfo->samples)
2852 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2853 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2854 VectorScale(lm, scale, c);
2855 if (surface->lightmapinfo->styles[1] != 255)
2857 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2859 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2860 VectorMA(c, scale, lm, c);
2861 if (surface->lightmapinfo->styles[2] != 255)
2864 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2865 VectorMA(c, scale, lm, c);
2866 if (surface->lightmapinfo->styles[3] != 255)
2869 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2870 VectorMA(c, scale, lm, c);
2880 rsurface_lightmapcolor4f = rsurface_array_color4f;
2883 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2888 rsurface_lightmapcolor4f = NULL;
2892 if (rsurface_lightmapcolor4f)
2894 // generate color arrays for the surfaces in this list
2895 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2897 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2898 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)
2900 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2910 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2912 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2913 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)
2915 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2923 rsurface_lightmapcolor4f = rsurface_array_color4f;
2925 if (applycolor && rsurface_lightmapcolor4f)
2927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2930 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)
2938 rsurface_lightmapcolor4f = rsurface_array_color4f;
2940 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2941 GL_Color(r, g, b, a);
2942 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2945 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2947 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2949 rsurface_mode = RSURFMODE_SHOWSURFACES;
2951 GL_BlendFunc(GL_ONE, GL_ZERO);
2952 R_Mesh_ColorPointer(NULL);
2953 R_Mesh_ResetTextureState();
2955 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2956 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2959 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2961 // transparent sky would be ridiculous
2962 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2964 if (rsurface_mode != RSURFMODE_SKY)
2966 if (rsurface_mode == RSURFMODE_GLSL)
2968 qglUseProgramObjectARB(0);CHECKGLERROR
2970 rsurface_mode = RSURFMODE_SKY;
2974 skyrendernow = false;
2976 // restore entity matrix
2977 R_Mesh_Matrix(&rsurface_entity->matrix);
2980 // LordHavoc: HalfLife maps have freaky skypolys so don't use
2981 // skymasking on them, and Quake3 never did sky masking (unlike
2982 // software Quake and software Quake2), so disable the sky masking
2983 // in Quake3 maps as it causes problems with q3map2 sky tricks,
2984 // and skymasking also looks very bad when noclipping outside the
2985 // level, so don't use it then either.
2986 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2988 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2989 R_Mesh_ColorPointer(NULL);
2990 R_Mesh_ResetTextureState();
2991 if (skyrendermasked)
2993 // depth-only (masking)
2994 GL_ColorMask(0,0,0,0);
2995 // just to make sure that braindead drivers don't draw
2996 // anything despite that colormask...
2997 GL_BlendFunc(GL_ZERO, GL_ONE);
3002 GL_BlendFunc(GL_ONE, GL_ZERO);
3004 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3005 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3006 if (skyrendermasked)
3007 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3011 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3014 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3015 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3016 if (rsurface_mode != RSURFMODE_GLSL)
3018 rsurface_mode = RSURFMODE_GLSL;
3019 rsurface_glsl_texture = NULL;
3020 rsurface_glsl_uselightmap = false;
3021 R_Mesh_ResetTextureState();
3023 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3025 rsurface_glsl_texture = rsurface_texture;
3026 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3027 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3028 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3029 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3030 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3031 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3032 //if (r_glsl_deluxemapping.integer)
3033 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3034 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3035 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3036 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3038 if (!r_glsl_permutation)
3040 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3041 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3042 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3043 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3044 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3046 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3047 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3048 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3049 R_Mesh_ColorPointer(NULL);
3051 else if (rsurface_lightmaptexture)
3053 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3054 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3055 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3056 R_Mesh_ColorPointer(NULL);
3060 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3061 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3062 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3063 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3065 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3068 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3070 // OpenGL 1.3 path - anything not completely ancient
3071 int texturesurfaceindex;
3073 qboolean applycolor;
3077 const texturelayer_t *layer;
3079 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3080 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3081 if (rsurface_mode != RSURFMODE_MULTIPASS)
3082 rsurface_mode = RSURFMODE_MULTIPASS;
3083 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3084 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3087 int layertexrgbscale;
3088 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3090 if (layerindex == 0)
3094 GL_AlphaTest(false);
3095 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3098 GL_DepthMask(layer->depthmask);
3099 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3100 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3102 layertexrgbscale = 4;
3103 VectorScale(layer->color, 0.25f, layercolor);
3105 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3107 layertexrgbscale = 2;
3108 VectorScale(layer->color, 0.5f, layercolor);
3112 layertexrgbscale = 1;
3113 VectorScale(layer->color, 1.0f, layercolor);
3115 layercolor[3] = layer->color[3];
3116 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3117 R_Mesh_ColorPointer(NULL);
3118 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3119 switch (layer->type)
3121 case TEXTURELAYERTYPE_LITTEXTURE:
3122 memset(&m, 0, sizeof(m));
3123 if (lightmode >= 1 || !rsurface_lightmaptexture)
3124 m.tex[0] = R_GetTexture(r_texture_white);
3126 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3127 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3128 m.tex[1] = R_GetTexture(layer->texture);
3129 m.texmatrix[1] = layer->texmatrix;
3130 m.texrgbscale[1] = layertexrgbscale;
3131 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3132 R_Mesh_TextureState(&m);
3133 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3135 case TEXTURELAYERTYPE_TEXTURE:
3136 memset(&m, 0, sizeof(m));
3137 m.tex[0] = R_GetTexture(layer->texture);
3138 m.texmatrix[0] = layer->texmatrix;
3139 m.texrgbscale[0] = layertexrgbscale;
3140 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3141 R_Mesh_TextureState(&m);
3142 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3144 case TEXTURELAYERTYPE_FOG:
3145 memset(&m, 0, sizeof(m));
3146 m.texrgbscale[0] = layertexrgbscale;
3149 m.tex[0] = R_GetTexture(layer->texture);
3150 m.texmatrix[0] = layer->texmatrix;
3151 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3153 R_Mesh_TextureState(&m);
3154 // generate a color array for the fog pass
3155 R_Mesh_ColorPointer(rsurface_array_color4f);
3156 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3161 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)
3163 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3164 c[0] = layercolor[0];
3165 c[1] = layercolor[1];
3166 c[2] = layercolor[2];
3167 c[3] = f * layercolor[3];
3170 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3173 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3175 GL_LockArrays(0, 0);
3178 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3180 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3181 GL_AlphaTest(false);
3185 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3187 // OpenGL 1.1 - crusty old voodoo path
3188 int texturesurfaceindex;
3193 const texturelayer_t *layer;
3195 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3196 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3197 if (rsurface_mode != RSURFMODE_MULTIPASS)
3198 rsurface_mode = RSURFMODE_MULTIPASS;
3199 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3200 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3202 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3204 if (layerindex == 0)
3208 GL_AlphaTest(false);
3209 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3212 GL_DepthMask(layer->depthmask);
3213 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3214 R_Mesh_ColorPointer(NULL);
3215 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3216 switch (layer->type)
3218 case TEXTURELAYERTYPE_LITTEXTURE:
3219 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3221 // two-pass lit texture with 2x rgbscale
3222 // first the lightmap pass
3223 memset(&m, 0, sizeof(m));
3224 if (lightmode >= 1 || !rsurface_lightmaptexture)
3225 m.tex[0] = R_GetTexture(r_texture_white);
3227 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3228 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3229 R_Mesh_TextureState(&m);
3230 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3231 GL_LockArrays(0, 0);
3232 // then apply the texture to it
3233 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3234 memset(&m, 0, sizeof(m));
3235 m.tex[0] = R_GetTexture(layer->texture);
3236 m.texmatrix[0] = layer->texmatrix;
3237 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3238 R_Mesh_TextureState(&m);
3239 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
3243 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3244 memset(&m, 0, sizeof(m));
3245 m.tex[0] = R_GetTexture(layer->texture);
3246 m.texmatrix[0] = layer->texmatrix;
3247 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3248 R_Mesh_TextureState(&m);
3249 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3252 case TEXTURELAYERTYPE_TEXTURE:
3253 // singletexture unlit texture with transparency support
3254 memset(&m, 0, sizeof(m));
3255 m.tex[0] = R_GetTexture(layer->texture);
3256 m.texmatrix[0] = layer->texmatrix;
3257 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3258 R_Mesh_TextureState(&m);
3259 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3261 case TEXTURELAYERTYPE_FOG:
3262 // singletexture fogging
3263 R_Mesh_ColorPointer(rsurface_array_color4f);
3266 memset(&m, 0, sizeof(m));
3267 m.tex[0] = R_GetTexture(layer->texture);
3268 m.texmatrix[0] = layer->texmatrix;
3269 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3270 R_Mesh_TextureState(&m);
3273 R_Mesh_ResetTextureState();
3274 // generate a color array for the fog pass
3275 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3279 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3280 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)
3282 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3283 c[0] = layer->color[0];
3284 c[1] = layer->color[1];
3285 c[2] = layer->color[2];
3286 c[3] = f * layer->color[3];
3289 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3292 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3294 GL_LockArrays(0, 0);
3297 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3299 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3300 GL_AlphaTest(false);
3304 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3306 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3308 r_shadow_rtlight = NULL;
3309 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3311 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3312 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3313 if (r_showsurfaces.integer)
3314 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3315 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3316 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3317 else if (rsurface_texture->currentnumlayers)
3319 if (r_glsl.integer && gl_support_fragment_shader)
3320 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3321 else if (gl_combine.integer && r_textureunits.integer >= 2)
3322 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3324 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3327 GL_LockArrays(0, 0);
3330 #define BATCHSIZE 256
3331 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3333 int surfacelistindex;
3336 msurface_t *texturesurfacelist[BATCHSIZE];
3337 // if the model is static it doesn't matter what value we give for
3338 // wantnormals and wanttangents, so this logic uses only rules applicable
3339 // to a model, knowing that they are meaningless otherwise
3340 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3341 RSurf_ActiveEntity(ent, false, false);
3343 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3346 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3348 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3350 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3353 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3355 t = surface->texture;
3356 rsurface_lightmaptexture = surface->lightmaptexture;
3357 R_UpdateTextureInfo(ent, t);
3358 rsurface_texture = t->currentframe;
3360 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3361 continue; // transparent sky is too difficult
3363 texturesurfacelist[batchcount++] = surface;
3366 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3370 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3372 int texturesurfaceindex;
3373 vec3_t tempcenter, center;
3374 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3376 // drawing sky transparently would be too difficult
3377 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3379 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3381 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3382 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3383 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3384 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3385 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3386 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3391 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3394 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3395 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3397 int i, j, f, flagsmask;
3398 int counttriangles = 0;
3400 model_t *model = ent->model;
3401 const int maxsurfacelist = 1024;
3402 int numsurfacelist = 0;
3403 msurface_t *surfacelist[1024];
3407 // if the model is static it doesn't matter what value we give for
3408 // wantnormals and wanttangents, so this logic uses only rules applicable
3409 // to a model, knowing that they are meaningless otherwise
3410 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3411 RSurf_ActiveEntity(ent, false, false);
3413 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3415 // update light styles
3416 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3418 msurface_t *surface, **surfacechain;
3419 for (i = 0;i < model->brushq1.light_styles;i++)
3421 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3423 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3424 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3425 for (;(surface = *surfacechain);surfacechain++)
3426 surface->cached_dlight = true;
3431 R_UpdateAllTextureInfo(ent);
3432 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3435 rsurface_lightmaptexture = NULL;
3436 rsurface_texture = NULL;
3438 if (ent == r_refdef.worldentity)
3440 msurface_t *surface;
3441 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3443 if (!r_viewcache.world_surfacevisible[j])
3445 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3449 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3452 t = surface->texture;
3453 rsurface_lightmaptexture = surface->lightmaptexture;
3454 rsurface_texture = t->currentframe;
3455 f = rsurface_texture->currentmaterialflags & flagsmask;
3457 if (f && surface->num_triangles)
3459 // if lightmap parameters changed, rebuild lightmap texture
3460 if (surface->cached_dlight)
3461 R_BuildLightMap(ent, surface);
3462 // add face to draw list
3463 surfacelist[numsurfacelist++] = surface;
3464 counttriangles += surface->num_triangles;
3465 if (numsurfacelist >= maxsurfacelist)
3467 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3475 msurface_t *surface;
3476 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3478 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3482 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3485 t = surface->texture;
3486 rsurface_lightmaptexture = surface->lightmaptexture;
3487 rsurface_texture = t->currentframe;
3488 f = rsurface_texture->currentmaterialflags & flagsmask;
3490 if (f && surface->num_triangles)
3492 // if lightmap parameters changed, rebuild lightmap texture
3493 if (surface->cached_dlight)
3494 R_BuildLightMap(ent, surface);
3495 // add face to draw list
3496 surfacelist[numsurfacelist++] = surface;
3497 counttriangles += surface->num_triangles;
3498 if (numsurfacelist >= maxsurfacelist)
3500 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3507 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3508 r_refdef.stats.entities_triangles += counttriangles;
3511 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3514 const msurface_t *surface;
3517 R_Mesh_Matrix(&ent->matrix);
3518 R_Mesh_ColorPointer(NULL);
3519 R_Mesh_ResetTextureState();
3520 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3521 GL_DepthMask(false);
3522 GL_DepthTest(!r_showdisabledepthtest.integer);
3523 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3524 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3525 if (brush->colbrushf && brush->colbrushf->numtriangles)
3526 R_DrawCollisionBrush(brush->colbrushf);
3527 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3528 if (surface->num_collisiontriangles)
3529 R_DrawCollisionSurface(ent, surface);
3530 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3533 if (r_showtris.integer || r_shownormals.integer)
3536 msurface_t *surface;
3537 const int *elements;
3542 if (r_showdisabledepthtest.integer)
3544 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3546 GL_BlendFunc(GL_ONE, GL_ZERO);
3547 R_Mesh_ColorPointer(NULL);
3548 R_Mesh_ResetTextureState();
3549 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3551 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3553 rsurface_texture = surface->texture->currentframe;
3554 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3556 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3557 if (r_showtris.integer)
3559 if (!rsurface_texture->currentlayers->depthmask)
3560 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3561 else if (ent == r_refdef.worldentity)
3562 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3564 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3565 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3568 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3570 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3571 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3572 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3577 if (r_shownormals.integer)
3579 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3581 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3583 VectorCopy(rsurface_vertex3f + l * 3, v);
3584 qglVertex3f(v[0], v[1], v[2]);
3585 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3586 qglVertex3f(v[0], v[1], v[2]);
3590 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3592 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3594 VectorCopy(rsurface_vertex3f + l * 3, v);
3595 qglVertex3f(v[0], v[1], v[2]);
3596 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3597 qglVertex3f(v[0], v[1], v[2]);
3601 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3603 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3605 VectorCopy(rsurface_vertex3f + l * 3, v);
3606 qglVertex3f(v[0], v[1], v[2]);
3607 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3608 qglVertex3f(v[0], v[1], v[2]);
3615 rsurface_texture = NULL;
3616 if (r_showdisabledepthtest.integer)
3618 qglDepthFunc(GL_LEQUAL);CHECKGLERROR