2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 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)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 extern qboolean v_flipped_state;
109 typedef struct r_glsl_bloomshader_s
112 int loc_Texture_Bloom;
114 r_glsl_bloomshader_t;
116 static struct r_bloomstate_s
121 int bloomwidth, bloomheight;
123 int screentexturewidth, screentextureheight;
124 rtexture_t *texture_screen;
126 int bloomtexturewidth, bloomtextureheight;
127 rtexture_t *texture_bloom;
129 r_glsl_bloomshader_t *shader;
131 // arrays for rendering the screen passes
132 float screentexcoord2f[8];
133 float bloomtexcoord2f[8];
134 float offsettexcoord2f[8];
138 // shadow volume bsp struct with automatically growing nodes buffer
141 rtexture_t *r_texture_blanknormalmap;
142 rtexture_t *r_texture_white;
143 rtexture_t *r_texture_black;
144 rtexture_t *r_texture_notexture;
145 rtexture_t *r_texture_whitecube;
146 rtexture_t *r_texture_normalizationcube;
147 rtexture_t *r_texture_fogattenuation;
148 //rtexture_t *r_texture_fogintensity;
150 // information about each possible shader permutation
151 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
152 // currently selected permutation
153 r_glsl_permutation_t *r_glsl_permutation;
155 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
156 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
158 // vertex coordinates for a quad that covers the screen exactly
159 const static float r_screenvertex3f[12] =
167 extern void R_DrawModelShadows(void);
169 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
172 for (i = 0;i < verts;i++)
183 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
186 for (i = 0;i < verts;i++)
196 // FIXME: move this to client?
199 if (gamemode == GAME_NEHAHRA)
201 Cvar_Set("gl_fogenable", "0");
202 Cvar_Set("gl_fogdensity", "0.2");
203 Cvar_Set("gl_fogred", "0.3");
204 Cvar_Set("gl_foggreen", "0.3");
205 Cvar_Set("gl_fogblue", "0.3");
207 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
210 float FogPoint_World(const vec3_t p)
212 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
213 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
216 float FogPoint_Model(const vec3_t p)
218 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
219 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
222 static void R_BuildBlankTextures(void)
224 unsigned char data[4];
225 data[0] = 128; // normal X
226 data[1] = 128; // normal Y
227 data[2] = 255; // normal Z
228 data[3] = 128; // height
229 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
234 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 static void R_BuildNoTexture(void)
245 unsigned char pix[16][16][4];
246 // this makes a light grey/dark grey checkerboard texture
247 for (y = 0;y < 16;y++)
249 for (x = 0;x < 16;x++)
251 if ((y < 8) ^ (x < 8))
267 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
270 static void R_BuildWhiteCube(void)
272 unsigned char data[6*1*1*4];
273 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
274 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
275 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
276 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
277 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
278 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
279 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
282 static void R_BuildNormalizationCube(void)
286 vec_t s, t, intensity;
288 unsigned char data[6][NORMSIZE][NORMSIZE][4];
289 for (side = 0;side < 6;side++)
291 for (y = 0;y < NORMSIZE;y++)
293 for (x = 0;x < NORMSIZE;x++)
295 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
296 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
331 intensity = 127.0f / sqrt(DotProduct(v, v));
332 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
333 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
334 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
335 data[side][y][x][3] = 255;
339 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
342 static void R_BuildFogTexture(void)
346 unsigned char data1[FOGWIDTH][4];
347 //unsigned char data2[FOGWIDTH][4];
348 for (x = 0;x < FOGWIDTH;x++)
350 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
355 //data2[x][0] = 255 - b;
356 //data2[x][1] = 255 - b;
357 //data2[x][2] = 255 - b;
360 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 static const char *builtinshaderstring =
365 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
366 "// written by Forest 'LordHavoc' Hale\n"
368 "// common definitions between vertex shader and fragment shader:\n"
370 "#ifdef __GLSL_CG_DATA_TYPES\n"
371 "#define myhalf half\n"
372 "#define myhvec2 hvec2\n"
373 "#define myhvec3 hvec3\n"
374 "#define myhvec4 hvec4\n"
376 "#define myhalf float\n"
377 "#define myhvec2 vec2\n"
378 "#define myhvec3 vec3\n"
379 "#define myhvec4 vec4\n"
382 "varying vec2 TexCoord;\n"
383 "varying vec2 TexCoordLightmap;\n"
385 "varying vec3 CubeVector;\n"
386 "varying vec3 LightVector;\n"
387 "varying vec3 EyeVector;\n"
389 "varying vec3 EyeVectorModelSpace;\n"
392 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
393 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
394 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
399 "// vertex shader specific:\n"
400 "#ifdef VERTEX_SHADER\n"
402 "uniform vec3 LightPosition;\n"
403 "uniform vec3 EyePosition;\n"
404 "uniform vec3 LightDir;\n"
406 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 " gl_FrontColor = gl_Color;\n"
411 " // copy the surface texcoord\n"
412 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
413 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
414 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
417 "#ifdef MODE_LIGHTSOURCE\n"
418 " // transform vertex position into light attenuation/cubemap space\n"
419 " // (-1 to +1 across the light box)\n"
420 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
422 " // transform unnormalized light direction into tangent space\n"
423 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
424 " // normalize it per pixel)\n"
425 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
426 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
427 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
428 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
431 "#ifdef MODE_LIGHTDIRECTION\n"
432 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
433 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
434 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
437 " // transform unnormalized eye direction into tangent space\n"
439 " vec3 EyeVectorModelSpace;\n"
441 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
442 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
443 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
444 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
446 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
447 " VectorS = gl_MultiTexCoord1.xyz;\n"
448 " VectorT = gl_MultiTexCoord2.xyz;\n"
449 " VectorR = gl_MultiTexCoord3.xyz;\n"
452 " // transform vertex to camera space, using ftransform to match non-VS\n"
454 " gl_Position = ftransform();\n"
457 "#endif // VERTEX_SHADER\n"
462 "// fragment shader specific:\n"
463 "#ifdef FRAGMENT_SHADER\n"
465 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
466 "uniform sampler2D Texture_Normal;\n"
467 "uniform sampler2D Texture_Color;\n"
468 "uniform sampler2D Texture_Gloss;\n"
469 "uniform samplerCube Texture_Cube;\n"
470 "uniform sampler2D Texture_Attenuation;\n"
471 "uniform sampler2D Texture_FogMask;\n"
472 "uniform sampler2D Texture_Pants;\n"
473 "uniform sampler2D Texture_Shirt;\n"
474 "uniform sampler2D Texture_Lightmap;\n"
475 "uniform sampler2D Texture_Deluxemap;\n"
476 "uniform sampler2D Texture_Glow;\n"
478 "uniform myhvec3 LightColor;\n"
479 "uniform myhvec3 AmbientColor;\n"
480 "uniform myhvec3 DiffuseColor;\n"
481 "uniform myhvec3 SpecularColor;\n"
482 "uniform myhvec3 Color_Pants;\n"
483 "uniform myhvec3 Color_Shirt;\n"
484 "uniform myhvec3 FogColor;\n"
486 "uniform myhalf GlowScale;\n"
487 "uniform myhalf SceneBrightness;\n"
489 "uniform float OffsetMapping_Scale;\n"
490 "uniform float OffsetMapping_Bias;\n"
491 "uniform float FogRangeRecip;\n"
493 "uniform myhalf AmbientScale;\n"
494 "uniform myhalf DiffuseScale;\n"
495 "uniform myhalf SpecularScale;\n"
496 "uniform myhalf SpecularPower;\n"
498 "#ifdef USEOFFSETMAPPING\n"
499 "vec2 OffsetMapping(vec2 TexCoord)\n"
501 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
502 " // 14 sample relief mapping: linear search and then binary search\n"
503 " // this basically steps forward a small amount repeatedly until it finds\n"
504 " // itself inside solid, then jitters forward and back using decreasing\n"
505 " // amounts to find the impact\n"
506 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
507 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
508 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
509 " vec3 RT = vec3(TexCoord, 1);\n"
510 " OffsetVector *= 0.1;\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
523 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
524 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
527 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
528 " // this basically moves forward the full distance, and then backs up based\n"
529 " // on height of samples\n"
530 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
531 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
532 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
533 " TexCoord += OffsetVector;\n"
534 " OffsetVector *= 0.333;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
537 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
538 " return TexCoord;\n"
545 "#ifdef USEOFFSETMAPPING\n"
546 " // apply offsetmapping\n"
547 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
548 "#define TexCoord TexCoordOffset\n"
551 " // combine the diffuse textures (base, pants, shirt)\n"
552 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
553 "#ifdef USECOLORMAPPING\n"
554 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
563 " // calculate surface normal, light normal, and specular normal\n"
564 " // compute color intensity for the two textures (colormap and glossmap)\n"
565 " // scale by light color and attenuation as efficiently as possible\n"
566 " // (do as much scalar math as possible rather than vector math)\n"
567 "#ifdef USESPECULAR\n"
568 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
569 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
570 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
572 " // calculate directional shading\n"
573 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
575 "#ifdef USEDIFFUSE\n"
576 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
577 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
579 " // calculate directional shading\n"
580 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
582 " // calculate directionless shading\n"
583 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
587 "#ifdef USECUBEFILTER\n"
588 " // apply light cubemap filter\n"
589 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
590 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
596 "#elif defined(MODE_LIGHTDIRECTION)\n"
597 " // directional model lighting\n"
599 " // get the surface normal and light normal\n"
600 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
601 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
603 " // calculate directional shading\n"
604 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
605 "#ifdef USESPECULAR\n"
606 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
607 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
613 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
614 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
616 " // get the surface normal and light normal\n"
617 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
619 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
620 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
623 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
625 " // calculate directional shading\n"
626 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
627 "#ifdef USESPECULAR\n"
628 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
629 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
632 " // apply lightmap color\n"
633 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
636 "#else // MODE none (lightmap)\n"
637 " // apply lightmap color\n"
638 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
641 " color *= myhvec4(gl_Color);\n"
644 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
649 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
652 " color.rgb *= SceneBrightness;\n"
654 " gl_FragColor = vec4(color);\n"
657 "#endif // FRAGMENT_SHADER\n"
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 const char *permutationinfo[][2] =
663 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
664 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
665 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
666 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEFOG\n", " fog"},
669 {"#define USECOLORMAPPING\n", " colormapping"},
670 {"#define USEDIFFUSE\n", " diffuse"},
671 {"#define USESPECULAR\n", " specular"},
672 {"#define USECUBEFILTER\n", " cubefilter"},
673 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
678 void R_GLSL_CompilePermutation(const char *filename, int permutation)
681 qboolean shaderfound;
682 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
683 int vertstrings_count;
684 int geomstrings_count;
685 int fragstrings_count;
687 const char *vertstrings_list[32+1];
688 const char *geomstrings_list[32+1];
689 const char *fragstrings_list[32+1];
690 char permutationname[256];
695 vertstrings_list[0] = "#define VERTEX_SHADER\n";
696 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
697 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
698 vertstrings_count = 1;
699 geomstrings_count = 1;
700 fragstrings_count = 1;
701 permutationname[0] = 0;
702 for (i = 0;permutationinfo[i][0];i++)
704 if (permutation & (1<<i))
706 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
707 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
708 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
709 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
713 // keep line numbers correct
714 vertstrings_list[vertstrings_count++] = "\n";
715 geomstrings_list[geomstrings_count++] = "\n";
716 fragstrings_list[fragstrings_count++] = "\n";
719 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
723 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
724 vertstrings_list[vertstrings_count++] = shaderstring;
725 geomstrings_list[geomstrings_count++] = shaderstring;
726 fragstrings_list[fragstrings_count++] = shaderstring;
729 else if (!strcmp(filename, "glsl/default.glsl"))
731 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
732 vertstrings_list[vertstrings_count++] = builtinshaderstring;
733 geomstrings_list[geomstrings_count++] = builtinshaderstring;
734 fragstrings_list[fragstrings_count++] = builtinshaderstring;
737 // clear any lists that are not needed by this shader
738 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
739 vertstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
741 geomstrings_count = 0;
742 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
743 fragstrings_count = 0;
744 // compile the shader program
745 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
746 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
750 qglUseProgramObjectARB(p->program);CHECKGLERROR
751 // look up all the uniform variable names we care about, so we don't
752 // have to look them up every time we set them
753 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
754 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
755 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
756 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
757 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
758 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
759 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
760 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
761 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
762 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
763 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
764 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
765 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
766 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
767 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
768 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
769 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
770 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
771 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
772 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
773 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
774 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
775 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
776 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
777 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
778 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
779 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
780 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
781 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
782 // initialize the samplers to refer to the texture units we use
783 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
784 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
785 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
786 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
787 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
790 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
791 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
792 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
793 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
795 qglUseProgramObjectARB(0);CHECKGLERROR
798 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
800 Mem_Free(shaderstring);
803 void R_GLSL_Restart_f(void)
806 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
807 if (r_glsl_permutations[i].program)
808 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
809 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
812 extern rtexture_t *r_shadow_attenuationgradienttexture;
813 extern rtexture_t *r_shadow_attenuation2dtexture;
814 extern rtexture_t *r_shadow_attenuation3dtexture;
815 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
817 // select a permutation of the lighting shader appropriate to this
818 // combination of texture, entity, light source, and fogging, only use the
819 // minimum features necessary to avoid wasting rendering time in the
820 // fragment shader on features that are not being used
821 const char *shaderfilename = NULL;
822 unsigned int permutation = 0;
823 r_glsl_permutation = NULL;
824 // TODO: implement geometry-shader based shadow volumes someday
825 if (rsurface.rtlight)
828 shaderfilename = "glsl/default.glsl";
829 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
830 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
831 permutation |= SHADERPERMUTATION_CUBEFILTER;
832 if (diffusescale > 0)
833 permutation |= SHADERPERMUTATION_DIFFUSE;
834 if (specularscale > 0)
835 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
836 if (r_refdef.fogenabled)
837 permutation |= SHADERPERMUTATION_FOG;
838 if (rsurface.texture->colormapping)
839 permutation |= SHADERPERMUTATION_COLORMAPPING;
840 if (r_glsl_offsetmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
843 if (r_glsl_offsetmapping_reliefmapping.integer)
844 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
847 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
849 // bright unshaded geometry
850 shaderfilename = "glsl/default.glsl";
851 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
852 if (rsurface.texture->currentskinframe->glow)
853 permutation |= SHADERPERMUTATION_GLOW;
854 if (r_refdef.fogenabled)
855 permutation |= SHADERPERMUTATION_FOG;
856 if (rsurface.texture->colormapping)
857 permutation |= SHADERPERMUTATION_COLORMAPPING;
858 if (r_glsl_offsetmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
861 if (r_glsl_offsetmapping_reliefmapping.integer)
862 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
865 else if (modellighting)
867 // directional model lighting
868 shaderfilename = "glsl/default.glsl";
869 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
870 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
871 if (rsurface.texture->currentskinframe->glow)
872 permutation |= SHADERPERMUTATION_GLOW;
873 if (specularscale > 0)
874 permutation |= SHADERPERMUTATION_SPECULAR;
875 if (r_refdef.fogenabled)
876 permutation |= SHADERPERMUTATION_FOG;
877 if (rsurface.texture->colormapping)
878 permutation |= SHADERPERMUTATION_COLORMAPPING;
879 if (r_glsl_offsetmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
882 if (r_glsl_offsetmapping_reliefmapping.integer)
883 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
889 shaderfilename = "glsl/default.glsl";
890 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
893 // deluxemapping (light direction texture)
894 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
897 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
898 if (specularscale > 0)
899 permutation |= SHADERPERMUTATION_SPECULAR;
901 else if (r_glsl_deluxemapping.integer >= 2)
903 // fake deluxemapping (uniform light direction in tangentspace)
904 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
905 if (specularscale > 0)
906 permutation |= SHADERPERMUTATION_SPECULAR;
910 // ordinary lightmapping
913 if (rsurface.texture->currentskinframe->glow)
914 permutation |= SHADERPERMUTATION_GLOW;
915 if (r_refdef.fogenabled)
916 permutation |= SHADERPERMUTATION_FOG;
917 if (rsurface.texture->colormapping)
918 permutation |= SHADERPERMUTATION_COLORMAPPING;
919 if (r_glsl_offsetmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
922 if (r_glsl_offsetmapping_reliefmapping.integer)
923 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
929 R_GLSL_CompilePermutation(shaderfilename, permutation);
930 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
932 // remove features until we find a valid permutation
934 for (i = SHADERPERMUTATION_MASK;;i>>=1)
937 return 0; // utterly failed
938 // reduce i more quickly whenever it would not remove any bits
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
943 R_GLSL_CompilePermutation(shaderfilename, permutation);
944 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
949 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
951 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
952 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
953 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
955 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
956 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
957 if (permutation & SHADERPERMUTATION_DIFFUSE)
959 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
960 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
961 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
962 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
966 // ambient only is simpler
967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
968 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
969 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
970 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
973 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
975 if (r_glsl_permutation->loc_AmbientColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
977 if (r_glsl_permutation->loc_DiffuseColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
979 if (r_glsl_permutation->loc_SpecularColor >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
981 if (r_glsl_permutation->loc_LightDir >= 0)
982 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
990 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
991 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
992 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
993 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
994 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
995 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
996 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
997 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
998 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
999 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1000 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1001 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1002 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1003 if (r_glsl_permutation->loc_FogColor >= 0)
1005 // additive passes are only darkened by fog, not tinted
1006 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1009 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1012 if (r_glsl_permutation->loc_Color_Pants >= 0)
1014 if (rsurface.texture->currentskinframe->pants)
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1021 if (rsurface.texture->currentskinframe->shirt)
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1026 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1027 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1028 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1033 void R_SwitchSurfaceShader(int permutation)
1035 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1037 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1039 qglUseProgramObjectARB(r_glsl_permutation->program);
1044 #define SKINFRAME_HASH 1024
1048 int loadsequence; // incremented each level change
1049 memexpandablearray_t array;
1050 skinframe_t *hash[SKINFRAME_HASH];
1054 void R_SkinFrame_PrepareForPurge(void)
1056 r_skinframe.loadsequence++;
1057 // wrap it without hitting zero
1058 if (r_skinframe.loadsequence >= 200)
1059 r_skinframe.loadsequence = 1;
1062 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1066 // mark the skinframe as used for the purging code
1067 skinframe->loadsequence = r_skinframe.loadsequence;
1070 void R_SkinFrame_Purge(void)
1074 for (i = 0;i < SKINFRAME_HASH;i++)
1076 for (s = r_skinframe.hash[i];s;s = s->next)
1078 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1080 if (s->base == r_texture_notexture) s->base = NULL;
1081 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1082 if (s->merged == s->base) s->merged = NULL;
1083 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1084 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1085 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1086 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1087 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1088 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1089 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1090 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1091 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1092 s->loadsequence = 0;
1098 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1102 char basename[MAX_QPATH];
1104 Image_StripImageExtension(name, basename, sizeof(basename));
1106 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1107 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1108 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1114 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1115 memset(item, 0, sizeof(*item));
1116 strlcpy(item->basename, basename, sizeof(item->basename));
1117 item->textureflags = textureflags;
1118 item->comparewidth = comparewidth;
1119 item->compareheight = compareheight;
1120 item->comparecrc = comparecrc;
1121 item->next = r_skinframe.hash[hashindex];
1122 r_skinframe.hash[hashindex] = item;
1124 R_SkinFrame_MarkUsed(item);
1128 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1130 // FIXME: it should be possible to disable loading various layers using
1131 // cvars, to prevent wasted loading time and memory usage if the user does
1133 qboolean loadnormalmap = true;
1134 qboolean loadgloss = true;
1135 qboolean loadpantsandshirt = true;
1136 qboolean loadglow = true;
1138 unsigned char *pixels;
1139 unsigned char *bumppixels;
1140 unsigned char *basepixels = NULL;
1141 int basepixels_width;
1142 int basepixels_height;
1143 skinframe_t *skinframe;
1145 if (cls.state == ca_dedicated)
1148 // return an existing skinframe if already loaded
1149 // if loading of the first image fails, don't make a new skinframe as it
1150 // would cause all future lookups of this to be missing
1151 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1152 if (skinframe && skinframe->base)
1155 basepixels = loadimagepixels(name, complain, 0, 0);
1156 if (basepixels == NULL)
1159 // we've got some pixels to store, so really allocate this new texture now
1161 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1162 skinframe->stain = NULL;
1163 skinframe->merged = NULL;
1164 skinframe->base = r_texture_notexture;
1165 skinframe->pants = NULL;
1166 skinframe->shirt = NULL;
1167 skinframe->nmap = r_texture_blanknormalmap;
1168 skinframe->gloss = NULL;
1169 skinframe->glow = NULL;
1170 skinframe->fog = NULL;
1172 basepixels_width = image_width;
1173 basepixels_height = image_height;
1174 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1176 if (textureflags & TEXF_ALPHA)
1178 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1179 if (basepixels[j] < 255)
1181 if (j < basepixels_width * basepixels_height * 4)
1183 // has transparent pixels
1184 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1185 for (j = 0;j < image_width * image_height * 4;j += 4)
1190 pixels[j+3] = basepixels[j+3];
1192 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1197 // _norm is the name used by tenebrae and has been adopted as standard
1200 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1202 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1206 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1208 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1209 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1210 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1212 Mem_Free(bumppixels);
1214 else if (r_shadow_bumpscale_basetexture.value > 0)
1216 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1217 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1218 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1222 // _luma is supported for tenebrae compatibility
1223 // (I think it's a very stupid name, but oh well)
1224 // _glow is the preferred name
1225 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1231 Mem_Free(basepixels);
1236 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1241 for (i = 0;i < width*height;i++)
1242 if (((unsigned char *)&palette[in[i]])[3] > 0)
1244 if (i == width*height)
1247 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1250 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1253 unsigned char *temp1, *temp2;
1254 skinframe_t *skinframe;
1256 if (cls.state == ca_dedicated)
1259 // if already loaded just return it, otherwise make a new skinframe
1260 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1261 if (skinframe && skinframe->base)
1264 skinframe->stain = NULL;
1265 skinframe->merged = NULL;
1266 skinframe->base = r_texture_notexture;
1267 skinframe->pants = NULL;
1268 skinframe->shirt = NULL;
1269 skinframe->nmap = r_texture_blanknormalmap;
1270 skinframe->gloss = NULL;
1271 skinframe->glow = NULL;
1272 skinframe->fog = NULL;
1274 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1278 if (bitsperpixel == 32)
1280 if (r_shadow_bumpscale_basetexture.value > 0)
1282 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1283 temp2 = temp1 + width * height * 4;
1284 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1285 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1288 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1289 if (textureflags & TEXF_ALPHA)
1291 for (i = 3;i < width * height * 4;i += 4)
1292 if (skindata[i] < 255)
1294 if (i < width * height * 4)
1296 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1297 memcpy(fogpixels, skindata, width * height * 4);
1298 for (i = 0;i < width * height * 4;i += 4)
1299 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1300 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1301 Mem_Free(fogpixels);
1305 else if (bitsperpixel == 8)
1307 if (r_shadow_bumpscale_basetexture.value > 0)
1309 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1310 temp2 = temp1 + width * height * 4;
1311 if (bitsperpixel == 32)
1312 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1315 // use either a custom palette or the quake palette
1316 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1317 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1319 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1322 // use either a custom palette, or the quake palette
1323 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1324 if (!palette && loadglowtexture)
1325 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1326 if (!palette && loadpantsandshirt)
1328 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1329 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1331 if (skinframe->pants || skinframe->shirt)
1332 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1333 if (textureflags & TEXF_ALPHA)
1335 // if not using a custom alphapalette, use the quake one
1337 alphapalette = palette_alpha;
1338 for (i = 0;i < width * height;i++)
1339 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1341 if (i < width * height)
1342 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1349 skinframe_t *R_SkinFrame_LoadMissing(void)
1351 skinframe_t *skinframe;
1353 if (cls.state == ca_dedicated)
1356 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1357 skinframe->stain = NULL;
1358 skinframe->merged = NULL;
1359 skinframe->base = r_texture_notexture;
1360 skinframe->pants = NULL;
1361 skinframe->shirt = NULL;
1362 skinframe->nmap = r_texture_blanknormalmap;
1363 skinframe->gloss = NULL;
1364 skinframe->glow = NULL;
1365 skinframe->fog = NULL;
1370 void gl_main_start(void)
1375 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1376 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1378 alpha = 1 - exp(r / ((double)x*(double)x));
1379 if (x == FOGMASKTABLEWIDTH - 1)
1381 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1384 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1385 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1387 // set up r_skinframe loading system for textures
1388 memset(&r_skinframe, 0, sizeof(r_skinframe));
1389 r_skinframe.loadsequence = 1;
1390 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1392 r_main_texturepool = R_AllocTexturePool();
1393 R_BuildBlankTextures();
1395 if (gl_texturecubemap)
1398 R_BuildNormalizationCube();
1400 R_BuildFogTexture();
1401 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1402 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1403 memset(&r_svbsp, 0, sizeof (r_svbsp));
1406 void gl_main_shutdown(void)
1408 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1409 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1411 // clear out the r_skinframe state
1412 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1413 memset(&r_skinframe, 0, sizeof(r_skinframe));
1416 Mem_Free(r_svbsp.nodes);
1417 memset(&r_svbsp, 0, sizeof (r_svbsp));
1418 R_FreeTexturePool(&r_main_texturepool);
1419 r_texture_blanknormalmap = NULL;
1420 r_texture_white = NULL;
1421 r_texture_black = NULL;
1422 r_texture_whitecube = NULL;
1423 r_texture_normalizationcube = NULL;
1424 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1428 extern void CL_ParseEntityLump(char *entitystring);
1429 void gl_main_newmap(void)
1431 // FIXME: move this code to client
1433 char *entities, entname[MAX_QPATH];
1436 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1437 l = (int)strlen(entname) - 4;
1438 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1440 memcpy(entname + l, ".ent", 5);
1441 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1443 CL_ParseEntityLump(entities);
1448 if (cl.worldmodel->brush.entities)
1449 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1453 void GL_Main_Init(void)
1455 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1457 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1458 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1459 if (gamemode == GAME_NEHAHRA)
1461 Cvar_RegisterVariable (&gl_fogenable);
1462 Cvar_RegisterVariable (&gl_fogdensity);
1463 Cvar_RegisterVariable (&gl_fogred);
1464 Cvar_RegisterVariable (&gl_foggreen);
1465 Cvar_RegisterVariable (&gl_fogblue);
1466 Cvar_RegisterVariable (&gl_fogstart);
1467 Cvar_RegisterVariable (&gl_fogend);
1469 Cvar_RegisterVariable(&r_depthfirst);
1470 Cvar_RegisterVariable(&r_nearclip);
1471 Cvar_RegisterVariable(&r_showbboxes);
1472 Cvar_RegisterVariable(&r_showsurfaces);
1473 Cvar_RegisterVariable(&r_showtris);
1474 Cvar_RegisterVariable(&r_shownormals);
1475 Cvar_RegisterVariable(&r_showlighting);
1476 Cvar_RegisterVariable(&r_showshadowvolumes);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes);
1478 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1479 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1480 Cvar_RegisterVariable(&r_showdisabledepthtest);
1481 Cvar_RegisterVariable(&r_drawportals);
1482 Cvar_RegisterVariable(&r_drawentities);
1483 Cvar_RegisterVariable(&r_cullentities_trace);
1484 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1485 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1486 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1487 Cvar_RegisterVariable(&r_drawviewmodel);
1488 Cvar_RegisterVariable(&r_speeds);
1489 Cvar_RegisterVariable(&r_fullbrights);
1490 Cvar_RegisterVariable(&r_wateralpha);
1491 Cvar_RegisterVariable(&r_dynamic);
1492 Cvar_RegisterVariable(&r_fullbright);
1493 Cvar_RegisterVariable(&r_shadows);
1494 Cvar_RegisterVariable(&r_shadows_throwdistance);
1495 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1496 Cvar_RegisterVariable(&r_textureunits);
1497 Cvar_RegisterVariable(&r_glsl);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1499 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1500 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1501 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1502 Cvar_RegisterVariable(&r_lerpsprites);
1503 Cvar_RegisterVariable(&r_lerpmodels);
1504 Cvar_RegisterVariable(&r_waterscroll);
1505 Cvar_RegisterVariable(&r_bloom);
1506 Cvar_RegisterVariable(&r_bloom_colorscale);
1507 Cvar_RegisterVariable(&r_bloom_brighten);
1508 Cvar_RegisterVariable(&r_bloom_blur);
1509 Cvar_RegisterVariable(&r_bloom_resolution);
1510 Cvar_RegisterVariable(&r_bloom_colorexponent);
1511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1512 Cvar_RegisterVariable(&r_hdr);
1513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1514 Cvar_RegisterVariable(&r_hdr_glowintensity);
1515 Cvar_RegisterVariable(&r_hdr_range);
1516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1517 Cvar_RegisterVariable(&developer_texturelogging);
1518 Cvar_RegisterVariable(&gl_lightmaps);
1519 Cvar_RegisterVariable(&r_test);
1520 Cvar_RegisterVariable(&r_batchmode);
1521 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1522 Cvar_SetValue("r_fullbrights", 0);
1523 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1526 extern void R_Textures_Init(void);
1527 extern void GL_Draw_Init(void);
1528 extern void GL_Main_Init(void);
1529 extern void R_Shadow_Init(void);
1530 extern void R_Sky_Init(void);
1531 extern void GL_Surf_Init(void);
1532 extern void R_Light_Init(void);
1533 extern void R_Particles_Init(void);
1534 extern void R_Explosion_Init(void);
1535 extern void gl_backend_init(void);
1536 extern void Sbar_Init(void);
1537 extern void R_LightningBeams_Init(void);
1538 extern void Mod_RenderInit(void);
1540 void Render_Init(void)
1553 R_LightningBeams_Init();
1562 extern char *ENGINE_EXTENSIONS;
1565 VID_CheckExtensions();
1567 // LordHavoc: report supported extensions
1568 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1570 // clear to black (loading plaque will be seen over this)
1572 qglClearColor(0,0,0,1);CHECKGLERROR
1573 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1576 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1580 for (i = 0;i < 4;i++)
1582 p = r_view.frustum + i;
1587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1603 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1607 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1611 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1615 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1623 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1627 for (i = 0;i < numplanes;i++)
1634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1650 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1654 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1658 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1662 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1670 //==================================================================================
1672 static void R_UpdateEntityLighting(entity_render_t *ent)
1674 vec3_t tempdiffusenormal;
1676 // fetch the lighting from the worldmodel data
1677 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));
1678 VectorClear(ent->modellight_diffuse);
1679 VectorClear(tempdiffusenormal);
1680 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1683 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1684 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1687 VectorSet(ent->modellight_ambient, 1, 1, 1);
1689 // move the light direction into modelspace coordinates for lighting code
1690 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1691 if(VectorLength2(ent->modellight_lightdir) > 0)
1693 VectorNormalize(ent->modellight_lightdir);
1697 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1700 // scale ambient and directional light contributions according to rendering variables
1701 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1702 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1703 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1704 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1705 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1706 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1709 static void R_View_UpdateEntityVisible (void)
1712 entity_render_t *ent;
1714 if (!r_drawentities.integer)
1717 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1718 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1720 // worldmodel can check visibility
1721 for (i = 0;i < r_refdef.numentities;i++)
1723 ent = r_refdef.entities[i];
1724 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1726 if(r_cullentities_trace.integer)
1728 for (i = 0;i < r_refdef.numentities;i++)
1730 ent = r_refdef.entities[i];
1731 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1733 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1734 ent->last_trace_visibility = realtime;
1735 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1736 r_viewcache.entityvisible[i] = 0;
1743 // no worldmodel or it can't check visibility
1744 for (i = 0;i < r_refdef.numentities;i++)
1746 ent = r_refdef.entities[i];
1747 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1751 // update entity lighting (even on hidden entities for r_shadows)
1752 for (i = 0;i < r_refdef.numentities;i++)
1753 R_UpdateEntityLighting(r_refdef.entities[i]);
1756 // only used if skyrendermasked, and normally returns false
1757 int R_DrawBrushModelsSky (void)
1760 entity_render_t *ent;
1762 if (!r_drawentities.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 if (!r_viewcache.entityvisible[i])
1770 ent = r_refdef.entities[i];
1771 if (!ent->model || !ent->model->DrawSky)
1773 ent->model->DrawSky(ent);
1779 void R_DrawNoModel(entity_render_t *ent);
1780 void R_DrawModels(void)
1783 entity_render_t *ent;
1785 if (!r_drawentities.integer)
1788 for (i = 0;i < r_refdef.numentities;i++)
1790 if (!r_viewcache.entityvisible[i])
1792 ent = r_refdef.entities[i];
1793 r_refdef.stats.entities++;
1794 if (ent->model && ent->model->Draw != NULL)
1795 ent->model->Draw(ent);
1801 void R_DrawModelsDepth(void)
1804 entity_render_t *ent;
1806 if (!r_drawentities.integer)
1809 for (i = 0;i < r_refdef.numentities;i++)
1811 if (!r_viewcache.entityvisible[i])
1813 ent = r_refdef.entities[i];
1814 r_refdef.stats.entities++;
1815 if (ent->model && ent->model->DrawDepth != NULL)
1816 ent->model->DrawDepth(ent);
1820 static void R_View_SetFrustum(void)
1822 double slopex, slopey;
1824 // break apart the view matrix into vectors for various purposes
1825 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1826 VectorNegate(r_view.left, r_view.right);
1829 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1830 r_view.frustum[0].normal[1] = 0 - 0;
1831 r_view.frustum[0].normal[2] = -1 - 0;
1832 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1833 r_view.frustum[1].normal[1] = 0 + 0;
1834 r_view.frustum[1].normal[2] = -1 + 0;
1835 r_view.frustum[2].normal[0] = 0 - 0;
1836 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1837 r_view.frustum[2].normal[2] = -1 - 0;
1838 r_view.frustum[3].normal[0] = 0 + 0;
1839 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1840 r_view.frustum[3].normal[2] = -1 + 0;
1844 zNear = r_refdef.nearclip;
1845 nudge = 1.0 - 1.0 / (1<<23);
1846 r_view.frustum[4].normal[0] = 0 - 0;
1847 r_view.frustum[4].normal[1] = 0 - 0;
1848 r_view.frustum[4].normal[2] = -1 - -nudge;
1849 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1850 r_view.frustum[5].normal[0] = 0 + 0;
1851 r_view.frustum[5].normal[1] = 0 + 0;
1852 r_view.frustum[5].normal[2] = -1 + -nudge;
1853 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1859 r_view.frustum[0].normal[0] = m[3] - m[0];
1860 r_view.frustum[0].normal[1] = m[7] - m[4];
1861 r_view.frustum[0].normal[2] = m[11] - m[8];
1862 r_view.frustum[0].dist = m[15] - m[12];
1864 r_view.frustum[1].normal[0] = m[3] + m[0];
1865 r_view.frustum[1].normal[1] = m[7] + m[4];
1866 r_view.frustum[1].normal[2] = m[11] + m[8];
1867 r_view.frustum[1].dist = m[15] + m[12];
1869 r_view.frustum[2].normal[0] = m[3] - m[1];
1870 r_view.frustum[2].normal[1] = m[7] - m[5];
1871 r_view.frustum[2].normal[2] = m[11] - m[9];
1872 r_view.frustum[2].dist = m[15] - m[13];
1874 r_view.frustum[3].normal[0] = m[3] + m[1];
1875 r_view.frustum[3].normal[1] = m[7] + m[5];
1876 r_view.frustum[3].normal[2] = m[11] + m[9];
1877 r_view.frustum[3].dist = m[15] + m[13];
1879 r_view.frustum[4].normal[0] = m[3] - m[2];
1880 r_view.frustum[4].normal[1] = m[7] - m[6];
1881 r_view.frustum[4].normal[2] = m[11] - m[10];
1882 r_view.frustum[4].dist = m[15] - m[14];
1884 r_view.frustum[5].normal[0] = m[3] + m[2];
1885 r_view.frustum[5].normal[1] = m[7] + m[6];
1886 r_view.frustum[5].normal[2] = m[11] + m[10];
1887 r_view.frustum[5].dist = m[15] + m[14];
1892 slopex = 1.0 / r_view.frustum_x;
1893 slopey = 1.0 / r_view.frustum_y;
1894 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1895 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1896 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1897 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1898 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1899 VectorNormalize(r_view.frustum[0].normal);
1900 VectorNormalize(r_view.frustum[1].normal);
1901 VectorNormalize(r_view.frustum[2].normal);
1902 VectorNormalize(r_view.frustum[3].normal);
1903 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1904 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1905 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1906 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1907 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1908 PlaneClassify(&r_view.frustum[0]);
1909 PlaneClassify(&r_view.frustum[1]);
1910 PlaneClassify(&r_view.frustum[2]);
1911 PlaneClassify(&r_view.frustum[3]);
1912 PlaneClassify(&r_view.frustum[4]);
1914 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1915 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1916 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1917 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1918 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1920 // LordHavoc: note to all quake engine coders, Quake had a special case
1921 // for 90 degrees which assumed a square view (wrong), so I removed it,
1922 // Quake2 has it disabled as well.
1924 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1925 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1926 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1927 //PlaneClassify(&frustum[0]);
1929 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1930 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1931 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1932 //PlaneClassify(&frustum[1]);
1934 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1935 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1936 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1937 //PlaneClassify(&frustum[2]);
1939 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1940 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1941 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1942 //PlaneClassify(&frustum[3]);
1945 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1946 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1947 //PlaneClassify(&frustum[4]);
1950 void R_View_Update(void)
1952 R_View_SetFrustum();
1953 R_View_WorldVisibility();
1954 R_View_UpdateEntityVisible();
1957 void R_SetupView(const matrix4x4_t *matrix)
1959 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1960 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1962 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1964 GL_SetupView_Orientation_FromEntity(matrix);
1967 void R_ResetViewRendering2D(void)
1969 if (gl_support_fragment_shader)
1971 qglUseProgramObjectARB(0);CHECKGLERROR
1976 // GL is weird because it's bottom to top, r_view.y is top to bottom
1977 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1978 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1980 GL_Color(1, 1, 1, 1);
1981 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1982 GL_BlendFunc(GL_ONE, GL_ZERO);
1983 GL_AlphaTest(false);
1984 GL_ScissorTest(false);
1985 GL_DepthMask(false);
1986 GL_DepthRange(0, 1);
1987 GL_DepthTest(false);
1988 R_Mesh_Matrix(&identitymatrix);
1989 R_Mesh_ResetTextureState();
1990 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1991 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1992 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1993 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994 qglStencilMask(~0);CHECKGLERROR
1995 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1996 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1997 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2000 void R_ResetViewRendering3D(void)
2002 if (gl_support_fragment_shader)
2004 qglUseProgramObjectARB(0);CHECKGLERROR
2009 // GL is weird because it's bottom to top, r_view.y is top to bottom
2010 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2011 R_SetupView(&r_view.matrix);
2012 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2013 GL_Color(1, 1, 1, 1);
2014 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2015 GL_BlendFunc(GL_ONE, GL_ZERO);
2016 GL_AlphaTest(false);
2017 GL_ScissorTest(true);
2019 GL_DepthRange(0, 1);
2021 R_Mesh_Matrix(&identitymatrix);
2022 R_Mesh_ResetTextureState();
2023 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2024 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2025 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2026 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2027 qglStencilMask(~0);CHECKGLERROR
2028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2029 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2030 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2034 R_Bloom_SetupShader(
2036 "// written by Forest 'LordHavoc' Hale\n"
2038 "// common definitions between vertex shader and fragment shader:\n"
2040 "#ifdef __GLSL_CG_DATA_TYPES\n"
2041 "#define myhalf half\n"
2042 "#define myhvec2 hvec2\n"
2043 "#define myhvec3 hvec3\n"
2044 "#define myhvec4 hvec4\n"
2046 "#define myhalf float\n"
2047 "#define myhvec2 vec2\n"
2048 "#define myhvec3 vec3\n"
2049 "#define myhvec4 vec4\n"
2052 "varying vec2 ScreenTexCoord;\n"
2053 "varying vec2 BloomTexCoord;\n"
2058 "// vertex shader specific:\n"
2059 "#ifdef VERTEX_SHADER\n"
2063 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2064 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2065 " // transform vertex to camera space, using ftransform to match non-VS\n"
2067 " gl_Position = ftransform();\n"
2070 "#endif // VERTEX_SHADER\n"
2075 "// fragment shader specific:\n"
2076 "#ifdef FRAGMENT_SHADER\n"
2081 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2082 " for (x = -BLUR_X;x <= BLUR_X;x++)
2083 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2088 " gl_FragColor = vec4(color);\n"
2091 "#endif // FRAGMENT_SHADER\n"
2094 void R_RenderScene(void);
2096 void R_Bloom_StartFrame(void)
2098 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2100 // set bloomwidth and bloomheight to the bloom resolution that will be
2101 // used (often less than the screen resolution for faster rendering)
2102 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2103 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2104 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2106 // calculate desired texture sizes
2107 if (gl_support_arb_texture_non_power_of_two)
2109 screentexturewidth = r_view.width;
2110 screentextureheight = r_view.height;
2111 bloomtexturewidth = r_bloomstate.bloomwidth;
2112 bloomtextureheight = r_bloomstate.bloomheight;
2116 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2117 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2118 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2119 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2124 screentexturewidth = screentextureheight = 0;
2126 else if (r_bloom.integer)
2131 screentexturewidth = screentextureheight = 0;
2132 bloomtexturewidth = bloomtextureheight = 0;
2135 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2137 // can't use bloom if the parameters are too weird
2138 // can't use bloom if the card does not support the texture size
2139 if (r_bloomstate.texture_screen)
2140 R_FreeTexture(r_bloomstate.texture_screen);
2141 if (r_bloomstate.texture_bloom)
2142 R_FreeTexture(r_bloomstate.texture_bloom);
2143 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2147 r_bloomstate.enabled = true;
2148 r_bloomstate.hdr = r_hdr.integer != 0;
2150 // allocate textures as needed
2151 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2153 if (r_bloomstate.texture_screen)
2154 R_FreeTexture(r_bloomstate.texture_screen);
2155 r_bloomstate.texture_screen = NULL;
2156 r_bloomstate.screentexturewidth = screentexturewidth;
2157 r_bloomstate.screentextureheight = screentextureheight;
2158 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2159 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2161 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2163 if (r_bloomstate.texture_bloom)
2164 R_FreeTexture(r_bloomstate.texture_bloom);
2165 r_bloomstate.texture_bloom = NULL;
2166 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2167 r_bloomstate.bloomtextureheight = bloomtextureheight;
2168 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2169 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2172 // set up a texcoord array for the full resolution screen image
2173 // (we have to keep this around to copy back during final render)
2174 r_bloomstate.screentexcoord2f[0] = 0;
2175 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2178 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2179 r_bloomstate.screentexcoord2f[5] = 0;
2180 r_bloomstate.screentexcoord2f[6] = 0;
2181 r_bloomstate.screentexcoord2f[7] = 0;
2183 // set up a texcoord array for the reduced resolution bloom image
2184 // (which will be additive blended over the screen image)
2185 r_bloomstate.bloomtexcoord2f[0] = 0;
2186 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2189 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2190 r_bloomstate.bloomtexcoord2f[5] = 0;
2191 r_bloomstate.bloomtexcoord2f[6] = 0;
2192 r_bloomstate.bloomtexcoord2f[7] = 0;
2195 void R_Bloom_CopyScreenTexture(float colorscale)
2197 r_refdef.stats.bloom++;
2199 R_ResetViewRendering2D();
2200 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2201 R_Mesh_ColorPointer(NULL, 0, 0);
2202 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2205 // copy view into the screen texture
2206 GL_ActiveTexture(0);
2208 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
2209 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2211 // now scale it down to the bloom texture size
2213 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2214 GL_BlendFunc(GL_ONE, GL_ZERO);
2215 GL_Color(colorscale, colorscale, colorscale, 1);
2216 // TODO: optimize with multitexture or GLSL
2217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2218 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2220 // we now have a bloom image in the framebuffer
2221 // copy it into the bloom image texture for later processing
2222 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223 GL_ActiveTexture(0);
2225 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2226 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2229 void R_Bloom_CopyHDRTexture(void)
2231 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2232 GL_ActiveTexture(0);
2234 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
2235 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2238 void R_Bloom_MakeTexture(void)
2241 float xoffset, yoffset, r, brighten;
2243 r_refdef.stats.bloom++;
2245 R_ResetViewRendering2D();
2246 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2247 R_Mesh_ColorPointer(NULL, 0, 0);
2249 // we have a bloom image in the framebuffer
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2253 for (x = 1;x < r_bloom_colorexponent.value;)
2256 r = bound(0, r_bloom_colorexponent.value / x, 1);
2257 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258 GL_Color(r, r, r, 1);
2259 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2260 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2261 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2262 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2264 // copy the vertically blurred bloom view to a texture
2265 GL_ActiveTexture(0);
2267 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2271 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2272 brighten = r_bloom_brighten.value;
2274 brighten *= r_hdr_range.value;
2275 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2276 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2278 for (dir = 0;dir < 2;dir++)
2280 // blend on at multiple vertical offsets to achieve a vertical blur
2281 // TODO: do offset blends using GLSL
2282 GL_BlendFunc(GL_ONE, GL_ZERO);
2283 for (x = -range;x <= range;x++)
2285 if (!dir){xoffset = 0;yoffset = x;}
2286 else {xoffset = x;yoffset = 0;}
2287 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2288 yoffset /= (float)r_bloomstate.bloomtextureheight;
2289 // compute a texcoord array with the specified x and y offset
2290 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2291 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2294 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2295 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2296 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2297 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2298 // this r value looks like a 'dot' particle, fading sharply to
2299 // black at the edges
2300 // (probably not realistic but looks good enough)
2301 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2302 //r = (dir ? 1.0f : brighten)/(range*2+1);
2303 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2304 GL_Color(r, r, r, 1);
2305 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307 GL_BlendFunc(GL_ONE, GL_ONE);
2310 // copy the vertically blurred bloom view to a texture
2311 GL_ActiveTexture(0);
2313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2314 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2317 // apply subtract last
2318 // (just like it would be in a GLSL shader)
2319 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2321 GL_BlendFunc(GL_ONE, GL_ZERO);
2322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2323 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2324 GL_Color(1, 1, 1, 1);
2325 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2326 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2328 GL_BlendFunc(GL_ONE, GL_ONE);
2329 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2330 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2331 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2332 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2333 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2334 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2335 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2337 // copy the darkened bloom view to a texture
2338 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2339 GL_ActiveTexture(0);
2341 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2342 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2346 void R_HDR_RenderBloomTexture(void)
2348 int oldwidth, oldheight;
2350 oldwidth = r_view.width;
2351 oldheight = r_view.height;
2352 r_view.width = r_bloomstate.bloomwidth;
2353 r_view.height = r_bloomstate.bloomheight;
2355 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2356 // TODO: add exposure compensation features
2357 // TODO: add fp16 framebuffer support
2359 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2361 r_view.colorscale /= r_hdr_range.value;
2364 R_ResetViewRendering2D();
2366 R_Bloom_CopyHDRTexture();
2367 R_Bloom_MakeTexture();
2369 R_ResetViewRendering3D();
2372 if (r_timereport_active)
2373 R_TimeReport("clear");
2376 // restore the view settings
2377 r_view.width = oldwidth;
2378 r_view.height = oldheight;
2381 static void R_BlendView(void)
2383 if (r_bloomstate.enabled && r_bloomstate.hdr)
2385 // render high dynamic range bloom effect
2386 // the bloom texture was made earlier this render, so we just need to
2387 // blend it onto the screen...
2388 R_ResetViewRendering2D();
2389 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2390 R_Mesh_ColorPointer(NULL, 0, 0);
2391 GL_Color(1, 1, 1, 1);
2392 GL_BlendFunc(GL_ONE, GL_ONE);
2393 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2394 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2395 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2396 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2398 else if (r_bloomstate.enabled)
2400 // render simple bloom effect
2401 // copy the screen and shrink it and darken it for the bloom process
2402 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2403 // make the bloom texture
2404 R_Bloom_MakeTexture();
2405 // put the original screen image back in place and blend the bloom
2407 R_ResetViewRendering2D();
2408 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2409 R_Mesh_ColorPointer(NULL, 0, 0);
2410 GL_Color(1, 1, 1, 1);
2411 GL_BlendFunc(GL_ONE, GL_ZERO);
2412 // do both in one pass if possible
2413 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2414 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2415 if (r_textureunits.integer >= 2 && gl_combine.integer)
2417 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2418 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2419 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2423 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2424 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2425 // now blend on the bloom texture
2426 GL_BlendFunc(GL_ONE, GL_ONE);
2427 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2430 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2431 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2433 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2435 // apply a color tint to the whole view
2436 R_ResetViewRendering2D();
2437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438 R_Mesh_ColorPointer(NULL, 0, 0);
2439 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2440 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2441 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2445 void R_RenderScene(void);
2447 matrix4x4_t r_waterscrollmatrix;
2449 void R_UpdateVariables(void)
2453 r_refdef.farclip = 4096;
2454 if (r_refdef.worldmodel)
2455 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2456 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2458 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2459 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2460 r_refdef.polygonfactor = 0;
2461 r_refdef.polygonoffset = 0;
2462 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2463 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2465 r_refdef.rtworld = r_shadow_realtime_world.integer;
2466 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2467 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2468 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2469 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2470 if (r_showsurfaces.integer)
2472 r_refdef.rtworld = false;
2473 r_refdef.rtworldshadows = false;
2474 r_refdef.rtdlight = false;
2475 r_refdef.rtdlightshadows = false;
2476 r_refdef.lightmapintensity = 0;
2479 if (gamemode == GAME_NEHAHRA)
2481 if (gl_fogenable.integer)
2483 r_refdef.oldgl_fogenable = true;
2484 r_refdef.fog_density = gl_fogdensity.value;
2485 r_refdef.fog_red = gl_fogred.value;
2486 r_refdef.fog_green = gl_foggreen.value;
2487 r_refdef.fog_blue = gl_fogblue.value;
2489 else if (r_refdef.oldgl_fogenable)
2491 r_refdef.oldgl_fogenable = false;
2492 r_refdef.fog_density = 0;
2493 r_refdef.fog_red = 0;
2494 r_refdef.fog_green = 0;
2495 r_refdef.fog_blue = 0;
2498 if (r_refdef.fog_density)
2500 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2501 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2502 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2504 if (r_refdef.fog_density)
2506 r_refdef.fogenabled = true;
2507 // this is the point where the fog reaches 0.9986 alpha, which we
2508 // consider a good enough cutoff point for the texture
2509 // (0.9986 * 256 == 255.6)
2510 r_refdef.fogrange = 400 / r_refdef.fog_density;
2511 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2512 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2513 // fog color was already set
2516 r_refdef.fogenabled = false;
2524 void R_RenderView(void)
2526 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2527 return; //Host_Error ("R_RenderView: NULL worldmodel");
2529 R_Shadow_UpdateWorldLightSelection();
2532 if (r_timereport_active)
2533 R_TimeReport("setup");
2536 if (r_timereport_active)
2537 R_TimeReport("visibility");
2539 R_ResetViewRendering3D();
2542 if (r_timereport_active)
2543 R_TimeReport("clear");
2545 R_Bloom_StartFrame();
2547 // this produces a bloom texture to be used in R_BlendView() later
2549 R_HDR_RenderBloomTexture();
2551 r_view.colorscale = r_hdr_scenebrightness.value;
2555 if (r_timereport_active)
2556 R_TimeReport("blendview");
2558 GL_Scissor(0, 0, vid.width, vid.height);
2559 GL_ScissorTest(false);
2563 extern void R_DrawLightningBeams (void);
2564 extern void VM_CL_AddPolygonsToMeshQueue (void);
2565 extern void R_DrawPortals (void);
2566 extern cvar_t cl_locs_show;
2567 static void R_DrawLocs(void);
2568 static void R_DrawEntityBBoxes(void);
2569 void R_RenderScene(void)
2571 // don't let sound skip if going slow
2572 if (r_refdef.extraupdate)
2575 R_ResetViewRendering3D();
2577 R_MeshQueue_BeginScene();
2581 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);
2583 if (cl.csqc_vidvars.drawworld)
2585 // don't let sound skip if going slow
2586 if (r_refdef.extraupdate)
2589 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2591 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2592 if (r_timereport_active)
2593 R_TimeReport("worldsky");
2596 if (R_DrawBrushModelsSky() && r_timereport_active)
2597 R_TimeReport("bmodelsky");
2600 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2602 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2603 if (r_timereport_active)
2604 R_TimeReport("worlddepth");
2606 if (r_depthfirst.integer >= 2)
2608 R_DrawModelsDepth();
2609 if (r_timereport_active)
2610 R_TimeReport("modeldepth");
2613 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2615 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2616 if (r_timereport_active)
2617 R_TimeReport("world");
2620 // don't let sound skip if going slow
2621 if (r_refdef.extraupdate)
2625 if (r_timereport_active)
2626 R_TimeReport("models");
2628 // don't let sound skip if going slow
2629 if (r_refdef.extraupdate)
2632 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2634 R_DrawModelShadows();
2636 R_ResetViewRendering3D();
2638 // don't let sound skip if going slow
2639 if (r_refdef.extraupdate)
2643 R_ShadowVolumeLighting(false);
2644 if (r_timereport_active)
2645 R_TimeReport("rtlights");
2647 // don't let sound skip if going slow
2648 if (r_refdef.extraupdate)
2651 if (cl.csqc_vidvars.drawworld)
2653 R_DrawLightningBeams();
2654 if (r_timereport_active)
2655 R_TimeReport("lightning");
2658 if (r_timereport_active)
2659 R_TimeReport("particles");
2662 if (r_timereport_active)
2663 R_TimeReport("explosions");
2666 if (gl_support_fragment_shader)
2668 qglUseProgramObjectARB(0);CHECKGLERROR
2670 VM_CL_AddPolygonsToMeshQueue();
2672 if (cl_locs_show.integer)
2675 if (r_timereport_active)
2676 R_TimeReport("showlocs");
2679 if (r_drawportals.integer)
2682 if (r_timereport_active)
2683 R_TimeReport("portals");
2686 if (r_showbboxes.value > 0)
2688 R_DrawEntityBBoxes();
2689 if (r_timereport_active)
2690 R_TimeReport("bboxes");
2693 if (gl_support_fragment_shader)
2695 qglUseProgramObjectARB(0);CHECKGLERROR
2697 R_MeshQueue_RenderTransparent();
2698 if (r_timereport_active)
2699 R_TimeReport("drawtrans");
2701 if (gl_support_fragment_shader)
2703 qglUseProgramObjectARB(0);CHECKGLERROR
2706 if (cl.csqc_vidvars.drawworld)
2709 if (r_timereport_active)
2710 R_TimeReport("coronas");
2713 // don't let sound skip if going slow
2714 if (r_refdef.extraupdate)
2717 R_ResetViewRendering2D();
2720 static const int bboxelements[36] =
2730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2733 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2735 GL_DepthMask(false);
2736 GL_DepthRange(0, 1);
2737 R_Mesh_Matrix(&identitymatrix);
2738 R_Mesh_ResetTextureState();
2740 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2741 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2742 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2743 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2744 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2745 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2746 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2747 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2748 R_FillColors(color4f, 8, cr, cg, cb, ca);
2749 if (r_refdef.fogenabled)
2751 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2753 f1 = FogPoint_World(v);
2755 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2756 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2757 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2760 R_Mesh_VertexPointer(vertex3f, 0, 0);
2761 R_Mesh_ColorPointer(color4f, 0, 0);
2762 R_Mesh_ResetTextureState();
2763 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2766 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2770 prvm_edict_t *edict;
2771 // this function draws bounding boxes of server entities
2775 for (i = 0;i < numsurfaces;i++)
2777 edict = PRVM_EDICT_NUM(surfacelist[i]);
2778 switch ((int)edict->fields.server->solid)
2780 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2781 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2782 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2783 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2784 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2785 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2787 color[3] *= r_showbboxes.value;
2788 color[3] = bound(0, color[3], 1);
2789 GL_DepthTest(!r_showdisabledepthtest.integer);
2790 GL_CullFace(GL_BACK);
2791 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2796 static void R_DrawEntityBBoxes(void)
2799 prvm_edict_t *edict;
2801 // this function draws bounding boxes of server entities
2805 for (i = 0;i < prog->num_edicts;i++)
2807 edict = PRVM_EDICT_NUM(i);
2808 if (edict->priv.server->free)
2810 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2811 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2816 int nomodelelements[24] =
2828 float nomodelvertex3f[6*3] =
2838 float nomodelcolor4f[6*4] =
2840 0.0f, 0.0f, 0.5f, 1.0f,
2841 0.0f, 0.0f, 0.5f, 1.0f,
2842 0.0f, 0.5f, 0.0f, 1.0f,
2843 0.0f, 0.5f, 0.0f, 1.0f,
2844 0.5f, 0.0f, 0.0f, 1.0f,
2845 0.5f, 0.0f, 0.0f, 1.0f
2848 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2853 // this is only called once per entity so numsurfaces is always 1, and
2854 // surfacelist is always {0}, so this code does not handle batches
2855 R_Mesh_Matrix(&ent->matrix);
2857 if (ent->flags & EF_ADDITIVE)
2859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2860 GL_DepthMask(false);
2862 else if (ent->alpha < 1)
2864 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2865 GL_DepthMask(false);
2869 GL_BlendFunc(GL_ONE, GL_ZERO);
2872 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2873 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2874 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2875 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2876 if (r_refdef.fogenabled)
2879 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2880 R_Mesh_ColorPointer(color4f, 0, 0);
2881 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2882 f1 = FogPoint_World(org);
2884 for (i = 0, c = color4f;i < 6;i++, c += 4)
2886 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2887 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2888 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2892 else if (ent->alpha != 1)
2894 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2895 R_Mesh_ColorPointer(color4f, 0, 0);
2896 for (i = 0, c = color4f;i < 6;i++, c += 4)
2900 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2901 R_Mesh_ResetTextureState();
2902 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2905 void R_DrawNoModel(entity_render_t *ent)
2908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2909 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2910 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2912 // R_DrawNoModelCallback(ent, 0);
2915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2917 vec3_t right1, right2, diff, normal;
2919 VectorSubtract (org2, org1, normal);
2921 // calculate 'right' vector for start
2922 VectorSubtract (r_view.origin, org1, diff);
2923 CrossProduct (normal, diff, right1);
2924 VectorNormalize (right1);
2926 // calculate 'right' vector for end
2927 VectorSubtract (r_view.origin, org2, diff);
2928 CrossProduct (normal, diff, right2);
2929 VectorNormalize (right2);
2931 vert[ 0] = org1[0] + width * right1[0];
2932 vert[ 1] = org1[1] + width * right1[1];
2933 vert[ 2] = org1[2] + width * right1[2];
2934 vert[ 3] = org1[0] - width * right1[0];
2935 vert[ 4] = org1[1] - width * right1[1];
2936 vert[ 5] = org1[2] - width * right1[2];
2937 vert[ 6] = org2[0] - width * right2[0];
2938 vert[ 7] = org2[1] - width * right2[1];
2939 vert[ 8] = org2[2] - width * right2[2];
2940 vert[ 9] = org2[0] + width * right2[0];
2941 vert[10] = org2[1] + width * right2[1];
2942 vert[11] = org2[2] + width * right2[2];
2945 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2947 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2952 if (r_refdef.fogenabled)
2953 fog = FogPoint_World(origin);
2955 R_Mesh_Matrix(&identitymatrix);
2956 GL_BlendFunc(blendfunc1, blendfunc2);
2962 GL_CullFace(GL_BACK);
2965 GL_CullFace(GL_FRONT);
2967 GL_DepthMask(false);
2968 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2969 GL_DepthTest(!depthdisable);
2971 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2972 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2973 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2974 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2975 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2976 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2977 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2978 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2979 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2980 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2981 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2982 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2984 R_Mesh_VertexPointer(vertex3f, 0, 0);
2985 R_Mesh_ColorPointer(NULL, 0, 0);
2986 R_Mesh_ResetTextureState();
2987 R_Mesh_TexBind(0, R_GetTexture(texture));
2988 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2989 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2990 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2991 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2995 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2996 GL_BlendFunc(blendfunc1, GL_ONE);
2998 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);
2999 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3003 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3008 VectorSet(v, x, y, z);
3009 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3010 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3012 if (i == mesh->numvertices)
3014 if (mesh->numvertices < mesh->maxvertices)
3016 VectorCopy(v, vertex3f);
3017 mesh->numvertices++;
3019 return mesh->numvertices;
3025 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3029 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3030 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3031 e = mesh->element3i + mesh->numtriangles * 3;
3032 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3034 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3035 if (mesh->numtriangles < mesh->maxtriangles)
3040 mesh->numtriangles++;
3042 element[1] = element[2];
3046 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3050 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3051 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3052 e = mesh->element3i + mesh->numtriangles * 3;
3053 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3055 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3056 if (mesh->numtriangles < mesh->maxtriangles)
3061 mesh->numtriangles++;
3063 element[1] = element[2];
3067 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3068 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3070 int planenum, planenum2;
3073 mplane_t *plane, *plane2;
3075 double temppoints[2][256*3];
3076 // figure out how large a bounding box we need to properly compute this brush
3078 for (w = 0;w < numplanes;w++)
3079 maxdist = max(maxdist, planes[w].dist);
3080 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3081 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3082 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3086 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3087 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3089 if (planenum2 == planenum)
3091 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);
3094 if (tempnumpoints < 3)
3096 // generate elements forming a triangle fan for this polygon
3097 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3101 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3104 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3105 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3106 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);
3107 GL_LockArrays(0, brush->numpoints);
3108 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3109 GL_LockArrays(0, 0);
3112 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3115 if (!surface->num_collisiontriangles)
3117 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3118 i = (int)(((size_t)surface) / sizeof(msurface_t));
3119 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);
3120 GL_LockArrays(0, surface->num_collisionvertices);
3121 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3122 GL_LockArrays(0, 0);
3125 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)
3127 texturelayer_t *layer;
3128 layer = t->currentlayers + t->currentnumlayers++;
3130 layer->depthmask = depthmask;
3131 layer->blendfunc1 = blendfunc1;
3132 layer->blendfunc2 = blendfunc2;
3133 layer->texture = texture;
3134 layer->texmatrix = *matrix;
3135 layer->color[0] = r * r_view.colorscale;
3136 layer->color[1] = g * r_view.colorscale;
3137 layer->color[2] = b * r_view.colorscale;
3138 layer->color[3] = a;
3141 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3144 index = parms[2] + r_refdef.time * parms[3];
3145 index -= floor(index);
3149 case Q3WAVEFUNC_NONE:
3150 case Q3WAVEFUNC_NOISE:
3151 case Q3WAVEFUNC_COUNT:
3154 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3155 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3156 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3157 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3158 case Q3WAVEFUNC_TRIANGLE:
3160 f = index - floor(index);
3171 return (float)(parms[0] + parms[1] * f);
3174 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3177 model_t *model = ent->model;
3181 // switch to an alternate material if this is a q1bsp animated material
3183 texture_t *texture = t;
3184 int s = ent->skinnum;
3185 if ((unsigned int)s >= (unsigned int)model->numskins)
3187 if (model->skinscenes)
3189 if (model->skinscenes[s].framecount > 1)
3190 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3192 s = model->skinscenes[s].firstframe;
3195 t = t + s * model->num_surfaces;
3198 // use an alternate animation if the entity's frame is not 0,
3199 // and only if the texture has an alternate animation
3200 if (ent->frame != 0 && t->anim_total[1])
3201 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3203 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3205 texture->currentframe = t;
3208 // update currentskinframe to be a qw skin or animation frame
3209 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3211 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3213 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3214 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3215 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3217 t->currentskinframe = r_qwskincache_skinframe[i];
3218 if (t->currentskinframe == NULL)
3219 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3221 else if (t->numskinframes >= 2)
3222 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3223 if (t->backgroundnumskinframes >= 2)
3224 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3226 t->currentmaterialflags = t->basematerialflags;
3227 t->currentalpha = ent->alpha;
3228 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3229 t->currentalpha *= r_wateralpha.value;
3230 if (!(ent->flags & RENDER_LIGHT))
3231 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3232 if (ent->effects & EF_ADDITIVE)
3233 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3234 else if (t->currentalpha < 1)
3235 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3236 if (ent->effects & EF_DOUBLESIDED)
3237 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3238 if (ent->effects & EF_NODEPTHTEST)
3239 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3240 if (ent->flags & RENDER_VIEWMODEL)
3241 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3242 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3243 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3249 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3250 t->currenttexmatrix = r_waterscrollmatrix;
3252 t->currenttexmatrix = identitymatrix;
3254 case Q3TCMOD_ENTITYTRANSLATE:
3255 // this is used in Q3 to allow the gamecode to control texcoord
3256 // scrolling on the entity, which is not supported in darkplaces yet.
3257 Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0, 0, 0);
3259 case Q3TCMOD_ROTATE:
3260 Matrix4x4_CreateTranslate(&t->currenttexmatrix, 0.5, 0.5, 0);
3261 Matrix4x4_ConcatRotate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, 0, 0, 1);
3262 Matrix4x4_ConcatTranslate(&t->currenttexmatrix, -0.5, -0.5, 0);
3265 Matrix4x4_CreateScale3(&t->currenttexmatrix, t->tcmod_parms[0], t->tcmod_parms[1], 1);
3267 case Q3TCMOD_SCROLL:
3268 Matrix4x4_CreateTranslate(&t->currenttexmatrix, t->tcmod_parms[0] * r_refdef.time, t->tcmod_parms[1] * r_refdef.time, 0);
3270 case Q3TCMOD_STRETCH:
3271 f = 1.0f / R_EvaluateQ3WaveFunc(t->tcmod_wavefunc, t->tcmod_parms);
3272 Matrix4x4_CreateFromQuakeEntity(&t->currenttexmatrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3274 case Q3TCMOD_TRANSFORM:
3275 VectorSet(tcmat + 0, t->tcmod_parms[0], t->tcmod_parms[1], 0);
3276 VectorSet(tcmat + 3, t->tcmod_parms[2], t->tcmod_parms[3], 0);
3277 VectorSet(tcmat + 6, 0 , 0 , 1);
3278 VectorSet(tcmat + 9, t->tcmod_parms[4], t->tcmod_parms[5], 0);
3279 Matrix4x4_FromArray12FloatGL(&t->currenttexmatrix, tcmat);
3281 case Q3TCMOD_TURBULENT:
3282 // this is handled in the RSurf_PrepareVertices function
3283 t->currenttexmatrix = identitymatrix;
3287 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3288 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3289 t->glosstexture = r_texture_white;
3290 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3291 t->backgroundglosstexture = r_texture_white;
3292 t->specularpower = r_shadow_glossexponent.value;
3293 // TODO: store reference values for these in the texture?
3294 t->specularscale = 0;
3295 if (r_shadow_gloss.integer > 0)
3297 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3299 if (r_shadow_glossintensity.value > 0)
3301 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3302 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3303 t->specularscale = r_shadow_glossintensity.value;
3306 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3307 t->specularscale = r_shadow_gloss2intensity.value;
3310 t->currentnumlayers = 0;
3311 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3313 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3315 int blendfunc1, blendfunc2, depthmask;
3316 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3318 blendfunc1 = GL_SRC_ALPHA;
3319 blendfunc2 = GL_ONE;
3321 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3323 blendfunc1 = GL_SRC_ALPHA;
3324 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3326 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3328 blendfunc1 = t->customblendfunc[0];
3329 blendfunc2 = t->customblendfunc[1];
3333 blendfunc1 = GL_ONE;
3334 blendfunc2 = GL_ZERO;
3336 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3337 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3339 rtexture_t *currentbasetexture;
3341 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3342 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3343 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3344 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3346 // fullbright is not affected by r_refdef.lightmapintensity
3347 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3348 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3349 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);
3350 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3351 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);
3357 // q3bsp has no lightmap updates, so the lightstylevalue that
3358 // would normally be baked into the lightmap must be
3359 // applied to the color
3360 if (ent->model->type == mod_brushq3)
3361 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3362 colorscale *= r_refdef.lightmapintensity;
3363 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);
3364 if (r_ambient.value >= (1.0f/64.0f))
3365 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);
3366 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3368 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);
3369 if (r_ambient.value >= (1.0f/64.0f))
3370 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);
3372 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3374 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);
3375 if (r_ambient.value >= (1.0f/64.0f))
3376 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);
3379 if (t->currentskinframe->glow != NULL)
3380 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);
3381 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3383 // if this is opaque use alpha blend which will darken the earlier
3386 // if this is an alpha blended material, all the earlier passes
3387 // were darkened by fog already, so we only need to add the fog
3388 // color ontop through the fog mask texture
3390 // if this is an additive blended material, all the earlier passes
3391 // were darkened by fog already, and we should not add fog color
3392 // (because the background was not darkened, there is no fog color
3393 // that was lost behind it).
3394 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);
3401 void R_UpdateAllTextureInfo(entity_render_t *ent)
3405 for (i = 0;i < ent->model->num_texturesperskin;i++)
3406 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3409 rsurfacestate_t rsurface;
3411 void R_Mesh_ResizeArrays(int newvertices)
3414 if (rsurface.array_size >= newvertices)
3416 if (rsurface.array_modelvertex3f)
3417 Mem_Free(rsurface.array_modelvertex3f);
3418 rsurface.array_size = (newvertices + 1023) & ~1023;
3419 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3420 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3421 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3422 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3423 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3424 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3425 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3426 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3427 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3428 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3429 rsurface.array_color4f = base + rsurface.array_size * 27;
3430 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3433 void RSurf_CleanUp(void)
3436 if (rsurface.mode == RSURFMODE_GLSL)
3438 qglUseProgramObjectARB(0);CHECKGLERROR
3440 GL_AlphaTest(false);
3441 rsurface.mode = RSURFMODE_NONE;
3442 rsurface.uselightmaptexture = false;
3443 rsurface.texture = NULL;
3446 void RSurf_ActiveWorldEntity(void)
3448 model_t *model = r_refdef.worldmodel;
3450 if (rsurface.array_size < model->surfmesh.num_vertices)
3451 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3452 rsurface.matrix = identitymatrix;
3453 rsurface.inversematrix = identitymatrix;
3454 R_Mesh_Matrix(&identitymatrix);
3455 VectorCopy(r_view.origin, rsurface.modelorg);
3456 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3457 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3458 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3459 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3460 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3461 rsurface.frameblend[0].frame = 0;
3462 rsurface.frameblend[0].lerp = 1;
3463 rsurface.frameblend[1].frame = 0;
3464 rsurface.frameblend[1].lerp = 0;
3465 rsurface.frameblend[2].frame = 0;
3466 rsurface.frameblend[2].lerp = 0;
3467 rsurface.frameblend[3].frame = 0;
3468 rsurface.frameblend[3].lerp = 0;
3469 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3470 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3471 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3472 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3473 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3474 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3475 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3476 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3477 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3478 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3479 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3480 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3481 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3482 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3483 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3484 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3485 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3486 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3487 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3488 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3489 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3490 rsurface.modelelement3i = model->surfmesh.data_element3i;
3491 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3492 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3493 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3494 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3495 rsurface.modelsurfaces = model->data_surfaces;
3496 rsurface.generatedvertex = false;
3497 rsurface.vertex3f = rsurface.modelvertex3f;
3498 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3499 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3500 rsurface.svector3f = rsurface.modelsvector3f;
3501 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3502 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3503 rsurface.tvector3f = rsurface.modeltvector3f;
3504 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3505 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3506 rsurface.normal3f = rsurface.modelnormal3f;
3507 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3508 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3509 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3512 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3514 model_t *model = ent->model;
3516 if (rsurface.array_size < model->surfmesh.num_vertices)
3517 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3518 rsurface.matrix = ent->matrix;
3519 rsurface.inversematrix = ent->inversematrix;
3520 R_Mesh_Matrix(&rsurface.matrix);
3521 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3522 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3523 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3524 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3525 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3526 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3527 rsurface.frameblend[0] = ent->frameblend[0];
3528 rsurface.frameblend[1] = ent->frameblend[1];
3529 rsurface.frameblend[2] = ent->frameblend[2];
3530 rsurface.frameblend[3] = ent->frameblend[3];
3531 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3535 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3536 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3537 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3538 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3539 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3541 else if (wantnormals)
3543 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3544 rsurface.modelsvector3f = NULL;
3545 rsurface.modeltvector3f = NULL;
3546 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3547 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3551 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3552 rsurface.modelsvector3f = NULL;
3553 rsurface.modeltvector3f = NULL;
3554 rsurface.modelnormal3f = NULL;
3555 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3557 rsurface.modelvertex3f_bufferobject = 0;
3558 rsurface.modelvertex3f_bufferoffset = 0;
3559 rsurface.modelsvector3f_bufferobject = 0;
3560 rsurface.modelsvector3f_bufferoffset = 0;
3561 rsurface.modeltvector3f_bufferobject = 0;
3562 rsurface.modeltvector3f_bufferoffset = 0;
3563 rsurface.modelnormal3f_bufferobject = 0;
3564 rsurface.modelnormal3f_bufferoffset = 0;
3565 rsurface.generatedvertex = true;
3569 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3570 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3571 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3572 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3573 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3574 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3575 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3576 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3577 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3578 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3579 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3580 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3581 rsurface.generatedvertex = false;
3583 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3584 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3585 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3586 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3587 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3588 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3589 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3590 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3591 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3592 rsurface.modelelement3i = model->surfmesh.data_element3i;
3593 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3594 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3595 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3596 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3597 rsurface.modelsurfaces = model->data_surfaces;
3598 rsurface.vertex3f = rsurface.modelvertex3f;
3599 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3600 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3601 rsurface.svector3f = rsurface.modelsvector3f;
3602 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3603 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3604 rsurface.tvector3f = rsurface.modeltvector3f;
3605 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3606 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3607 rsurface.normal3f = rsurface.modelnormal3f;
3608 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3609 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3610 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3613 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3614 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3616 int texturesurfaceindex;
3620 const float *v1, *in_tc;
3622 // 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
3623 if (rsurface.generatedvertex)
3625 if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3626 generatetangents = true;
3627 if (generatetangents)
3628 generatenormals = true;
3629 if (generatenormals && !rsurface.modelnormal3f)
3631 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3632 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3633 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3634 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3636 if (generatetangents && !rsurface.modelsvector3f)
3638 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3639 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3640 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3641 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3642 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3643 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3644 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3647 // 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)
3648 if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3650 int texturesurfaceindex;
3651 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3652 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3653 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3654 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3655 VectorNormalize(newforward);
3656 VectorNormalize(newright);
3657 VectorNormalize(newup);
3658 // make deformed versions of only the model vertices used by the specified surfaces
3659 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3661 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3662 // a single autosprite surface can contain multiple sprites...
3663 for (j = 0;j < surface->num_vertices - 3;j += 4)
3665 VectorClear(center);
3666 for (i = 0;i < 4;i++)
3667 VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3668 VectorScale(center, 0.25f, center);
3669 if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3671 const float *v1, *v2;
3679 shortest[0].quadedge = shortest[1].quadedge = 0;
3680 shortest[0].length2 = shortest[1].length2 = 0;
3681 // find the two shortest edges, then use them to define the
3682 // axis vectors for rotating around the central axis
3683 for (i = 0;i < 6;i++)
3685 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3686 v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3687 l = VectorDistance2(v1, v2);
3688 if (shortest[0].length2 > l || i == 0)
3690 shortest[1] = shortest[0];
3691 shortest[0].length2 = l;
3692 shortest[0].quadedge = i;
3694 else if (shortest[1].length2 > l || i == 1)
3696 shortest[1].length2 = l;
3697 shortest[1].quadedge = i;
3700 // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3701 for (i = 0;i < 3;i++)
3703 right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3704 + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3705 up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3706 + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3707 - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3708 - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3710 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3711 VectorSubtract(rsurface.modelorg, center, forward);
3712 CrossProduct(up, forward, newright);
3713 // normalize the vectors involved
3714 VectorNormalize(right);
3715 VectorNormalize(newright);
3716 // rotate the quad around the up axis vector, this is made
3717 // especially easy by the fact we know the quad is flat,
3718 // so we only have to subtract the center position and
3719 // measure distance along the right vector, and then
3720 // multiply that by the newright vector and add back the
3722 // we also need to subtract the old position to undo the
3723 // displacement from the center, which we do with a
3724 // DotProduct, the subtraction/addition of center is also
3725 // optimized into DotProducts here
3726 l = DotProduct(newright, center) - DotProduct(right, center);
3727 for (i = 0;i < 4;i++)
3729 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
3730 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3731 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3736 VectorCopy((rsurface.modelnormal3f + 3 * surface->num_firstvertex) + j*3, forward);
3737 VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
3738 VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
3739 for (i = 0;i < 4;i++)
3741 VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3742 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3746 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3747 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3749 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3750 rsurface.vertex3f_bufferobject = 0;
3751 rsurface.vertex3f_bufferoffset = 0;
3752 rsurface.svector3f = rsurface.array_deformedsvector3f;
3753 rsurface.svector3f_bufferobject = 0;
3754 rsurface.svector3f_bufferoffset = 0;
3755 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3756 rsurface.tvector3f_bufferobject = 0;
3757 rsurface.tvector3f_bufferoffset = 0;
3758 rsurface.normal3f = rsurface.array_deformednormal3f;
3759 rsurface.normal3f_bufferobject = 0;
3760 rsurface.normal3f_bufferoffset = 0;
3764 rsurface.vertex3f = rsurface.modelvertex3f;
3765 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3766 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3767 rsurface.svector3f = rsurface.modelsvector3f;
3768 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3769 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3770 rsurface.tvector3f = rsurface.modeltvector3f;
3771 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3772 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3773 rsurface.normal3f = rsurface.modelnormal3f;
3774 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3775 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3777 // generate texcoords based on the chosen texcoord source
3778 switch(rsurface.texture->tcgen)
3781 case Q3TCGEN_TEXTURE:
3782 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3783 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
3784 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
3786 case Q3TCGEN_LIGHTMAP:
3787 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
3788 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
3789 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
3791 case Q3TCGEN_VECTOR:
3792 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3794 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3795 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
3797 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen_parms);
3798 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen_parms + 3);
3801 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3802 rsurface.texcoordtexture2f_bufferobject = 0;
3803 rsurface.texcoordtexture2f_bufferoffset = 0;
3805 case Q3TCGEN_ENVIRONMENT:
3806 // make environment reflections using a spheremap
3807 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3809 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3810 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
3811 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
3812 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
3813 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
3815 float l, d, eyedir[3];
3816 VectorSubtract(rsurface.modelorg, vertex, eyedir);
3817 l = 0.5f / VectorLength(eyedir);
3818 d = DotProduct(normal, eyedir)*2;
3819 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
3820 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
3823 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3824 rsurface.texcoordtexture2f_bufferobject = 0;
3825 rsurface.texcoordtexture2f_bufferoffset = 0;
3828 // the only tcmod that needs software vertex processing is turbulent, so
3829 // check for it here and apply the changes if needed
3830 if (rsurface.texture->tcmod == Q3TCMOD_TURBULENT)
3832 amplitude = rsurface.texture->tcmod_parms[1];
3833 animpos = rsurface.texture->tcmod_parms[2] + r_refdef.time * rsurface.texture->tcmod_parms[3];
3834 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3836 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3837 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
3839 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
3840 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
3843 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3844 rsurface.texcoordtexture2f_bufferobject = 0;
3845 rsurface.texcoordtexture2f_bufferoffset = 0;
3847 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
3848 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
3849 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
3850 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
3853 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3856 const msurface_t *surface = texturesurfacelist[0];
3857 const msurface_t *surface2;
3862 // TODO: lock all array ranges before render, rather than on each surface
3863 if (texturenumsurfaces == 1)
3865 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3866 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3868 else if (r_batchmode.integer == 2)
3870 #define MAXBATCHTRIANGLES 4096
3871 int batchtriangles = 0;
3872 int batchelements[MAXBATCHTRIANGLES*3];
3873 for (i = 0;i < texturenumsurfaces;i = j)
3875 surface = texturesurfacelist[i];
3877 if (surface->num_triangles > MAXBATCHTRIANGLES)
3879 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3882 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3883 batchtriangles = surface->num_triangles;
3884 firstvertex = surface->num_firstvertex;
3885 endvertex = surface->num_firstvertex + surface->num_vertices;
3886 for (;j < texturenumsurfaces;j++)
3888 surface2 = texturesurfacelist[j];
3889 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3891 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3892 batchtriangles += surface2->num_triangles;
3893 firstvertex = min(firstvertex, surface2->num_firstvertex);
3894 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3896 surface2 = texturesurfacelist[j-1];
3897 numvertices = endvertex - firstvertex;
3898 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3901 else if (r_batchmode.integer == 1)
3903 for (i = 0;i < texturenumsurfaces;i = j)
3905 surface = texturesurfacelist[i];
3906 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3907 if (texturesurfacelist[j] != surface2)
3909 surface2 = texturesurfacelist[j-1];
3910 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3911 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3912 GL_LockArrays(surface->num_firstvertex, numvertices);
3913 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3918 for (i = 0;i < texturenumsurfaces;i++)
3920 surface = texturesurfacelist[i];
3921 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3922 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3927 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3931 const msurface_t *surface = texturesurfacelist[0];
3932 const msurface_t *surface2;
3937 // TODO: lock all array ranges before render, rather than on each surface
3938 if (texturenumsurfaces == 1)
3940 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3941 if (deluxemaptexunit >= 0)
3942 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3943 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3944 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3946 else if (r_batchmode.integer == 2)
3948 #define MAXBATCHTRIANGLES 4096
3949 int batchtriangles = 0;
3950 int batchelements[MAXBATCHTRIANGLES*3];
3951 for (i = 0;i < texturenumsurfaces;i = j)
3953 surface = texturesurfacelist[i];
3954 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3955 if (deluxemaptexunit >= 0)
3956 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3958 if (surface->num_triangles > MAXBATCHTRIANGLES)
3960 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
3963 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3964 batchtriangles = surface->num_triangles;
3965 firstvertex = surface->num_firstvertex;
3966 endvertex = surface->num_firstvertex + surface->num_vertices;
3967 for (;j < texturenumsurfaces;j++)
3969 surface2 = texturesurfacelist[j];
3970 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3972 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3973 batchtriangles += surface2->num_triangles;
3974 firstvertex = min(firstvertex, surface2->num_firstvertex);
3975 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3977 surface2 = texturesurfacelist[j-1];
3978 numvertices = endvertex - firstvertex;
3979 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3982 else if (r_batchmode.integer == 1)
3985 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
3986 for (i = 0;i < texturenumsurfaces;i = j)
3988 surface = texturesurfacelist[i];
3989 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3990 if (texturesurfacelist[j] != surface2)
3992 Con_Printf(" %i", j - i);
3995 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
3997 for (i = 0;i < texturenumsurfaces;i = j)
3999 surface = texturesurfacelist[i];
4000 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4001 if (deluxemaptexunit >= 0)
4002 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4003 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4004 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4007 Con_Printf(" %i", j - i);
4009 surface2 = texturesurfacelist[j-1];
4010 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4011 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4012 GL_LockArrays(surface->num_firstvertex, numvertices);
4013 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4021 for (i = 0;i < texturenumsurfaces;i++)
4023 surface = texturesurfacelist[i];
4024 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4025 if (deluxemaptexunit >= 0)
4026 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4027 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4028 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4033 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4036 int texturesurfaceindex;
4037 if (r_showsurfaces.integer == 2)
4039 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4041 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4042 for (j = 0;j < surface->num_triangles;j++)
4044 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4045 GL_Color(f, f, f, 1);
4046 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4052 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4054 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4055 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4056 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4057 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4058 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4063 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4065 int texturesurfaceindex;
4069 if (rsurface.lightmapcolor4f)
4071 // generate color arrays for the surfaces in this list
4072 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4074 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4075 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)
4077 f = FogPoint_Model(v);
4087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4090 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)
4092 f = FogPoint_Model(v);
4100 rsurface.lightmapcolor4f = rsurface.array_color4f;
4101 rsurface.lightmapcolor4f_bufferobject = 0;
4102 rsurface.lightmapcolor4f_bufferoffset = 0;
4105 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4107 int texturesurfaceindex;
4110 if (!rsurface.lightmapcolor4f)
4112 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4114 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4115 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)
4123 rsurface.lightmapcolor4f = rsurface.array_color4f;
4124 rsurface.lightmapcolor4f_bufferobject = 0;
4125 rsurface.lightmapcolor4f_bufferoffset = 0;
4128 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4131 rsurface.lightmapcolor4f = NULL;
4132 rsurface.lightmapcolor4f_bufferobject = 0;
4133 rsurface.lightmapcolor4f_bufferoffset = 0;
4134 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4135 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4136 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4137 GL_Color(r, g, b, a);
4138 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4141 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4143 // TODO: optimize applyfog && applycolor case
4144 // just apply fog if necessary, and tint the fog color array if necessary
4145 rsurface.lightmapcolor4f = NULL;
4146 rsurface.lightmapcolor4f_bufferobject = 0;
4147 rsurface.lightmapcolor4f_bufferoffset = 0;
4148 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4149 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4150 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4151 GL_Color(r, g, b, a);
4152 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4155 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4157 int texturesurfaceindex;
4161 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4163 // generate color arrays for the surfaces in this list
4164 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4166 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4167 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4169 if (surface->lightmapinfo->samples)
4171 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4172 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4173 VectorScale(lm, scale, c);
4174 if (surface->lightmapinfo->styles[1] != 255)
4176 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4178 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4179 VectorMA(c, scale, lm, c);
4180 if (surface->lightmapinfo->styles[2] != 255)
4183 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4184 VectorMA(c, scale, lm, c);
4185 if (surface->lightmapinfo->styles[3] != 255)
4188 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4189 VectorMA(c, scale, lm, c);
4199 rsurface.lightmapcolor4f = rsurface.array_color4f;
4200 rsurface.lightmapcolor4f_bufferobject = 0;
4201 rsurface.lightmapcolor4f_bufferoffset = 0;
4205 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4206 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4207 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4209 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4210 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4211 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4212 GL_Color(r, g, b, a);
4213 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4216 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4218 int texturesurfaceindex;
4222 vec3_t ambientcolor;
4223 vec3_t diffusecolor;
4227 VectorCopy(rsurface.modellight_lightdir, lightdir);
4228 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4229 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4230 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4231 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4232 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4233 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4234 if (VectorLength2(diffusecolor) > 0)
4236 // generate color arrays for the surfaces in this list
4237 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4239 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4240 int numverts = surface->num_vertices;
4241 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4242 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4243 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4244 // q3-style directional shading
4245 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4247 if ((f = DotProduct(c2, lightdir)) > 0)
4248 VectorMA(ambientcolor, f, diffusecolor, c);
4250 VectorCopy(ambientcolor, c);
4259 rsurface.lightmapcolor4f = rsurface.array_color4f;
4260 rsurface.lightmapcolor4f_bufferobject = 0;
4261 rsurface.lightmapcolor4f_bufferoffset = 0;
4265 r = ambientcolor[0];
4266 g = ambientcolor[1];
4267 b = ambientcolor[2];
4268 rsurface.lightmapcolor4f = NULL;
4269 rsurface.lightmapcolor4f_bufferobject = 0;
4270 rsurface.lightmapcolor4f_bufferoffset = 0;
4272 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4273 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4274 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4275 GL_Color(r, g, b, a);
4276 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4279 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4281 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4282 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4283 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4284 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4286 rsurface.mode = RSURFMODE_SHOWSURFACES;
4288 GL_BlendFunc(GL_ONE, GL_ZERO);
4289 R_Mesh_ColorPointer(NULL, 0, 0);
4290 R_Mesh_ResetTextureState();
4292 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4293 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4296 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4298 // transparent sky would be ridiculous
4299 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4301 if (rsurface.mode != RSURFMODE_SKY)
4303 if (rsurface.mode == RSURFMODE_GLSL)
4305 qglUseProgramObjectARB(0);CHECKGLERROR
4307 rsurface.mode = RSURFMODE_SKY;
4311 skyrendernow = false;
4313 // restore entity matrix
4314 R_Mesh_Matrix(&rsurface.matrix);
4316 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4317 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4318 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4320 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4321 // skymasking on them, and Quake3 never did sky masking (unlike
4322 // software Quake and software Quake2), so disable the sky masking
4323 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4324 // and skymasking also looks very bad when noclipping outside the
4325 // level, so don't use it then either.
4326 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4328 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4329 R_Mesh_ColorPointer(NULL, 0, 0);
4330 R_Mesh_ResetTextureState();
4331 if (skyrendermasked)
4333 // depth-only (masking)
4334 GL_ColorMask(0,0,0,0);
4335 // just to make sure that braindead drivers don't draw
4336 // anything despite that colormask...
4337 GL_BlendFunc(GL_ZERO, GL_ONE);
4342 GL_BlendFunc(GL_ONE, GL_ZERO);
4344 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4345 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4346 if (skyrendermasked)
4347 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4351 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4353 if (rsurface.mode != RSURFMODE_GLSL)
4355 rsurface.mode = RSURFMODE_GLSL;
4356 R_Mesh_ResetTextureState();
4359 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4360 if (!r_glsl_permutation)
4363 if (rsurface.lightmode == 2)
4364 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4366 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4367 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4368 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4369 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4370 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4371 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4373 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4374 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4376 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4377 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4378 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4379 R_Mesh_ColorPointer(NULL, 0, 0);
4381 else if (rsurface.uselightmaptexture)
4383 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4384 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4385 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4386 R_Mesh_ColorPointer(NULL, 0, 0);
4390 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4391 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4392 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4393 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4396 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4397 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4399 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4400 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4405 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4407 // OpenGL 1.3 path - anything not completely ancient
4408 int texturesurfaceindex;
4409 qboolean applycolor;
4413 const texturelayer_t *layer;
4414 if (rsurface.mode != RSURFMODE_MULTIPASS)
4415 rsurface.mode = RSURFMODE_MULTIPASS;
4416 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4417 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4420 int layertexrgbscale;
4421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4423 if (layerindex == 0)
4427 GL_AlphaTest(false);
4428 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4431 GL_DepthMask(layer->depthmask);
4432 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4433 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4435 layertexrgbscale = 4;
4436 VectorScale(layer->color, 0.25f, layercolor);
4438 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4440 layertexrgbscale = 2;
4441 VectorScale(layer->color, 0.5f, layercolor);
4445 layertexrgbscale = 1;
4446 VectorScale(layer->color, 1.0f, layercolor);
4448 layercolor[3] = layer->color[3];
4449 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4450 R_Mesh_ColorPointer(NULL, 0, 0);
4451 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4452 switch (layer->type)
4454 case TEXTURELAYERTYPE_LITTEXTURE:
4455 memset(&m, 0, sizeof(m));
4456 m.tex[0] = R_GetTexture(r_texture_white);
4457 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4458 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4459 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4460 m.tex[1] = R_GetTexture(layer->texture);
4461 m.texmatrix[1] = layer->texmatrix;
4462 m.texrgbscale[1] = layertexrgbscale;
4463 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4464 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4465 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4466 R_Mesh_TextureState(&m);
4467 if (rsurface.lightmode == 2)
4468 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4469 else if (rsurface.uselightmaptexture)
4470 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4472 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4474 case TEXTURELAYERTYPE_TEXTURE:
4475 memset(&m, 0, sizeof(m));
4476 m.tex[0] = R_GetTexture(layer->texture);
4477 m.texmatrix[0] = layer->texmatrix;
4478 m.texrgbscale[0] = layertexrgbscale;
4479 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4480 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4481 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4482 R_Mesh_TextureState(&m);
4483 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4485 case TEXTURELAYERTYPE_FOG:
4486 memset(&m, 0, sizeof(m));
4487 m.texrgbscale[0] = layertexrgbscale;
4490 m.tex[0] = R_GetTexture(layer->texture);
4491 m.texmatrix[0] = layer->texmatrix;
4492 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4493 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4494 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4496 R_Mesh_TextureState(&m);
4497 // generate a color array for the fog pass
4498 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4499 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4503 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4504 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)
4506 f = 1 - FogPoint_Model(v);
4507 c[0] = layercolor[0];
4508 c[1] = layercolor[1];
4509 c[2] = layercolor[2];
4510 c[3] = f * layercolor[3];
4513 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4516 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4518 GL_LockArrays(0, 0);
4521 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4523 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4524 GL_AlphaTest(false);
4528 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4530 // OpenGL 1.1 - crusty old voodoo path
4531 int texturesurfaceindex;
4535 const texturelayer_t *layer;
4536 if (rsurface.mode != RSURFMODE_MULTIPASS)
4537 rsurface.mode = RSURFMODE_MULTIPASS;
4538 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4539 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4541 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4543 if (layerindex == 0)
4547 GL_AlphaTest(false);
4548 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4551 GL_DepthMask(layer->depthmask);
4552 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4553 R_Mesh_ColorPointer(NULL, 0, 0);
4554 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4555 switch (layer->type)
4557 case TEXTURELAYERTYPE_LITTEXTURE:
4558 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4560 // two-pass lit texture with 2x rgbscale
4561 // first the lightmap pass
4562 memset(&m, 0, sizeof(m));
4563 m.tex[0] = R_GetTexture(r_texture_white);
4564 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4565 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4566 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4567 R_Mesh_TextureState(&m);
4568 if (rsurface.lightmode == 2)
4569 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4570 else if (rsurface.uselightmaptexture)
4571 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4573 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4574 GL_LockArrays(0, 0);
4575 // then apply the texture to it
4576 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4577 memset(&m, 0, sizeof(m));
4578 m.tex[0] = R_GetTexture(layer->texture);
4579 m.texmatrix[0] = layer->texmatrix;
4580 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4581 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4582 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4583 R_Mesh_TextureState(&m);
4584 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
4588 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4589 memset(&m, 0, sizeof(m));
4590 m.tex[0] = R_GetTexture(layer->texture);
4591 m.texmatrix[0] = layer->texmatrix;
4592 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4593 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4594 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4595 R_Mesh_TextureState(&m);
4596 if (rsurface.lightmode == 2)
4597 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4599 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4602 case TEXTURELAYERTYPE_TEXTURE:
4603 // singletexture unlit texture with transparency support
4604 memset(&m, 0, sizeof(m));
4605 m.tex[0] = R_GetTexture(layer->texture);
4606 m.texmatrix[0] = layer->texmatrix;
4607 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4608 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4609 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4610 R_Mesh_TextureState(&m);
4611 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4613 case TEXTURELAYERTYPE_FOG:
4614 // singletexture fogging
4615 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4618 memset(&m, 0, sizeof(m));
4619 m.tex[0] = R_GetTexture(layer->texture);
4620 m.texmatrix[0] = layer->texmatrix;
4621 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4622 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4623 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4624 R_Mesh_TextureState(&m);
4627 R_Mesh_ResetTextureState();
4628 // generate a color array for the fog pass
4629 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4633 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4634 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)
4636 f = 1 - FogPoint_Model(v);
4637 c[0] = layer->color[0];
4638 c[1] = layer->color[1];
4639 c[2] = layer->color[2];
4640 c[3] = f * layer->color[3];
4643 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4646 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4648 GL_LockArrays(0, 0);
4651 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4653 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4654 GL_AlphaTest(false);
4658 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4662 rsurface.rtlight = NULL;
4666 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4668 if (rsurface.mode != RSURFMODE_MULTIPASS)
4669 rsurface.mode = RSURFMODE_MULTIPASS;
4670 if (r_depthfirst.integer == 3)
4672 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4673 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4677 GL_ColorMask(0,0,0,0);
4680 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4681 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4683 GL_BlendFunc(GL_ONE, GL_ZERO);
4685 GL_AlphaTest(false);
4686 R_Mesh_ColorPointer(NULL, 0, 0);
4687 R_Mesh_ResetTextureState();
4688 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4689 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4690 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4691 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4693 else if (r_depthfirst.integer == 3)
4695 else if (r_showsurfaces.integer)
4697 if (rsurface.mode != RSURFMODE_MULTIPASS)
4698 rsurface.mode = RSURFMODE_MULTIPASS;
4699 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4701 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4702 GL_BlendFunc(GL_ONE, GL_ZERO);
4703 GL_DepthMask(writedepth);
4705 GL_AlphaTest(false);
4706 R_Mesh_ColorPointer(NULL, 0, 0);
4707 R_Mesh_ResetTextureState();
4708 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4709 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4710 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4712 else if (gl_lightmaps.integer)
4715 if (rsurface.mode != RSURFMODE_MULTIPASS)
4716 rsurface.mode = RSURFMODE_MULTIPASS;
4717 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4719 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4720 GL_BlendFunc(GL_ONE, GL_ZERO);
4721 GL_DepthMask(writedepth);
4723 GL_AlphaTest(false);
4724 R_Mesh_ColorPointer(NULL, 0, 0);
4725 memset(&m, 0, sizeof(m));
4726 m.tex[0] = R_GetTexture(r_texture_white);
4727 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4728 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4729 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4730 R_Mesh_TextureState(&m);
4731 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4732 if (rsurface.lightmode == 2)
4733 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4734 else if (rsurface.uselightmaptexture)
4735 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4737 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4738 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4740 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4742 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4743 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4745 else if (rsurface.texture->currentnumlayers)
4747 // write depth for anything we skipped on the depth-only pass earlier
4748 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4750 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4751 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4752 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4753 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4754 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4755 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4756 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
4757 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
4758 if (r_glsl.integer && gl_support_fragment_shader)
4759 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4760 else if (gl_combine.integer && r_textureunits.integer >= 2)
4761 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4763 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4764 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4767 GL_LockArrays(0, 0);
4770 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4773 int texturenumsurfaces, endsurface;
4775 msurface_t *surface;
4776 msurface_t *texturesurfacelist[1024];
4778 // if the model is static it doesn't matter what value we give for
4779 // wantnormals and wanttangents, so this logic uses only rules applicable
4780 // to a model, knowing that they are meaningless otherwise
4781 if (ent == r_refdef.worldentity)
4782 RSurf_ActiveWorldEntity();
4783 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4784 RSurf_ActiveModelEntity(ent, false, false);
4786 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4788 for (i = 0;i < numsurfaces;i = j)
4791 surface = rsurface.modelsurfaces + surfacelist[i];
4792 texture = surface->texture;
4793 R_UpdateTextureInfo(ent, texture);
4794 rsurface.texture = texture->currentframe;
4795 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
4796 // scan ahead until we find a different texture
4797 endsurface = min(i + 1024, numsurfaces);
4798 texturenumsurfaces = 0;
4799 texturesurfacelist[texturenumsurfaces++] = surface;
4800 for (;j < endsurface;j++)
4802 surface = rsurface.modelsurfaces + surfacelist[j];
4803 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
4805 texturesurfacelist[texturenumsurfaces++] = surface;
4807 // render the range of surfaces
4808 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4814 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4817 vec3_t tempcenter, center;
4819 // break the surface list down into batches by texture and use of lightmapping
4820 for (i = 0;i < numsurfaces;i = j)
4823 // texture is the base texture pointer, rsurface.texture is the
4824 // current frame/skin the texture is directing us to use (for example
4825 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4826 // use skin 1 instead)
4827 texture = surfacelist[i]->texture;
4828 rsurface.texture = texture->currentframe;
4829 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4830 if (!(rsurface.texture->currentmaterialflags & flagsmask))
4832 // if this texture is not the kind we want, skip ahead to the next one
4833 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4837 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4839 // transparent surfaces get pushed off into the transparent queue
4840 const msurface_t *surface = surfacelist[i];
4843 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4844 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4845 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4846 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
4847 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
4851 // simply scan ahead until we find a different texture or lightmap state
4852 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
4854 // render the range of surfaces
4855 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4860 float locboxvertex3f[6*4*3] =
4862 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4863 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4864 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4865 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4866 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4867 1,0,0, 0,0,0, 0,1,0, 1,1,0
4870 int locboxelement3i[6*2*3] =
4880 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4883 cl_locnode_t *loc = (cl_locnode_t *)ent;
4885 float vertex3f[6*4*3];
4887 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4888 GL_DepthMask(false);
4889 GL_DepthRange(0, 1);
4891 GL_CullFace(GL_NONE);
4892 R_Mesh_Matrix(&identitymatrix);
4894 R_Mesh_VertexPointer(vertex3f, 0, 0);
4895 R_Mesh_ColorPointer(NULL, 0, 0);
4896 R_Mesh_ResetTextureState();
4899 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4900 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4901 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4902 surfacelist[0] < 0 ? 0.5f : 0.125f);
4904 if (VectorCompare(loc->mins, loc->maxs))
4906 VectorSet(size, 2, 2, 2);
4907 VectorMA(loc->mins, -0.5f, size, mins);
4911 VectorCopy(loc->mins, mins);
4912 VectorSubtract(loc->maxs, loc->mins, size);
4915 for (i = 0;i < 6*4*3;)
4916 for (j = 0;j < 3;j++, i++)
4917 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4919 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4922 void R_DrawLocs(void)
4925 cl_locnode_t *loc, *nearestloc;
4927 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4928 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4930 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4931 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4935 void R_DrawCollisionBrushes(entity_render_t *ent)
4939 msurface_t *surface;
4940 model_t *model = ent->model;
4941 if (!model->brush.num_brushes)
4944 R_Mesh_ColorPointer(NULL, 0, 0);
4945 R_Mesh_ResetTextureState();
4946 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4947 GL_DepthMask(false);
4948 GL_DepthRange(0, 1);
4949 GL_DepthTest(!r_showdisabledepthtest.integer);
4950 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4951 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4952 if (brush->colbrushf && brush->colbrushf->numtriangles)
4953 R_DrawCollisionBrush(brush->colbrushf);
4954 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4955 if (surface->num_collisiontriangles)
4956 R_DrawCollisionSurface(ent, surface);
4957 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4960 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4963 const int *elements;
4964 msurface_t *surface;
4965 model_t *model = ent->model;
4968 GL_DepthRange(0, 1);
4969 GL_DepthTest(!r_showdisabledepthtest.integer);
4971 GL_BlendFunc(GL_ONE, GL_ZERO);
4972 R_Mesh_ColorPointer(NULL, 0, 0);
4973 R_Mesh_ResetTextureState();
4974 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4976 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4978 rsurface.texture = surface->texture->currentframe;
4979 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4981 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4984 if (!rsurface.texture->currentlayers->depthmask)
4985 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4986 else if (ent == r_refdef.worldentity)
4987 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4989 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4990 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4993 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4995 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
4996 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4997 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4998 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5005 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5007 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5009 VectorCopy(rsurface.vertex3f + l * 3, v);
5010 qglVertex3f(v[0], v[1], v[2]);
5011 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5012 qglVertex3f(v[0], v[1], v[2]);
5016 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5018 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5020 VectorCopy(rsurface.vertex3f + l * 3, v);
5021 qglVertex3f(v[0], v[1], v[2]);
5022 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5023 qglVertex3f(v[0], v[1], v[2]);
5027 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5029 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5031 VectorCopy(rsurface.vertex3f + l * 3, v);
5032 qglVertex3f(v[0], v[1], v[2]);
5033 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5034 qglVertex3f(v[0], v[1], v[2]);
5041 rsurface.texture = NULL;
5044 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5045 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5047 int i, j, endj, f, flagsmask;
5048 int counttriangles = 0;
5049 msurface_t *surface, **surfacechain;
5051 model_t *model = r_refdef.worldmodel;
5052 const int maxsurfacelist = 1024;
5053 int numsurfacelist = 0;
5054 msurface_t *surfacelist[1024];
5058 RSurf_ActiveWorldEntity();
5060 // update light styles
5061 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5063 for (i = 0;i < model->brushq1.light_styles;i++)
5065 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5067 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5068 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5069 for (;(surface = *surfacechain);surfacechain++)
5070 surface->cached_dlight = true;
5075 R_UpdateAllTextureInfo(r_refdef.worldentity);
5076 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5079 rsurface.uselightmaptexture = false;
5080 rsurface.texture = NULL;
5082 j = model->firstmodelsurface;
5083 endj = j + model->nummodelsurfaces;
5086 // quickly skip over non-visible surfaces
5087 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5089 // quickly iterate over visible surfaces
5090 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5092 // process this surface
5093 surface = model->data_surfaces + j;
5094 // if this surface fits the criteria, add it to the list
5095 if (surface->num_triangles)
5097 // if lightmap parameters changed, rebuild lightmap texture
5098 if (surface->cached_dlight)
5099 R_BuildLightMap(r_refdef.worldentity, surface);
5100 // add face to draw list
5101 surfacelist[numsurfacelist++] = surface;
5102 counttriangles += surface->num_triangles;
5103 if (numsurfacelist >= maxsurfacelist)
5105 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5112 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5113 r_refdef.stats.entities_triangles += counttriangles;
5116 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5117 R_DrawCollisionBrushes(r_refdef.worldentity);
5119 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5120 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5123 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5125 int i, f, flagsmask;
5126 int counttriangles = 0;
5127 msurface_t *surface, *endsurface, **surfacechain;
5129 model_t *model = ent->model;
5130 const int maxsurfacelist = 1024;
5131 int numsurfacelist = 0;
5132 msurface_t *surfacelist[1024];
5136 // if the model is static it doesn't matter what value we give for
5137 // wantnormals and wanttangents, so this logic uses only rules applicable
5138 // to a model, knowing that they are meaningless otherwise
5139 if (ent == r_refdef.worldentity)
5140 RSurf_ActiveWorldEntity();
5141 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5142 RSurf_ActiveModelEntity(ent, false, false);
5144 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5146 // update light styles
5147 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5149 for (i = 0;i < model->brushq1.light_styles;i++)
5151 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5153 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5154 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5155 for (;(surface = *surfacechain);surfacechain++)
5156 surface->cached_dlight = true;
5161 R_UpdateAllTextureInfo(ent);
5162 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5165 rsurface.uselightmaptexture = false;
5166 rsurface.texture = NULL;
5168 surface = model->data_surfaces + model->firstmodelsurface;
5169 endsurface = surface + model->nummodelsurfaces;
5170 for (;surface < endsurface;surface++)
5172 // if this surface fits the criteria, add it to the list
5173 if (surface->num_triangles)
5175 // if lightmap parameters changed, rebuild lightmap texture
5176 if (surface->cached_dlight)
5177 R_BuildLightMap(ent, surface);
5178 // add face to draw list
5179 surfacelist[numsurfacelist++] = surface;
5180 counttriangles += surface->num_triangles;
5181 if (numsurfacelist >= maxsurfacelist)
5183 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5189 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5190 r_refdef.stats.entities_triangles += counttriangles;
5193 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5194 R_DrawCollisionBrushes(ent);
5196 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5197 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);