2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
32 static int r_frame = 0; ///< used only by R_GetCurrentTexture
39 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
40 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
41 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
42 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
43 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
44 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
45 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
46 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
49 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
51 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "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"};
52 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
53 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
54 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
55 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)"};
56 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
57 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
58 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"};
59 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"};
60 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
61 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"};
62 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"};
63 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"};
64 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
65 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
66 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
67 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
68 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
69 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
70 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
71 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
72 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
73 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
74 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
75 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
76 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
77 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
78 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
79 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
80 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
81 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
82 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
84 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
85 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
86 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
87 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
88 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
89 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
90 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
91 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
93 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)"};
95 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
96 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
97 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)"};
98 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
99 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
100 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
101 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
102 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
103 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
108 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
109 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
110 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
111 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
112 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
115 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
116 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
117 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
120 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
121 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
122 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
123 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
124 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
125 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
128 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
129 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
130 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)"};
132 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"};
134 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"};
136 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
139 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
140 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
141 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
142 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
143 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
144 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146 extern cvar_t v_glslgamma;
148 extern qboolean v_flipped_state;
150 static struct r_bloomstate_s
155 int bloomwidth, bloomheight;
157 int screentexturewidth, screentextureheight;
158 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160 int bloomtexturewidth, bloomtextureheight;
161 rtexture_t *texture_bloom;
163 // arrays for rendering the screen passes
164 float screentexcoord2f[8];
165 float bloomtexcoord2f[8];
166 float offsettexcoord2f[8];
170 r_waterstate_t r_waterstate;
172 /// shadow volume bsp struct with automatically growing nodes buffer
175 rtexture_t *r_texture_blanknormalmap;
176 rtexture_t *r_texture_white;
177 rtexture_t *r_texture_grey128;
178 rtexture_t *r_texture_black;
179 rtexture_t *r_texture_notexture;
180 rtexture_t *r_texture_whitecube;
181 rtexture_t *r_texture_normalizationcube;
182 rtexture_t *r_texture_fogattenuation;
183 rtexture_t *r_texture_gammaramps;
184 unsigned int r_texture_gammaramps_serial;
185 //rtexture_t *r_texture_fogintensity;
187 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
188 unsigned int r_numqueries;
189 unsigned int r_maxqueries;
191 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
192 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
194 /// vertex coordinates for a quad that covers the screen exactly
195 const static float r_screenvertex3f[12] =
203 extern void R_DrawModelShadows(void);
205 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
208 for (i = 0;i < verts;i++)
219 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
222 for (i = 0;i < verts;i++)
232 // FIXME: move this to client?
235 if (gamemode == GAME_NEHAHRA)
237 Cvar_Set("gl_fogenable", "0");
238 Cvar_Set("gl_fogdensity", "0.2");
239 Cvar_Set("gl_fogred", "0.3");
240 Cvar_Set("gl_foggreen", "0.3");
241 Cvar_Set("gl_fogblue", "0.3");
243 r_refdef.fog_density = 0;
244 r_refdef.fog_red = 0;
245 r_refdef.fog_green = 0;
246 r_refdef.fog_blue = 0;
247 r_refdef.fog_alpha = 1;
248 r_refdef.fog_start = 0;
249 r_refdef.fog_end = 0;
252 float FogForDistance(vec_t dist)
254 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
255 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
258 float FogPoint_World(const vec3_t p)
260 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
263 float FogPoint_Model(const vec3_t p)
265 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
268 static void R_BuildBlankTextures(void)
270 unsigned char data[4];
271 data[2] = 128; // normal X
272 data[1] = 128; // normal Y
273 data[0] = 255; // normal Z
274 data[3] = 128; // height
275 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
280 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
285 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
290 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 static void R_BuildNoTexture(void)
296 unsigned char pix[16][16][4];
297 // this makes a light grey/dark grey checkerboard texture
298 for (y = 0;y < 16;y++)
300 for (x = 0;x < 16;x++)
302 if ((y < 8) ^ (x < 8))
318 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
321 static void R_BuildWhiteCube(void)
323 unsigned char data[6*1*1*4];
324 memset(data, 255, sizeof(data));
325 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
328 static void R_BuildNormalizationCube(void)
332 vec_t s, t, intensity;
334 unsigned char data[6][NORMSIZE][NORMSIZE][4];
335 for (side = 0;side < 6;side++)
337 for (y = 0;y < NORMSIZE;y++)
339 for (x = 0;x < NORMSIZE;x++)
341 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377 intensity = 127.0f / sqrt(DotProduct(v, v));
378 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
379 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
380 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
381 data[side][y][x][3] = 255;
385 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
388 static void R_BuildFogTexture(void)
392 unsigned char data1[FOGWIDTH][4];
393 //unsigned char data2[FOGWIDTH][4];
396 r_refdef.fogmasktable_start = r_refdef.fog_start;
397 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
398 r_refdef.fogmasktable_range = r_refdef.fogrange;
399 r_refdef.fogmasktable_density = r_refdef.fog_density;
401 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
402 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
404 d = (x * r - r_refdef.fogmasktable_start);
405 if(developer.integer >= 100)
406 Con_Printf("%f ", d);
408 if (r_fog_exp2.integer)
409 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
411 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
412 if(developer.integer >= 100)
413 Con_Printf(" : %f ", alpha);
414 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
415 if(developer.integer >= 100)
416 Con_Printf(" = %f\n", alpha);
417 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
420 for (x = 0;x < FOGWIDTH;x++)
422 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
427 //data2[x][0] = 255 - b;
428 //data2[x][1] = 255 - b;
429 //data2[x][2] = 255 - b;
432 if (r_texture_fogattenuation)
434 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
435 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
440 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444 static const char *builtinshaderstring =
445 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
446 "// written by Forest 'LordHavoc' Hale\n"
448 "// common definitions between vertex shader and fragment shader:\n"
450 "//#ifdef __GLSL_CG_DATA_TYPES\n"
451 "//# define myhalf half\n"
452 "//# define myhalf2 half2\n"
453 "//# define myhalf3 half3\n"
454 "//# define myhalf4 half4\n"
456 "# define myhalf float\n"
457 "# define myhalf2 vec2\n"
458 "# define myhalf3 vec3\n"
459 "# define myhalf4 vec4\n"
462 "#ifdef MODE_DEPTH_OR_SHADOW\n"
464 "# ifdef VERTEX_SHADER\n"
467 " gl_Position = ftransform();\n"
473 "#ifdef MODE_POSTPROCESS\n"
474 "# ifdef VERTEX_SHADER\n"
477 " gl_FrontColor = gl_Color;\n"
478 " gl_Position = ftransform();\n"
479 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
481 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
485 "# ifdef FRAGMENT_SHADER\n"
487 "uniform sampler2D Texture_First;\n"
489 "uniform sampler2D Texture_Second;\n"
491 "#ifdef USEGAMMARAMPS\n"
492 "uniform sampler2D Texture_GammaRamps;\n"
494 "#ifdef USESATURATION\n"
495 "uniform float Saturation;\n"
497 "#ifdef USEVERTEXTEXTUREBLEND\n"
498 "uniform vec4 TintColor;\n"
500 "#ifdef USECOLORMOD\n"
501 "uniform vec3 Gamma;\n"
503 "//uncomment these if you want to use them:\n"
504 "uniform vec4 UserVec1;\n"
505 "// uniform vec4 UserVec2;\n"
506 "// uniform vec4 UserVec3;\n"
507 "// uniform vec4 UserVec4;\n"
508 "// uniform float ClientTime;\n"
509 "uniform vec2 PixelSize;\n"
512 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
514 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
516 "#ifdef USEVERTEXTEXTUREBLEND\n"
517 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
520 "#ifdef USEPOSTPROCESSING\n"
521 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
522 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
523 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
524 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
525 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
526 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
527 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
528 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
531 "#ifdef USESATURATION\n"
532 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
533 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
534 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
535 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
538 "#ifdef USEGAMMARAMPS\n"
539 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
540 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
541 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
548 "#ifdef MODE_GENERIC\n"
549 "# ifdef VERTEX_SHADER\n"
552 " gl_FrontColor = gl_Color;\n"
553 "# ifdef USEDIFFUSE\n"
554 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
556 "# ifdef USESPECULAR\n"
557 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
559 " gl_Position = ftransform();\n"
562 "# ifdef FRAGMENT_SHADER\n"
564 "# ifdef USEDIFFUSE\n"
565 "uniform sampler2D Texture_First;\n"
567 "# ifdef USESPECULAR\n"
568 "uniform sampler2D Texture_Second;\n"
573 " gl_FragColor = gl_Color;\n"
574 "# ifdef USEDIFFUSE\n"
575 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
578 "# ifdef USESPECULAR\n"
579 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
581 "# ifdef USECOLORMAPPING\n"
582 " gl_FragColor *= tex2;\n"
585 " gl_FragColor += tex2;\n"
587 "# ifdef USEVERTEXTEXTUREBLEND\n"
588 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
593 "#else // !MODE_GENERIC\n"
595 "varying vec2 TexCoord;\n"
596 "#ifdef USEVERTEXTEXTUREBLEND\n"
597 "varying vec2 TexCoord2;\n"
599 "varying vec2 TexCoordLightmap;\n"
601 "#ifdef MODE_LIGHTSOURCE\n"
602 "varying vec3 CubeVector;\n"
605 "#ifdef MODE_LIGHTSOURCE\n"
606 "varying vec3 LightVector;\n"
608 "#ifdef MODE_LIGHTDIRECTION\n"
609 "varying vec3 LightVector;\n"
612 "varying vec3 EyeVector;\n"
614 "varying vec3 EyeVectorModelSpace;\n"
617 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
618 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
619 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
621 "#ifdef MODE_WATER\n"
622 "varying vec4 ModelViewProjectionPosition;\n"
624 "#ifdef MODE_REFRACTION\n"
625 "varying vec4 ModelViewProjectionPosition;\n"
627 "#ifdef USEREFLECTION\n"
628 "varying vec4 ModelViewProjectionPosition;\n"
635 "// vertex shader specific:\n"
636 "#ifdef VERTEX_SHADER\n"
638 "uniform vec3 LightPosition;\n"
639 "uniform vec3 EyePosition;\n"
640 "uniform vec3 LightDir;\n"
642 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
646 " gl_FrontColor = gl_Color;\n"
647 " // copy the surface texcoord\n"
648 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
649 "#ifdef USEVERTEXTEXTUREBLEND\n"
650 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
652 "#ifndef MODE_LIGHTSOURCE\n"
653 "# ifndef MODE_LIGHTDIRECTION\n"
654 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
658 "#ifdef MODE_LIGHTSOURCE\n"
659 " // transform vertex position into light attenuation/cubemap space\n"
660 " // (-1 to +1 across the light box)\n"
661 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
663 " // transform unnormalized light direction into tangent space\n"
664 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
665 " // normalize it per pixel)\n"
666 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
667 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
668 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
669 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
672 "#ifdef MODE_LIGHTDIRECTION\n"
673 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
674 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
675 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
678 " // transform unnormalized eye direction into tangent space\n"
680 " vec3 EyeVectorModelSpace;\n"
682 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
683 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
684 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
685 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
687 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
688 " VectorS = gl_MultiTexCoord1.xyz;\n"
689 " VectorT = gl_MultiTexCoord2.xyz;\n"
690 " VectorR = gl_MultiTexCoord3.xyz;\n"
693 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
694 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
695 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
696 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
699 "// transform vertex to camera space, using ftransform to match non-VS\n"
701 " gl_Position = ftransform();\n"
703 "#ifdef MODE_WATER\n"
704 " ModelViewProjectionPosition = gl_Position;\n"
706 "#ifdef MODE_REFRACTION\n"
707 " ModelViewProjectionPosition = gl_Position;\n"
709 "#ifdef USEREFLECTION\n"
710 " ModelViewProjectionPosition = gl_Position;\n"
714 "#endif // VERTEX_SHADER\n"
719 "// fragment shader specific:\n"
720 "#ifdef FRAGMENT_SHADER\n"
722 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
723 "uniform sampler2D Texture_Normal;\n"
724 "uniform sampler2D Texture_Color;\n"
725 "uniform sampler2D Texture_Gloss;\n"
726 "uniform sampler2D Texture_Glow;\n"
727 "uniform sampler2D Texture_SecondaryNormal;\n"
728 "uniform sampler2D Texture_SecondaryColor;\n"
729 "uniform sampler2D Texture_SecondaryGloss;\n"
730 "uniform sampler2D Texture_SecondaryGlow;\n"
731 "uniform sampler2D Texture_Pants;\n"
732 "uniform sampler2D Texture_Shirt;\n"
733 "uniform sampler2D Texture_FogMask;\n"
734 "uniform sampler2D Texture_Lightmap;\n"
735 "uniform sampler2D Texture_Deluxemap;\n"
736 "uniform sampler2D Texture_Refraction;\n"
737 "uniform sampler2D Texture_Reflection;\n"
738 "uniform sampler2D Texture_Attenuation;\n"
739 "uniform samplerCube Texture_Cube;\n"
741 "uniform myhalf3 LightColor;\n"
742 "uniform myhalf3 AmbientColor;\n"
743 "uniform myhalf3 DiffuseColor;\n"
744 "uniform myhalf3 SpecularColor;\n"
745 "uniform myhalf3 Color_Pants;\n"
746 "uniform myhalf3 Color_Shirt;\n"
747 "uniform myhalf3 FogColor;\n"
749 "uniform myhalf4 TintColor;\n"
752 "//#ifdef MODE_WATER\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform myhalf4 RefractColor;\n"
757 "uniform myhalf4 ReflectColor;\n"
758 "uniform myhalf ReflectFactor;\n"
759 "uniform myhalf ReflectOffset;\n"
761 "//# ifdef MODE_REFRACTION\n"
762 "//uniform vec4 DistortScaleRefractReflect;\n"
763 "//uniform vec4 ScreenScaleRefractReflect;\n"
764 "//uniform vec4 ScreenCenterRefractReflect;\n"
765 "//uniform myhalf4 RefractColor;\n"
766 "//# ifdef USEREFLECTION\n"
767 "//uniform myhalf4 ReflectColor;\n"
770 "//# ifdef USEREFLECTION\n"
771 "//uniform vec4 DistortScaleRefractReflect;\n"
772 "//uniform vec4 ScreenScaleRefractReflect;\n"
773 "//uniform vec4 ScreenCenterRefractReflect;\n"
774 "//uniform myhalf4 ReflectColor;\n"
779 "uniform myhalf GlowScale;\n"
780 "uniform myhalf SceneBrightness;\n"
781 "#ifdef USECONTRASTBOOST\n"
782 "uniform myhalf ContrastBoostCoeff;\n"
785 "uniform float OffsetMapping_Scale;\n"
786 "uniform float OffsetMapping_Bias;\n"
787 "uniform float FogRangeRecip;\n"
789 "uniform myhalf AmbientScale;\n"
790 "uniform myhalf DiffuseScale;\n"
791 "uniform myhalf SpecularScale;\n"
792 "uniform myhalf SpecularPower;\n"
794 "#ifdef USEOFFSETMAPPING\n"
795 "vec2 OffsetMapping(vec2 TexCoord)\n"
797 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
798 " // 14 sample relief mapping: linear search and then binary search\n"
799 " // this basically steps forward a small amount repeatedly until it finds\n"
800 " // itself inside solid, then jitters forward and back using decreasing\n"
801 " // amounts to find the impact\n"
802 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
803 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
804 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
805 " vec3 RT = vec3(TexCoord, 1);\n"
806 " OffsetVector *= 0.1;\n"
807 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
814 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
815 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
816 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
817 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
818 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
819 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
820 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
823 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
824 " // this basically moves forward the full distance, and then backs up based\n"
825 " // on height of samples\n"
826 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
827 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
828 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
829 " TexCoord += OffsetVector;\n"
830 " OffsetVector *= 0.333;\n"
831 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
832 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
833 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
834 " return TexCoord;\n"
837 "#endif // USEOFFSETMAPPING\n"
839 "#ifdef MODE_WATER\n"
844 "#ifdef USEOFFSETMAPPING\n"
845 " // apply offsetmapping\n"
846 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
847 "#define TexCoord TexCoordOffset\n"
850 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
851 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
852 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
853 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
854 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
857 "#else // !MODE_WATER\n"
858 "#ifdef MODE_REFRACTION\n"
860 "// refraction pass\n"
863 "#ifdef USEOFFSETMAPPING\n"
864 " // apply offsetmapping\n"
865 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
866 "#define TexCoord TexCoordOffset\n"
869 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
875 "#else // !MODE_REFRACTION\n"
878 "#ifdef USEOFFSETMAPPING\n"
879 " // apply offsetmapping\n"
880 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
881 "#define TexCoord TexCoordOffset\n"
884 " // combine the diffuse textures (base, pants, shirt)\n"
885 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
886 "#ifdef USECOLORMAPPING\n"
887 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
889 "#ifdef USEVERTEXTEXTUREBLEND\n"
890 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
891 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
892 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
893 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
895 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
898 "#ifdef USEDIFFUSE\n"
899 " // get the surface normal and the gloss color\n"
900 "# ifdef USEVERTEXTEXTUREBLEND\n"
901 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
902 "# ifdef USESPECULAR\n"
903 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
906 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
907 "# ifdef USESPECULAR\n"
908 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
915 "#ifdef MODE_LIGHTSOURCE\n"
918 " // calculate surface normal, light normal, and specular normal\n"
919 " // compute color intensity for the two textures (colormap and glossmap)\n"
920 " // scale by light color and attenuation as efficiently as possible\n"
921 " // (do as much scalar math as possible rather than vector math)\n"
922 "# ifdef USEDIFFUSE\n"
923 " // get the light normal\n"
924 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
926 "# ifdef USESPECULAR\n"
927 "# ifndef USEEXACTSPECULARMATH\n"
928 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
931 " // calculate directional shading\n"
932 "# ifdef USEEXACTSPECULARMATH\n"
933 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
935 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
938 "# ifdef USEDIFFUSE\n"
939 " // calculate directional shading\n"
940 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
942 " // calculate directionless shading\n"
943 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
947 "# ifdef USECUBEFILTER\n"
948 " // apply light cubemap filter\n"
949 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
950 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
952 "#endif // MODE_LIGHTSOURCE\n"
957 "#ifdef MODE_LIGHTDIRECTION\n"
958 " // directional model lighting\n"
959 "# ifdef USEDIFFUSE\n"
960 " // get the light normal\n"
961 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
963 "# ifdef USESPECULAR\n"
964 " // calculate directional shading\n"
965 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
966 "# ifdef USEEXACTSPECULARMATH\n"
967 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
969 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
970 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
973 "# ifdef USEDIFFUSE\n"
975 " // calculate directional shading\n"
976 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
978 " color.rgb *= AmbientColor;\n"
981 "#endif // MODE_LIGHTDIRECTION\n"
986 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
987 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
989 " // get the light normal\n"
990 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
991 " myhalf3 diffusenormal;\n"
992 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
993 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
994 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
995 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
996 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
997 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
998 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
999 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1000 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1001 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1002 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1003 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1004 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1005 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1006 "# ifdef USESPECULAR\n"
1007 "# ifdef USEEXACTSPECULARMATH\n"
1008 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1010 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1011 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1015 " // apply lightmap color\n"
1016 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1017 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1022 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1023 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1025 " // get the light normal\n"
1026 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1027 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1028 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1029 "# ifdef USESPECULAR\n"
1030 "# ifdef USEEXACTSPECULARMATH\n"
1031 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1033 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1034 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1038 " // apply lightmap color\n"
1039 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1040 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1045 "#ifdef MODE_LIGHTMAP\n"
1046 " // apply lightmap color\n"
1047 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1048 "#endif // MODE_LIGHTMAP\n"
1053 "#ifdef MODE_VERTEXCOLOR\n"
1054 " // apply lightmap color\n"
1055 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1056 "#endif // MODE_VERTEXCOLOR\n"
1061 "#ifdef MODE_FLATCOLOR\n"
1062 "#endif // MODE_FLATCOLOR\n"
1070 " color *= TintColor;\n"
1073 "#ifdef USEVERTEXTEXTUREBLEND\n"
1074 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1076 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1080 "#ifdef USECONTRASTBOOST\n"
1081 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1084 " color.rgb *= SceneBrightness;\n"
1086 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1088 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1091 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1092 "#ifdef USEREFLECTION\n"
1093 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1094 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1095 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1096 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1099 " gl_FragColor = vec4(color);\n"
1101 "#endif // !MODE_REFRACTION\n"
1102 "#endif // !MODE_WATER\n"
1104 "#endif // FRAGMENT_SHADER\n"
1106 "#endif // !MODE_GENERIC\n"
1107 "#endif // !MODE_POSTPROCESS\n"
1108 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1111 typedef struct shaderpermutationinfo_s
1113 const char *pretext;
1116 shaderpermutationinfo_t;
1118 typedef struct shadermodeinfo_s
1120 const char *vertexfilename;
1121 const char *geometryfilename;
1122 const char *fragmentfilename;
1123 const char *pretext;
1128 typedef enum shaderpermutation_e
1130 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1131 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1132 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1133 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1134 SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1135 SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1136 SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1137 SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1138 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1139 SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1140 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1141 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1142 SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1143 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1144 SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1145 SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1146 SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1148 shaderpermutation_t;
1150 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1151 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1153 {"#define USEDIFFUSE\n", " diffuse"},
1154 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1155 {"#define USECOLORMAPPING\n", " colormapping"},
1156 {"#define USECONTRASTBOOST\n", " contrastboost"},
1157 {"#define USEFOG\n", " fog"},
1158 {"#define USECUBEFILTER\n", " cubefilter"},
1159 {"#define USEGLOW\n", " glow"},
1160 {"#define USESPECULAR\n", " specular"},
1161 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1162 {"#define USEREFLECTION\n", " reflection"},
1163 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1164 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1165 {"#define USEGAMMARAMPS\n", " gammaramps"},
1166 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1167 {"#define USESATURATION\n", " saturation"},
1170 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1171 typedef enum shadermode_e
1173 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1174 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1175 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1176 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1177 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1178 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1179 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1180 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1181 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1182 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1183 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1184 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1189 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1190 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1192 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1193 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1194 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1195 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1196 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1197 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1198 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1199 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1200 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1201 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1202 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1203 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1206 typedef struct r_glsl_permutation_s
1208 /// indicates if we have tried compiling this permutation already
1210 /// 0 if compilation failed
1212 /// locations of detected uniforms in program object, or -1 if not found
1213 int loc_Texture_First;
1214 int loc_Texture_Second;
1215 int loc_Texture_GammaRamps;
1216 int loc_Texture_Normal;
1217 int loc_Texture_Color;
1218 int loc_Texture_Gloss;
1219 int loc_Texture_Glow;
1220 int loc_Texture_SecondaryNormal;
1221 int loc_Texture_SecondaryColor;
1222 int loc_Texture_SecondaryGloss;
1223 int loc_Texture_SecondaryGlow;
1224 int loc_Texture_Pants;
1225 int loc_Texture_Shirt;
1226 int loc_Texture_FogMask;
1227 int loc_Texture_Lightmap;
1228 int loc_Texture_Deluxemap;
1229 int loc_Texture_Attenuation;
1230 int loc_Texture_Cube;
1231 int loc_Texture_Refraction;
1232 int loc_Texture_Reflection;
1234 int loc_LightPosition;
1235 int loc_EyePosition;
1236 int loc_Color_Pants;
1237 int loc_Color_Shirt;
1238 int loc_FogRangeRecip;
1239 int loc_AmbientScale;
1240 int loc_DiffuseScale;
1241 int loc_SpecularScale;
1242 int loc_SpecularPower;
1244 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1245 int loc_OffsetMapping_Scale;
1247 int loc_AmbientColor;
1248 int loc_DiffuseColor;
1249 int loc_SpecularColor;
1251 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1252 int loc_GammaCoeff; ///< 1 / gamma
1253 int loc_DistortScaleRefractReflect;
1254 int loc_ScreenScaleRefractReflect;
1255 int loc_ScreenCenterRefractReflect;
1256 int loc_RefractColor;
1257 int loc_ReflectColor;
1258 int loc_ReflectFactor;
1259 int loc_ReflectOffset;
1268 r_glsl_permutation_t;
1270 /// information about each possible shader permutation
1271 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1272 /// currently selected permutation
1273 r_glsl_permutation_t *r_glsl_permutation;
1275 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1278 if (!filename || !filename[0])
1280 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1283 if (printfromdisknotice)
1284 Con_DPrint("from disk... ");
1285 return shaderstring;
1287 else if (!strcmp(filename, "glsl/default.glsl"))
1289 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1290 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1292 return shaderstring;
1295 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1298 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1299 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1300 int vertstrings_count = 0;
1301 int geomstrings_count = 0;
1302 int fragstrings_count = 0;
1303 char *vertexstring, *geometrystring, *fragmentstring;
1304 const char *vertstrings_list[32+3];
1305 const char *geomstrings_list[32+3];
1306 const char *fragstrings_list[32+3];
1307 char permutationname[256];
1314 permutationname[0] = 0;
1315 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1316 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1317 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1319 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1321 // the first pretext is which type of shader to compile as
1322 // (later these will all be bound together as a program object)
1323 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1324 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1325 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1327 // the second pretext is the mode (for example a light source)
1328 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1329 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1330 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1331 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1333 // now add all the permutation pretexts
1334 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1336 if (permutation & (1<<i))
1338 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1339 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1340 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1341 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1345 // keep line numbers correct
1346 vertstrings_list[vertstrings_count++] = "\n";
1347 geomstrings_list[geomstrings_count++] = "\n";
1348 fragstrings_list[fragstrings_count++] = "\n";
1352 // now append the shader text itself
1353 vertstrings_list[vertstrings_count++] = vertexstring;
1354 geomstrings_list[geomstrings_count++] = geometrystring;
1355 fragstrings_list[fragstrings_count++] = fragmentstring;
1357 // if any sources were NULL, clear the respective list
1359 vertstrings_count = 0;
1360 if (!geometrystring)
1361 geomstrings_count = 0;
1362 if (!fragmentstring)
1363 fragstrings_count = 0;
1365 // compile the shader program
1366 if (vertstrings_count + geomstrings_count + fragstrings_count)
1367 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1371 qglUseProgramObjectARB(p->program);CHECKGLERROR
1372 // look up all the uniform variable names we care about, so we don't
1373 // have to look them up every time we set them
1374 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1375 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1376 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1377 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1378 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1379 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1380 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1381 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1382 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1383 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1384 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1385 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1386 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1387 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1388 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1389 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1390 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1391 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1392 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1393 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1394 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1395 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1396 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1397 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1398 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1399 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1400 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1401 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1402 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1403 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1404 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1405 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1406 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1407 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1408 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1409 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1410 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1411 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1412 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1413 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1414 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1415 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1416 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1417 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1418 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1419 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1420 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1421 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1422 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1423 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1424 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1425 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1426 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1427 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1428 // initialize the samplers to refer to the texture units we use
1429 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1430 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1431 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1432 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1433 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1434 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1435 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1436 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1437 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1438 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1439 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1440 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1441 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1442 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1443 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1444 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1445 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1446 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1447 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1448 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1450 if (developer.integer)
1451 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1454 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1458 Mem_Free(vertexstring);
1460 Mem_Free(geometrystring);
1462 Mem_Free(fragmentstring);
1465 void R_GLSL_Restart_f(void)
1468 unsigned int permutation;
1469 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1470 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1471 if (r_glsl_permutations[mode][permutation].program)
1472 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1473 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1476 void R_GLSL_DumpShader_f(void)
1480 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1483 Con_Printf("failed to write to glsl/default.glsl\n");
1487 FS_Print(file, "// The engine may define the following macros:\n");
1488 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1489 for (i = 0;i < SHADERMODE_COUNT;i++)
1490 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1491 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1492 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1493 FS_Print(file, "\n");
1494 FS_Print(file, builtinshaderstring);
1497 Con_Printf("glsl/default.glsl written\n");
1500 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1502 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1503 if (r_glsl_permutation != perm)
1505 r_glsl_permutation = perm;
1506 if (!r_glsl_permutation->program)
1508 if (!r_glsl_permutation->compiled)
1509 R_GLSL_CompilePermutation(mode, permutation);
1510 if (!r_glsl_permutation->program)
1512 // remove features until we find a valid permutation
1514 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1516 // reduce i more quickly whenever it would not remove any bits
1517 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1518 if (!(permutation & j))
1521 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1522 if (!r_glsl_permutation->compiled)
1523 R_GLSL_CompilePermutation(mode, permutation);
1524 if (r_glsl_permutation->program)
1527 if (i >= SHADERPERMUTATION_COUNT)
1529 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1530 Cvar_SetValueQuick(&r_glsl, 0);
1531 R_GLSL_Restart_f(); // unload shaders
1532 return; // no bit left to clear
1537 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1541 void R_SetupGenericShader(qboolean usetexture)
1543 if (gl_support_fragment_shader)
1545 if (r_glsl.integer && r_glsl_usegeneric.integer)
1546 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1547 else if (r_glsl_permutation)
1549 r_glsl_permutation = NULL;
1550 qglUseProgramObjectARB(0);CHECKGLERROR
1555 void R_SetupGenericTwoTextureShader(int texturemode)
1557 if (gl_support_fragment_shader)
1559 if (r_glsl.integer && r_glsl_usegeneric.integer)
1560 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1561 else if (r_glsl_permutation)
1563 r_glsl_permutation = NULL;
1564 qglUseProgramObjectARB(0);CHECKGLERROR
1567 if (!r_glsl_permutation)
1569 if (texturemode == GL_DECAL && gl_combine.integer)
1570 texturemode = GL_INTERPOLATE_ARB;
1571 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1575 void R_SetupDepthOrShadowShader(void)
1577 if (gl_support_fragment_shader)
1579 if (r_glsl.integer && r_glsl_usegeneric.integer)
1580 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1581 else if (r_glsl_permutation)
1583 r_glsl_permutation = NULL;
1584 qglUseProgramObjectARB(0);CHECKGLERROR
1589 extern rtexture_t *r_shadow_attenuationgradienttexture;
1590 extern rtexture_t *r_shadow_attenuation2dtexture;
1591 extern rtexture_t *r_shadow_attenuation3dtexture;
1592 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1594 // select a permutation of the lighting shader appropriate to this
1595 // combination of texture, entity, light source, and fogging, only use the
1596 // minimum features necessary to avoid wasting rendering time in the
1597 // fragment shader on features that are not being used
1598 unsigned int permutation = 0;
1599 unsigned int mode = 0;
1600 // TODO: implement geometry-shader based shadow volumes someday
1601 if (r_glsl_offsetmapping.integer)
1603 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1604 if (r_glsl_offsetmapping_reliefmapping.integer)
1605 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1607 if (rsurfacepass == RSURFPASS_BACKGROUND)
1609 // distorted background
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1611 mode = SHADERMODE_WATER;
1613 mode = SHADERMODE_REFRACTION;
1615 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1618 mode = SHADERMODE_LIGHTSOURCE;
1619 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1620 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1621 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1622 permutation |= SHADERPERMUTATION_CUBEFILTER;
1623 if (diffusescale > 0)
1624 permutation |= SHADERPERMUTATION_DIFFUSE;
1625 if (specularscale > 0)
1626 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1627 if (r_refdef.fogenabled)
1628 permutation |= SHADERPERMUTATION_FOG;
1629 if (rsurface.texture->colormapping)
1630 permutation |= SHADERPERMUTATION_COLORMAPPING;
1631 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1632 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1634 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1636 // unshaded geometry (fullbright or ambient model lighting)
1637 mode = SHADERMODE_FLATCOLOR;
1638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1639 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1640 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1641 permutation |= SHADERPERMUTATION_GLOW;
1642 if (r_refdef.fogenabled)
1643 permutation |= SHADERPERMUTATION_FOG;
1644 if (rsurface.texture->colormapping)
1645 permutation |= SHADERPERMUTATION_COLORMAPPING;
1646 if (r_glsl_offsetmapping.integer)
1648 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1649 if (r_glsl_offsetmapping_reliefmapping.integer)
1650 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1652 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1653 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1654 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1655 permutation |= SHADERPERMUTATION_REFLECTION;
1657 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1659 // directional model lighting
1660 mode = SHADERMODE_LIGHTDIRECTION;
1661 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1663 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1664 permutation |= SHADERPERMUTATION_GLOW;
1665 permutation |= SHADERPERMUTATION_DIFFUSE;
1666 if (specularscale > 0)
1667 permutation |= SHADERPERMUTATION_SPECULAR;
1668 if (r_refdef.fogenabled)
1669 permutation |= SHADERPERMUTATION_FOG;
1670 if (rsurface.texture->colormapping)
1671 permutation |= SHADERPERMUTATION_COLORMAPPING;
1672 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1673 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1674 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1675 permutation |= SHADERPERMUTATION_REFLECTION;
1677 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1679 // ambient model lighting
1680 mode = SHADERMODE_LIGHTDIRECTION;
1681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1682 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1683 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1684 permutation |= SHADERPERMUTATION_GLOW;
1685 if (r_refdef.fogenabled)
1686 permutation |= SHADERPERMUTATION_FOG;
1687 if (rsurface.texture->colormapping)
1688 permutation |= SHADERPERMUTATION_COLORMAPPING;
1689 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1690 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1691 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1692 permutation |= SHADERPERMUTATION_REFLECTION;
1697 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1699 // deluxemapping (light direction texture)
1700 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1701 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1703 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1704 permutation |= SHADERPERMUTATION_DIFFUSE;
1705 if (specularscale > 0)
1706 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1708 else if (r_glsl_deluxemapping.integer >= 2)
1710 // fake deluxemapping (uniform light direction in tangentspace)
1711 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1712 permutation |= SHADERPERMUTATION_DIFFUSE;
1713 if (specularscale > 0)
1714 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1716 else if (rsurface.uselightmaptexture)
1718 // ordinary lightmapping (q1bsp, q3bsp)
1719 mode = SHADERMODE_LIGHTMAP;
1723 // ordinary vertex coloring (q3bsp)
1724 mode = SHADERMODE_VERTEXCOLOR;
1726 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1727 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1728 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1729 permutation |= SHADERPERMUTATION_GLOW;
1730 if (r_refdef.fogenabled)
1731 permutation |= SHADERPERMUTATION_FOG;
1732 if (rsurface.texture->colormapping)
1733 permutation |= SHADERPERMUTATION_COLORMAPPING;
1734 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1735 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1736 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1737 permutation |= SHADERPERMUTATION_REFLECTION;
1739 if(permutation & SHADERPERMUTATION_SPECULAR)
1740 if(r_shadow_glossexact.integer)
1741 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1742 R_SetupShader_SetPermutation(mode, permutation);
1743 if (mode == SHADERMODE_LIGHTSOURCE)
1745 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1746 if (permutation & SHADERPERMUTATION_DIFFUSE)
1748 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1749 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1750 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1751 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1755 // ambient only is simpler
1756 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1757 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1758 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1759 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1761 // additive passes are only darkened by fog, not tinted
1762 if (r_glsl_permutation->loc_FogColor >= 0)
1763 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1767 if (mode == SHADERMODE_LIGHTDIRECTION)
1769 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1770 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1771 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1772 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1776 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1777 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1778 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1780 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1781 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1782 // additive passes are only darkened by fog, not tinted
1783 if (r_glsl_permutation->loc_FogColor >= 0)
1785 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1786 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1788 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1790 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1791 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1792 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1793 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1794 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1795 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1796 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1798 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1800 // The formula used is actually:
1801 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1802 // color.rgb *= SceneBrightness;
1804 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1805 // and do [[calculations]] here in the engine
1806 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1807 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1810 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1811 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1812 if (r_glsl_permutation->loc_Color_Pants >= 0)
1814 if (rsurface.texture->currentskinframe->pants)
1815 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1817 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1819 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1821 if (rsurface.texture->currentskinframe->shirt)
1822 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1824 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1826 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1827 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1829 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1833 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1835 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1839 #define SKINFRAME_HASH 1024
1843 int loadsequence; // incremented each level change
1844 memexpandablearray_t array;
1845 skinframe_t *hash[SKINFRAME_HASH];
1848 r_skinframe_t r_skinframe;
1850 void R_SkinFrame_PrepareForPurge(void)
1852 r_skinframe.loadsequence++;
1853 // wrap it without hitting zero
1854 if (r_skinframe.loadsequence >= 200)
1855 r_skinframe.loadsequence = 1;
1858 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1862 // mark the skinframe as used for the purging code
1863 skinframe->loadsequence = r_skinframe.loadsequence;
1866 void R_SkinFrame_Purge(void)
1870 for (i = 0;i < SKINFRAME_HASH;i++)
1872 for (s = r_skinframe.hash[i];s;s = s->next)
1874 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1876 if (s->merged == s->base)
1878 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1879 R_PurgeTexture(s->stain );s->stain = NULL;
1880 R_PurgeTexture(s->merged);s->merged = NULL;
1881 R_PurgeTexture(s->base );s->base = NULL;
1882 R_PurgeTexture(s->pants );s->pants = NULL;
1883 R_PurgeTexture(s->shirt );s->shirt = NULL;
1884 R_PurgeTexture(s->nmap );s->nmap = NULL;
1885 R_PurgeTexture(s->gloss );s->gloss = NULL;
1886 R_PurgeTexture(s->glow );s->glow = NULL;
1887 R_PurgeTexture(s->fog );s->fog = NULL;
1888 s->loadsequence = 0;
1894 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1896 char basename[MAX_QPATH];
1898 Image_StripImageExtension(name, basename, sizeof(basename));
1900 if( last == NULL ) {
1902 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1903 item = r_skinframe.hash[hashindex];
1908 // linearly search through the hash bucket
1909 for( ; item ; item = item->next ) {
1910 if( !strcmp( item->basename, basename ) ) {
1917 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1921 char basename[MAX_QPATH];
1923 Image_StripImageExtension(name, basename, sizeof(basename));
1925 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1926 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1927 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1931 rtexture_t *dyntexture;
1932 // check whether its a dynamic texture
1933 dyntexture = CL_GetDynTexture( basename );
1934 if (!add && !dyntexture)
1936 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1937 memset(item, 0, sizeof(*item));
1938 strlcpy(item->basename, basename, sizeof(item->basename));
1939 item->base = dyntexture; // either NULL or dyntexture handle
1940 item->textureflags = textureflags;
1941 item->comparewidth = comparewidth;
1942 item->compareheight = compareheight;
1943 item->comparecrc = comparecrc;
1944 item->next = r_skinframe.hash[hashindex];
1945 r_skinframe.hash[hashindex] = item;
1947 else if( item->base == NULL )
1949 rtexture_t *dyntexture;
1950 // check whether its a dynamic texture
1951 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1952 dyntexture = CL_GetDynTexture( basename );
1953 item->base = dyntexture; // either NULL or dyntexture handle
1956 R_SkinFrame_MarkUsed(item);
1960 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1962 unsigned long long avgcolor[5], wsum; \
1970 for(pix = 0; pix < cnt; ++pix) \
1973 for(comp = 0; comp < 3; ++comp) \
1975 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1978 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1980 for(comp = 0; comp < 3; ++comp) \
1981 avgcolor[comp] += getpixel * w; \
1984 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1985 avgcolor[4] += getpixel; \
1987 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1989 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1990 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1991 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1992 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1995 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1997 // FIXME: it should be possible to disable loading various layers using
1998 // cvars, to prevent wasted loading time and memory usage if the user does
2000 qboolean loadnormalmap = true;
2001 qboolean loadgloss = true;
2002 qboolean loadpantsandshirt = true;
2003 qboolean loadglow = true;
2005 unsigned char *pixels;
2006 unsigned char *bumppixels;
2007 unsigned char *basepixels = NULL;
2008 int basepixels_width;
2009 int basepixels_height;
2010 skinframe_t *skinframe;
2014 if (cls.state == ca_dedicated)
2017 // return an existing skinframe if already loaded
2018 // if loading of the first image fails, don't make a new skinframe as it
2019 // would cause all future lookups of this to be missing
2020 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2021 if (skinframe && skinframe->base)
2024 basepixels = loadimagepixelsbgra(name, complain, true);
2025 if (basepixels == NULL)
2028 if (developer_loading.integer)
2029 Con_Printf("loading skin \"%s\"\n", name);
2031 // we've got some pixels to store, so really allocate this new texture now
2033 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2034 skinframe->stain = NULL;
2035 skinframe->merged = NULL;
2036 skinframe->base = r_texture_notexture;
2037 skinframe->pants = NULL;
2038 skinframe->shirt = NULL;
2039 skinframe->nmap = r_texture_blanknormalmap;
2040 skinframe->gloss = NULL;
2041 skinframe->glow = NULL;
2042 skinframe->fog = NULL;
2044 basepixels_width = image_width;
2045 basepixels_height = image_height;
2046 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2048 if (textureflags & TEXF_ALPHA)
2050 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2051 if (basepixels[j] < 255)
2053 if (j < basepixels_width * basepixels_height * 4)
2055 // has transparent pixels
2057 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2058 for (j = 0;j < image_width * image_height * 4;j += 4)
2063 pixels[j+3] = basepixels[j+3];
2065 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2070 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2071 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2073 // _norm is the name used by tenebrae and has been adopted as standard
2076 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2078 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2082 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2084 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2085 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2086 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2088 Mem_Free(bumppixels);
2090 else if (r_shadow_bumpscale_basetexture.value > 0)
2092 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2093 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2094 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2098 // _luma is supported for tenebrae compatibility
2099 // (I think it's a very stupid name, but oh well)
2100 // _glow is the preferred name
2101 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2102 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2103 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2104 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2107 Mem_Free(basepixels);
2112 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2115 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2118 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)
2123 for (i = 0;i < width*height;i++)
2124 if (((unsigned char *)&palette[in[i]])[3] > 0)
2126 if (i == width*height)
2129 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2132 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2133 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2136 unsigned char *temp1, *temp2;
2137 skinframe_t *skinframe;
2139 if (cls.state == ca_dedicated)
2142 // if already loaded just return it, otherwise make a new skinframe
2143 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2144 if (skinframe && skinframe->base)
2147 skinframe->stain = NULL;
2148 skinframe->merged = NULL;
2149 skinframe->base = r_texture_notexture;
2150 skinframe->pants = NULL;
2151 skinframe->shirt = NULL;
2152 skinframe->nmap = r_texture_blanknormalmap;
2153 skinframe->gloss = NULL;
2154 skinframe->glow = NULL;
2155 skinframe->fog = NULL;
2157 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2161 if (developer_loading.integer)
2162 Con_Printf("loading 32bit skin \"%s\"\n", name);
2164 if (r_shadow_bumpscale_basetexture.value > 0)
2166 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2167 temp2 = temp1 + width * height * 4;
2168 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2169 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2172 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2173 if (textureflags & TEXF_ALPHA)
2175 for (i = 3;i < width * height * 4;i += 4)
2176 if (skindata[i] < 255)
2178 if (i < width * height * 4)
2180 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2181 memcpy(fogpixels, skindata, width * height * 4);
2182 for (i = 0;i < width * height * 4;i += 4)
2183 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2184 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2185 Mem_Free(fogpixels);
2189 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2190 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2195 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2198 unsigned char *temp1, *temp2;
2199 unsigned int *palette;
2200 skinframe_t *skinframe;
2202 if (cls.state == ca_dedicated)
2205 // if already loaded just return it, otherwise make a new skinframe
2206 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2207 if (skinframe && skinframe->base)
2210 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2212 skinframe->stain = NULL;
2213 skinframe->merged = NULL;
2214 skinframe->base = r_texture_notexture;
2215 skinframe->pants = NULL;
2216 skinframe->shirt = NULL;
2217 skinframe->nmap = r_texture_blanknormalmap;
2218 skinframe->gloss = NULL;
2219 skinframe->glow = NULL;
2220 skinframe->fog = NULL;
2222 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2226 if (developer_loading.integer)
2227 Con_Printf("loading quake skin \"%s\"\n", name);
2229 if (r_shadow_bumpscale_basetexture.value > 0)
2231 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2232 temp2 = temp1 + width * height * 4;
2233 // use either a custom palette or the quake palette
2234 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2235 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2236 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2239 // use either a custom palette, or the quake palette
2240 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2241 if (loadglowtexture)
2242 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2243 if (loadpantsandshirt)
2245 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2246 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2248 if (skinframe->pants || skinframe->shirt)
2249 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2250 if (textureflags & TEXF_ALPHA)
2252 for (i = 0;i < width * height;i++)
2253 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2255 if (i < width * height)
2256 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2259 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2260 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2265 skinframe_t *R_SkinFrame_LoadMissing(void)
2267 skinframe_t *skinframe;
2269 if (cls.state == ca_dedicated)
2272 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2273 skinframe->stain = NULL;
2274 skinframe->merged = NULL;
2275 skinframe->base = r_texture_notexture;
2276 skinframe->pants = NULL;
2277 skinframe->shirt = NULL;
2278 skinframe->nmap = r_texture_blanknormalmap;
2279 skinframe->gloss = NULL;
2280 skinframe->glow = NULL;
2281 skinframe->fog = NULL;
2283 skinframe->avgcolor[0] = rand() / RAND_MAX;
2284 skinframe->avgcolor[1] = rand() / RAND_MAX;
2285 skinframe->avgcolor[2] = rand() / RAND_MAX;
2286 skinframe->avgcolor[3] = 1;
2291 void gl_main_start(void)
2295 memset(r_queries, 0, sizeof(r_queries));
2297 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2298 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2300 // set up r_skinframe loading system for textures
2301 memset(&r_skinframe, 0, sizeof(r_skinframe));
2302 r_skinframe.loadsequence = 1;
2303 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2305 r_main_texturepool = R_AllocTexturePool();
2306 R_BuildBlankTextures();
2308 if (gl_texturecubemap)
2311 R_BuildNormalizationCube();
2313 r_texture_fogattenuation = NULL;
2314 r_texture_gammaramps = NULL;
2315 //r_texture_fogintensity = NULL;
2316 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2317 memset(&r_waterstate, 0, sizeof(r_waterstate));
2318 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2319 memset(&r_svbsp, 0, sizeof (r_svbsp));
2321 r_refdef.fogmasktable_density = 0;
2324 extern rtexture_t *loadingscreentexture;
2325 void gl_main_shutdown(void)
2328 qglDeleteQueriesARB(r_maxqueries, r_queries);
2332 memset(r_queries, 0, sizeof(r_queries));
2334 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2335 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2337 // clear out the r_skinframe state
2338 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2339 memset(&r_skinframe, 0, sizeof(r_skinframe));
2342 Mem_Free(r_svbsp.nodes);
2343 memset(&r_svbsp, 0, sizeof (r_svbsp));
2344 R_FreeTexturePool(&r_main_texturepool);
2345 loadingscreentexture = NULL;
2346 r_texture_blanknormalmap = NULL;
2347 r_texture_white = NULL;
2348 r_texture_grey128 = NULL;
2349 r_texture_black = NULL;
2350 r_texture_whitecube = NULL;
2351 r_texture_normalizationcube = NULL;
2352 r_texture_fogattenuation = NULL;
2353 r_texture_gammaramps = NULL;
2354 //r_texture_fogintensity = NULL;
2355 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2356 memset(&r_waterstate, 0, sizeof(r_waterstate));
2360 extern void CL_ParseEntityLump(char *entitystring);
2361 void gl_main_newmap(void)
2363 // FIXME: move this code to client
2365 char *entities, entname[MAX_QPATH];
2368 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2369 l = (int)strlen(entname) - 4;
2370 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2372 memcpy(entname + l, ".ent", 5);
2373 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2375 CL_ParseEntityLump(entities);
2380 if (cl.worldmodel->brush.entities)
2381 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2385 void GL_Main_Init(void)
2387 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2389 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2390 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2391 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2392 if (gamemode == GAME_NEHAHRA)
2394 Cvar_RegisterVariable (&gl_fogenable);
2395 Cvar_RegisterVariable (&gl_fogdensity);
2396 Cvar_RegisterVariable (&gl_fogred);
2397 Cvar_RegisterVariable (&gl_foggreen);
2398 Cvar_RegisterVariable (&gl_fogblue);
2399 Cvar_RegisterVariable (&gl_fogstart);
2400 Cvar_RegisterVariable (&gl_fogend);
2401 Cvar_RegisterVariable (&gl_skyclip);
2403 Cvar_RegisterVariable(&r_motionblur);
2404 Cvar_RegisterVariable(&r_motionblur_maxblur);
2405 Cvar_RegisterVariable(&r_motionblur_bmin);
2406 Cvar_RegisterVariable(&r_motionblur_vmin);
2407 Cvar_RegisterVariable(&r_motionblur_vmax);
2408 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2409 Cvar_RegisterVariable(&r_motionblur_randomize);
2410 Cvar_RegisterVariable(&r_damageblur);
2411 Cvar_RegisterVariable(&r_animcache);
2412 Cvar_RegisterVariable(&r_motionblur_debug);
2413 Cvar_RegisterVariable(&r_depthfirst);
2414 Cvar_RegisterVariable(&r_useinfinitefarclip);
2415 Cvar_RegisterVariable(&r_nearclip);
2416 Cvar_RegisterVariable(&r_showbboxes);
2417 Cvar_RegisterVariable(&r_showsurfaces);
2418 Cvar_RegisterVariable(&r_showtris);
2419 Cvar_RegisterVariable(&r_shownormals);
2420 Cvar_RegisterVariable(&r_showlighting);
2421 Cvar_RegisterVariable(&r_showshadowvolumes);
2422 Cvar_RegisterVariable(&r_showcollisionbrushes);
2423 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2424 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2425 Cvar_RegisterVariable(&r_showdisabledepthtest);
2426 Cvar_RegisterVariable(&r_drawportals);
2427 Cvar_RegisterVariable(&r_drawentities);
2428 Cvar_RegisterVariable(&r_cullentities_trace);
2429 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2430 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2431 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2432 Cvar_RegisterVariable(&r_drawviewmodel);
2433 Cvar_RegisterVariable(&r_speeds);
2434 Cvar_RegisterVariable(&r_fullbrights);
2435 Cvar_RegisterVariable(&r_wateralpha);
2436 Cvar_RegisterVariable(&r_dynamic);
2437 Cvar_RegisterVariable(&r_fullbright);
2438 Cvar_RegisterVariable(&r_shadows);
2439 Cvar_RegisterVariable(&r_shadows_throwdistance);
2440 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2441 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2442 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2443 Cvar_RegisterVariable(&r_fog_exp2);
2444 Cvar_RegisterVariable(&r_drawfog);
2445 Cvar_RegisterVariable(&r_textureunits);
2446 Cvar_RegisterVariable(&r_glsl);
2447 Cvar_RegisterVariable(&r_glsl_contrastboost);
2448 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2449 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2450 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2451 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2452 Cvar_RegisterVariable(&r_glsl_postprocess);
2453 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2454 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2455 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2456 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2457 Cvar_RegisterVariable(&r_glsl_usegeneric);
2458 Cvar_RegisterVariable(&r_water);
2459 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2460 Cvar_RegisterVariable(&r_water_clippingplanebias);
2461 Cvar_RegisterVariable(&r_water_refractdistort);
2462 Cvar_RegisterVariable(&r_water_reflectdistort);
2463 Cvar_RegisterVariable(&r_lerpsprites);
2464 Cvar_RegisterVariable(&r_lerpmodels);
2465 Cvar_RegisterVariable(&r_lerplightstyles);
2466 Cvar_RegisterVariable(&r_waterscroll);
2467 Cvar_RegisterVariable(&r_bloom);
2468 Cvar_RegisterVariable(&r_bloom_colorscale);
2469 Cvar_RegisterVariable(&r_bloom_brighten);
2470 Cvar_RegisterVariable(&r_bloom_blur);
2471 Cvar_RegisterVariable(&r_bloom_resolution);
2472 Cvar_RegisterVariable(&r_bloom_colorexponent);
2473 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2474 Cvar_RegisterVariable(&r_hdr);
2475 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2476 Cvar_RegisterVariable(&r_hdr_glowintensity);
2477 Cvar_RegisterVariable(&r_hdr_range);
2478 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2479 Cvar_RegisterVariable(&developer_texturelogging);
2480 Cvar_RegisterVariable(&gl_lightmaps);
2481 Cvar_RegisterVariable(&r_test);
2482 Cvar_RegisterVariable(&r_batchmode);
2483 Cvar_RegisterVariable(&r_glsl_saturation);
2484 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2485 Cvar_SetValue("r_fullbrights", 0);
2486 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2488 Cvar_RegisterVariable(&r_track_sprites);
2489 Cvar_RegisterVariable(&r_track_sprites_flags);
2490 Cvar_RegisterVariable(&r_track_sprites_scalew);
2491 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2494 extern void R_Textures_Init(void);
2495 extern void GL_Draw_Init(void);
2496 extern void GL_Main_Init(void);
2497 extern void R_Shadow_Init(void);
2498 extern void R_Sky_Init(void);
2499 extern void GL_Surf_Init(void);
2500 extern void R_Particles_Init(void);
2501 extern void R_Explosion_Init(void);
2502 extern void gl_backend_init(void);
2503 extern void Sbar_Init(void);
2504 extern void R_LightningBeams_Init(void);
2505 extern void Mod_RenderInit(void);
2506 extern void Font_Init(void);
2508 void Render_Init(void)
2521 R_LightningBeams_Init();
2530 extern char *ENGINE_EXTENSIONS;
2533 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2534 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2535 gl_version = (const char *)qglGetString(GL_VERSION);
2536 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2540 if (!gl_platformextensions)
2541 gl_platformextensions = "";
2543 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2544 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2545 Con_Printf("GL_VERSION: %s\n", gl_version);
2546 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2547 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2549 VID_CheckExtensions();
2551 // LordHavoc: report supported extensions
2552 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2554 // clear to black (loading plaque will be seen over this)
2556 qglClearColor(0,0,0,1);CHECKGLERROR
2557 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2560 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2564 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2566 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2569 p = r_refdef.view.frustum + i;
2574 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2578 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2582 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2586 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2590 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2594 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2598 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2602 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2610 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2614 for (i = 0;i < numplanes;i++)
2621 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2625 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2629 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2633 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2637 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2641 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2645 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2649 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2657 //==================================================================================
2660 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2661 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2662 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2674 static anim_cache_t r_animCache[MAX_EDICTS];
2675 static int r_numAnimCache;
2677 void R_EmptyAnimCache(void)
2680 for (idx=0 ; idx<r_numAnimCache ; idx++)
2682 r_animCache[idx].numVerts = 0;
2683 Mem_Free(r_animCache[idx].vertexes);
2684 r_animCache[idx].vertexes = NULL;
2685 r_animCache[idx].normals = NULL;
2686 r_animCache[idx].sVectors = NULL;
2687 r_animCache[idx].tVectors = NULL;
2692 void R_ResizeAnimCache(const int cacheIdx, const int numVerts)
2696 anim_cache_t *cache = &r_animCache[cacheIdx];
2698 if (cache->numVerts >= numVerts)
2701 // Release existing memory
2702 if (cache->vertexes)
2703 Mem_Free(cache->vertexes);
2705 // Pad by 1024 verts
2706 cache->numVerts = (numVerts + 1023) & ~1023;
2707 arraySize = cache->numVerts * 3;
2709 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2710 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2711 r_animCache[cacheIdx].vertexes = base;
2712 r_animCache[cacheIdx].normals = base + arraySize;
2713 r_animCache[cacheIdx].sVectors = base + arraySize*2;
2714 r_animCache[cacheIdx].tVectors = base + arraySize*3;
2716 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
2719 void R_RunAnimCache(void)
2721 int entIdx, cacheIdx;
2722 entity_render_t *ent;
2724 qboolean bWantNormals;
2725 qboolean bWantTangents;
2727 // Only proceed if desired
2728 if (!r_animcache.integer || !r_drawentities.integer)
2731 if (r_numAnimCache != 0)
2735 // Clear any existing animcacheindex references
2736 for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2738 ent = r_refdef.scene.entities[entIdx];
2739 ent->animcacheindex = 0;
2745 // Generate new cache
2747 for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2749 ent = r_refdef.scene.entities[entIdx];
2751 if (!r_refdef.viewcache.entityvisible[entIdx])
2753 ent->animcacheindex = 0;
2758 if (model && model->Draw != NULL
2759 && model->surfmesh.isanimated && model->AnimateVertices && (ent->frameblend[0].lerp != 1 || ent->frameblend[0].subframe != 0))
2761 R_ResizeAnimCache(cacheIdx, model->surfmesh.num_vertices);
2763 // FIXME: Some stable way of determining if normals/tangets aren't going to be needed would be good for optimizing this
2764 // Need to consider deformvertexes and tcgens that need normals and/or tangents (otherwise they'll slow-path generate them later), as well as some rendering settings
2765 bWantNormals = true;
2766 bWantTangents = true;//bWantNormals && (r_glsl.integer && gl_support_fragment_shader);
2767 model->AnimateVertices(
2768 model, ent->frameblend,
2769 r_animCache[cacheIdx].vertexes,
2770 bWantNormals ? r_animCache[cacheIdx].normals : NULL,
2771 bWantTangents ? r_animCache[cacheIdx].sVectors : NULL,
2772 bWantTangents ? r_animCache[cacheIdx].tVectors : NULL
2776 ent->animcacheindex = cacheIdx;
2780 ent->animcacheindex = 0;
2784 // Increase our limit if necessary
2785 r_numAnimCache = max(r_numAnimCache, cacheIdx);
2788 //==================================================================================
2790 static void R_View_UpdateEntityLighting (void)
2793 entity_render_t *ent;
2794 vec3_t tempdiffusenormal;
2796 for (i = 0;i < r_refdef.scene.numentities;i++)
2798 ent = r_refdef.scene.entities[i];
2800 // skip unseen models
2801 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2805 if (ent->model && ent->model->brush.num_leafs)
2807 // TODO: use modellight for r_ambient settings on world?
2808 VectorSet(ent->modellight_ambient, 0, 0, 0);
2809 VectorSet(ent->modellight_diffuse, 0, 0, 0);
2810 VectorSet(ent->modellight_lightdir, 0, 0, 1);
2814 // fetch the lighting from the worldmodel data
2815 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
2816 VectorClear(ent->modellight_diffuse);
2817 VectorClear(tempdiffusenormal);
2818 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2821 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2822 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2825 VectorSet(ent->modellight_ambient, 1, 1, 1);
2827 // move the light direction into modelspace coordinates for lighting code
2828 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2829 if(VectorLength2(ent->modellight_lightdir) == 0)
2830 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2831 VectorNormalize(ent->modellight_lightdir);
2835 static void R_View_UpdateEntityVisible (void)
2838 entity_render_t *ent;
2840 if (!r_drawentities.integer)
2843 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2844 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2846 // worldmodel can check visibility
2847 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2848 for (i = 0;i < r_refdef.scene.numentities;i++)
2850 ent = r_refdef.scene.entities[i];
2851 if (!(ent->flags & renderimask))
2852 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2853 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2854 r_refdef.viewcache.entityvisible[i] = true;
2856 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2858 for (i = 0;i < r_refdef.scene.numentities;i++)
2860 ent = r_refdef.scene.entities[i];
2861 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2863 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2864 ent->last_trace_visibility = realtime;
2865 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2866 r_refdef.viewcache.entityvisible[i] = 0;
2873 // no worldmodel or it can't check visibility
2874 for (i = 0;i < r_refdef.scene.numentities;i++)
2876 ent = r_refdef.scene.entities[i];
2877 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2882 /// only used if skyrendermasked, and normally returns false
2883 int R_DrawBrushModelsSky (void)
2886 entity_render_t *ent;
2888 if (!r_drawentities.integer)
2892 for (i = 0;i < r_refdef.scene.numentities;i++)
2894 if (!r_refdef.viewcache.entityvisible[i])
2896 ent = r_refdef.scene.entities[i];
2897 if (!ent->model || !ent->model->DrawSky)
2899 ent->model->DrawSky(ent);
2905 static void R_DrawNoModel(entity_render_t *ent);
2906 static void R_DrawModels(void)
2909 entity_render_t *ent;
2911 if (!r_drawentities.integer)
2914 for (i = 0;i < r_refdef.scene.numentities;i++)
2916 if (!r_refdef.viewcache.entityvisible[i])
2918 ent = r_refdef.scene.entities[i];
2919 r_refdef.stats.entities++;
2920 if (ent->model && ent->model->Draw != NULL)
2921 ent->model->Draw(ent);
2927 static void R_DrawModelsDepth(void)
2930 entity_render_t *ent;
2932 if (!r_drawentities.integer)
2935 for (i = 0;i < r_refdef.scene.numentities;i++)
2937 if (!r_refdef.viewcache.entityvisible[i])
2939 ent = r_refdef.scene.entities[i];
2940 if (ent->model && ent->model->DrawDepth != NULL)
2941 ent->model->DrawDepth(ent);
2945 static void R_DrawModelsDebug(void)
2948 entity_render_t *ent;
2950 if (!r_drawentities.integer)
2953 for (i = 0;i < r_refdef.scene.numentities;i++)
2955 if (!r_refdef.viewcache.entityvisible[i])
2957 ent = r_refdef.scene.entities[i];
2958 if (ent->model && ent->model->DrawDebug != NULL)
2959 ent->model->DrawDebug(ent);
2963 static void R_DrawModelsAddWaterPlanes(void)
2966 entity_render_t *ent;
2968 if (!r_drawentities.integer)
2971 for (i = 0;i < r_refdef.scene.numentities;i++)
2973 if (!r_refdef.viewcache.entityvisible[i])
2975 ent = r_refdef.scene.entities[i];
2976 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2977 ent->model->DrawAddWaterPlanes(ent);
2981 static void R_View_SetFrustum(void)
2984 double slopex, slopey;
2985 vec3_t forward, left, up, origin;
2987 // we can't trust r_refdef.view.forward and friends in reflected scenes
2988 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2991 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2992 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2993 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2994 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2995 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2996 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2997 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2998 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2999 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3000 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3001 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3002 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3006 zNear = r_refdef.nearclip;
3007 nudge = 1.0 - 1.0 / (1<<23);
3008 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3009 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3010 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3011 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3012 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3013 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3014 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3015 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3021 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3022 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3023 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3024 r_refdef.view.frustum[0].dist = m[15] - m[12];
3026 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3027 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3028 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3029 r_refdef.view.frustum[1].dist = m[15] + m[12];
3031 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3032 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3033 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3034 r_refdef.view.frustum[2].dist = m[15] - m[13];
3036 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3037 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3038 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3039 r_refdef.view.frustum[3].dist = m[15] + m[13];
3041 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3042 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3043 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3044 r_refdef.view.frustum[4].dist = m[15] - m[14];
3046 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3047 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3048 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3049 r_refdef.view.frustum[5].dist = m[15] + m[14];
3052 if (r_refdef.view.useperspective)
3054 slopex = 1.0 / r_refdef.view.frustum_x;
3055 slopey = 1.0 / r_refdef.view.frustum_y;
3056 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3057 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3058 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3059 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3060 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3062 // Leaving those out was a mistake, those were in the old code, and they
3063 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3064 // I couldn't reproduce it after adding those normalizations. --blub
3065 VectorNormalize(r_refdef.view.frustum[0].normal);
3066 VectorNormalize(r_refdef.view.frustum[1].normal);
3067 VectorNormalize(r_refdef.view.frustum[2].normal);
3068 VectorNormalize(r_refdef.view.frustum[3].normal);
3070 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3071 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
3072 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
3073 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
3074 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
3076 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3077 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3078 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3079 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3080 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3084 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3085 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3086 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3087 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3088 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3089 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3090 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3091 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3092 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3093 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3095 r_refdef.view.numfrustumplanes = 5;
3097 if (r_refdef.view.useclipplane)
3099 r_refdef.view.numfrustumplanes = 6;
3100 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3103 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3104 PlaneClassify(r_refdef.view.frustum + i);
3106 // LordHavoc: note to all quake engine coders, Quake had a special case
3107 // for 90 degrees which assumed a square view (wrong), so I removed it,
3108 // Quake2 has it disabled as well.
3110 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3111 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3112 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3113 //PlaneClassify(&frustum[0]);
3115 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3116 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3117 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3118 //PlaneClassify(&frustum[1]);
3120 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3121 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3122 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3123 //PlaneClassify(&frustum[2]);
3125 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3126 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3127 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3128 //PlaneClassify(&frustum[3]);
3131 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3132 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3133 //PlaneClassify(&frustum[4]);
3136 void R_View_Update(void)
3138 R_View_SetFrustum();
3139 R_View_WorldVisibility(r_refdef.view.useclipplane);
3140 R_View_UpdateEntityVisible();
3141 R_View_UpdateEntityLighting();
3144 void R_SetupView(qboolean allowwaterclippingplane)
3146 if (!r_refdef.view.useperspective)
3147 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3148 else if (gl_stencil && r_useinfinitefarclip.integer)
3149 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3151 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3153 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3155 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3157 // LordHavoc: couldn't figure out how to make this approach the
3158 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3159 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3160 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3161 dist = r_refdef.view.clipplane.dist;
3162 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3166 void R_ResetViewRendering2D(void)
3170 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3171 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3172 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3173 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3174 GL_Color(1, 1, 1, 1);
3175 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3176 GL_BlendFunc(GL_ONE, GL_ZERO);
3177 GL_AlphaTest(false);
3178 GL_ScissorTest(false);
3179 GL_DepthMask(false);
3180 GL_DepthRange(0, 1);
3181 GL_DepthTest(false);
3182 R_Mesh_Matrix(&identitymatrix);
3183 R_Mesh_ResetTextureState();
3184 GL_PolygonOffset(0, 0);
3185 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3186 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3187 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3188 qglStencilMask(~0);CHECKGLERROR
3189 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3190 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3191 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3192 R_SetupGenericShader(true);
3195 void R_ResetViewRendering3D(void)
3199 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3200 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3202 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3203 GL_Color(1, 1, 1, 1);
3204 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3205 GL_BlendFunc(GL_ONE, GL_ZERO);
3206 GL_AlphaTest(false);
3207 GL_ScissorTest(true);
3209 GL_DepthRange(0, 1);
3211 R_Mesh_Matrix(&identitymatrix);
3212 R_Mesh_ResetTextureState();
3213 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3214 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3215 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3216 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3217 qglStencilMask(~0);CHECKGLERROR
3218 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3219 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3220 GL_CullFace(r_refdef.view.cullface_back);
3221 R_SetupGenericShader(true);
3224 void R_RenderScene(void);
3225 void R_RenderWaterPlanes(void);
3227 static void R_Water_StartFrame(void)
3230 int waterwidth, waterheight, texturewidth, textureheight;
3231 r_waterstate_waterplane_t *p;
3233 // set waterwidth and waterheight to the water resolution that will be
3234 // used (often less than the screen resolution for faster rendering)
3235 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3236 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3238 // calculate desired texture sizes
3239 // can't use water if the card does not support the texture size
3240 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3241 texturewidth = textureheight = waterwidth = waterheight = 0;
3242 else if (gl_support_arb_texture_non_power_of_two)
3244 texturewidth = waterwidth;
3245 textureheight = waterheight;
3249 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3250 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3253 // allocate textures as needed
3254 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3256 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3257 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3259 if (p->texture_refraction)
3260 R_FreeTexture(p->texture_refraction);
3261 p->texture_refraction = NULL;
3262 if (p->texture_reflection)
3263 R_FreeTexture(p->texture_reflection);
3264 p->texture_reflection = NULL;
3266 memset(&r_waterstate, 0, sizeof(r_waterstate));
3267 r_waterstate.waterwidth = waterwidth;
3268 r_waterstate.waterheight = waterheight;
3269 r_waterstate.texturewidth = texturewidth;
3270 r_waterstate.textureheight = textureheight;
3273 if (r_waterstate.waterwidth)
3275 r_waterstate.enabled = true;
3277 // set up variables that will be used in shader setup
3278 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3279 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3280 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3281 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3284 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3285 r_waterstate.numwaterplanes = 0;
3288 void R_Water_AddWaterPlane(msurface_t *surface)
3290 int triangleindex, planeindex;
3296 r_waterstate_waterplane_t *p;
3297 texture_t *t = R_GetCurrentTexture(surface->texture);
3298 // just use the first triangle with a valid normal for any decisions
3299 VectorClear(normal);
3300 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3302 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3303 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3304 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3305 TriangleNormal(vert[0], vert[1], vert[2], normal);
3306 if (VectorLength2(normal) >= 0.001)
3310 VectorCopy(normal, plane.normal);
3311 VectorNormalize(plane.normal);
3312 plane.dist = DotProduct(vert[0], plane.normal);
3313 PlaneClassify(&plane);
3314 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3316 // skip backfaces (except if nocullface is set)
3317 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3319 VectorNegate(plane.normal, plane.normal);
3321 PlaneClassify(&plane);
3325 // find a matching plane if there is one
3326 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3327 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3329 if (planeindex >= r_waterstate.maxwaterplanes)
3330 return; // nothing we can do, out of planes
3332 // if this triangle does not fit any known plane rendered this frame, add one
3333 if (planeindex >= r_waterstate.numwaterplanes)
3335 // store the new plane
3336 r_waterstate.numwaterplanes++;
3338 // clear materialflags and pvs
3339 p->materialflags = 0;
3340 p->pvsvalid = false;
3342 // merge this surface's materialflags into the waterplane
3343 p->materialflags |= t->currentmaterialflags;
3344 // merge this surface's PVS into the waterplane
3345 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3346 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3347 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3349 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3354 static void R_Water_ProcessPlanes(void)
3356 r_refdef_view_t originalview;
3357 r_refdef_view_t myview;
3359 r_waterstate_waterplane_t *p;
3361 originalview = r_refdef.view;
3363 // make sure enough textures are allocated
3364 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3366 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3368 if (!p->texture_refraction)
3369 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3370 if (!p->texture_refraction)
3374 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3376 if (!p->texture_reflection)
3377 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3378 if (!p->texture_reflection)
3384 r_refdef.view = originalview;
3385 r_refdef.view.showdebug = false;
3386 r_refdef.view.width = r_waterstate.waterwidth;
3387 r_refdef.view.height = r_waterstate.waterheight;
3388 r_refdef.view.useclipplane = true;
3389 myview = r_refdef.view;
3390 r_waterstate.renderingscene = true;
3391 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3393 // render the normal view scene and copy into texture
3394 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3395 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3397 r_refdef.view = myview;
3398 r_refdef.view.clipplane = p->plane;
3399 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3400 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3401 PlaneClassify(&r_refdef.view.clipplane);
3403 R_ResetViewRendering3D();
3404 R_ClearScreen(r_refdef.fogenabled);
3408 // copy view into the screen texture
3409 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3410 GL_ActiveTexture(0);
3412 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3415 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3417 r_refdef.view = myview;
3418 // render reflected scene and copy into texture
3419 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3420 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3421 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3422 r_refdef.view.clipplane = p->plane;
3423 // reverse the cullface settings for this render
3424 r_refdef.view.cullface_front = GL_FRONT;
3425 r_refdef.view.cullface_back = GL_BACK;
3426 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3428 r_refdef.view.usecustompvs = true;
3430 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3432 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3435 R_ResetViewRendering3D();
3436 R_ClearScreen(r_refdef.fogenabled);
3440 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3441 GL_ActiveTexture(0);
3443 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3446 r_waterstate.renderingscene = false;
3447 r_refdef.view = originalview;
3448 R_ResetViewRendering3D();
3449 R_ClearScreen(r_refdef.fogenabled);
3453 r_refdef.view = originalview;
3454 r_waterstate.renderingscene = false;
3455 Cvar_SetValueQuick(&r_water, 0);
3456 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3460 void R_Bloom_StartFrame(void)
3462 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3464 // set bloomwidth and bloomheight to the bloom resolution that will be
3465 // used (often less than the screen resolution for faster rendering)
3466 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3467 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3468 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3469 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3470 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3472 // calculate desired texture sizes
3473 if (gl_support_arb_texture_non_power_of_two)
3475 screentexturewidth = r_refdef.view.width;
3476 screentextureheight = r_refdef.view.height;
3477 bloomtexturewidth = r_bloomstate.bloomwidth;
3478 bloomtextureheight = r_bloomstate.bloomheight;
3482 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3483 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3484 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3485 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3488 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3490 Cvar_SetValueQuick(&r_hdr, 0);
3491 Cvar_SetValueQuick(&r_bloom, 0);
3492 Cvar_SetValueQuick(&r_motionblur, 0);
3493 Cvar_SetValueQuick(&r_damageblur, 0);
3496 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3497 screentexturewidth = screentextureheight = 0;
3498 if (!r_hdr.integer && !r_bloom.integer)
3499 bloomtexturewidth = bloomtextureheight = 0;
3501 // allocate textures as needed
3502 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3504 if (r_bloomstate.texture_screen)
3505 R_FreeTexture(r_bloomstate.texture_screen);
3506 r_bloomstate.texture_screen = NULL;
3507 r_bloomstate.screentexturewidth = screentexturewidth;
3508 r_bloomstate.screentextureheight = screentextureheight;
3509 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3510 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3512 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3514 if (r_bloomstate.texture_bloom)
3515 R_FreeTexture(r_bloomstate.texture_bloom);
3516 r_bloomstate.texture_bloom = NULL;
3517 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3518 r_bloomstate.bloomtextureheight = bloomtextureheight;
3519 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3520 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3523 // set up a texcoord array for the full resolution screen image
3524 // (we have to keep this around to copy back during final render)
3525 r_bloomstate.screentexcoord2f[0] = 0;
3526 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3527 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3528 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3529 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3530 r_bloomstate.screentexcoord2f[5] = 0;
3531 r_bloomstate.screentexcoord2f[6] = 0;
3532 r_bloomstate.screentexcoord2f[7] = 0;
3534 // set up a texcoord array for the reduced resolution bloom image
3535 // (which will be additive blended over the screen image)
3536 r_bloomstate.bloomtexcoord2f[0] = 0;
3537 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3538 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3539 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3540 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3541 r_bloomstate.bloomtexcoord2f[5] = 0;
3542 r_bloomstate.bloomtexcoord2f[6] = 0;
3543 r_bloomstate.bloomtexcoord2f[7] = 0;
3545 if (r_hdr.integer || r_bloom.integer)
3547 r_bloomstate.enabled = true;
3548 r_bloomstate.hdr = r_hdr.integer != 0;
3552 void R_Bloom_CopyBloomTexture(float colorscale)
3554 r_refdef.stats.bloom++;
3556 // scale down screen texture to the bloom texture size
3558 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3559 GL_BlendFunc(GL_ONE, GL_ZERO);
3560 GL_Color(colorscale, colorscale, colorscale, 1);
3561 // TODO: optimize with multitexture or GLSL
3562 R_SetupGenericShader(true);
3563 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3564 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3565 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3566 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3568 // we now have a bloom image in the framebuffer
3569 // copy it into the bloom image texture for later processing
3570 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3571 GL_ActiveTexture(0);
3573 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3574 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3577 void R_Bloom_CopyHDRTexture(void)
3579 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3580 GL_ActiveTexture(0);
3582 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3583 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3586 void R_Bloom_MakeTexture(void)
3589 float xoffset, yoffset, r, brighten;
3591 r_refdef.stats.bloom++;
3593 R_ResetViewRendering2D();
3594 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3595 R_Mesh_ColorPointer(NULL, 0, 0);
3596 R_SetupGenericShader(true);
3598 // we have a bloom image in the framebuffer
3600 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3602 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3605 r = bound(0, r_bloom_colorexponent.value / x, 1);
3606 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3607 GL_Color(r, r, r, 1);
3608 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3609 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3610 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3611 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3613 // copy the vertically blurred bloom view to a texture
3614 GL_ActiveTexture(0);
3616 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3617 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3620 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3621 brighten = r_bloom_brighten.value;
3623 brighten *= r_hdr_range.value;
3624 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3625 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3627 for (dir = 0;dir < 2;dir++)
3629 // blend on at multiple vertical offsets to achieve a vertical blur
3630 // TODO: do offset blends using GLSL
3631 GL_BlendFunc(GL_ONE, GL_ZERO);
3632 for (x = -range;x <= range;x++)
3634 if (!dir){xoffset = 0;yoffset = x;}
3635 else {xoffset = x;yoffset = 0;}
3636 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3637 yoffset /= (float)r_bloomstate.bloomtextureheight;
3638 // compute a texcoord array with the specified x and y offset
3639 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3640 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3641 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3642 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3643 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3644 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3645 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3646 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3647 // this r value looks like a 'dot' particle, fading sharply to
3648 // black at the edges
3649 // (probably not realistic but looks good enough)
3650 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3651 //r = (dir ? 1.0f : brighten)/(range*2+1);
3652 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3653 GL_Color(r, r, r, 1);
3654 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3655 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3656 GL_BlendFunc(GL_ONE, GL_ONE);
3659 // copy the vertically blurred bloom view to a texture
3660 GL_ActiveTexture(0);
3662 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3663 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3666 // apply subtract last
3667 // (just like it would be in a GLSL shader)
3668 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3670 GL_BlendFunc(GL_ONE, GL_ZERO);
3671 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3672 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3673 GL_Color(1, 1, 1, 1);
3674 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3675 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3677 GL_BlendFunc(GL_ONE, GL_ONE);
3678 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3679 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3680 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3681 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3682 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3683 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3684 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3686 // copy the darkened bloom view to a texture
3687 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3688 GL_ActiveTexture(0);
3690 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3691 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3695 void R_HDR_RenderBloomTexture(void)
3697 int oldwidth, oldheight;
3698 float oldcolorscale;
3700 oldcolorscale = r_refdef.view.colorscale;
3701 oldwidth = r_refdef.view.width;
3702 oldheight = r_refdef.view.height;
3703 r_refdef.view.width = r_bloomstate.bloomwidth;
3704 r_refdef.view.height = r_bloomstate.bloomheight;
3706 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3707 // TODO: add exposure compensation features
3708 // TODO: add fp16 framebuffer support
3710 r_refdef.view.showdebug = false;
3711 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3713 R_ResetViewRendering3D();
3715 R_ClearScreen(r_refdef.fogenabled);
3716 if (r_timereport_active)
3717 R_TimeReport("HDRclear");
3720 if (r_timereport_active)
3721 R_TimeReport("visibility");
3723 r_waterstate.numwaterplanes = 0;
3724 if (r_waterstate.enabled)
3725 R_RenderWaterPlanes();
3727 r_refdef.view.showdebug = true;
3729 r_waterstate.numwaterplanes = 0;
3731 R_ResetViewRendering2D();
3733 R_Bloom_CopyHDRTexture();
3734 R_Bloom_MakeTexture();
3736 // restore the view settings
3737 r_refdef.view.width = oldwidth;
3738 r_refdef.view.height = oldheight;
3739 r_refdef.view.colorscale = oldcolorscale;
3741 R_ResetViewRendering3D();
3743 R_ClearScreen(r_refdef.fogenabled);
3744 if (r_timereport_active)
3745 R_TimeReport("viewclear");
3748 static void R_BlendView(void)
3750 if (r_bloomstate.texture_screen)
3752 // make sure the buffer is available
3753 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3755 R_ResetViewRendering2D();
3756 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3757 R_Mesh_ColorPointer(NULL, 0, 0);
3758 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3759 GL_ActiveTexture(0);CHECKGLERROR
3761 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
3763 // declare alpha variable
3766 static float avgspeed;
3768 speed = VectorLength(cl.movement_velocity);
3770 a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3771 avgspeed = avgspeed * (1 - a) + speed * a;
3773 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3774 speed = bound(0, speed, 1);
3775 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3777 // calculate values into a standard alpha
3780 (r_motionblur.value * speed / 80)
3782 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3785 max(0.0001, cl.time - cl.oldtime) // fps independent
3788 a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3789 a = bound(0, a, r_motionblur_maxblur.value);
3791 // developer debug of current value
3792 if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3797 R_SetupGenericShader(true);
3798 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3799 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3800 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3801 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3802 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3803 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3807 // copy view into the screen texture
3808 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3809 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3812 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3814 unsigned int permutation =
3815 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3816 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3817 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3818 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3819 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
3821 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3823 // render simple bloom effect
3824 // copy the screen and shrink it and darken it for the bloom process
3825 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3826 // make the bloom texture
3827 R_Bloom_MakeTexture();
3830 R_ResetViewRendering2D();
3831 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3832 R_Mesh_ColorPointer(NULL, 0, 0);
3833 GL_Color(1, 1, 1, 1);
3834 GL_BlendFunc(GL_ONE, GL_ZERO);
3835 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3836 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3837 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3838 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3839 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3840 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3841 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3842 if (r_glsl_permutation->loc_TintColor >= 0)
3843 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3844 if (r_glsl_permutation->loc_ClientTime >= 0)
3845 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3846 if (r_glsl_permutation->loc_PixelSize >= 0)
3847 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3848 if (r_glsl_permutation->loc_UserVec1 >= 0)
3850 float a=0, b=0, c=0, d=0;
3851 #if _MSC_VER >= 1400
3852 #define sscanf sscanf_s
3854 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3855 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3857 if (r_glsl_permutation->loc_UserVec2 >= 0)
3859 float a=0, b=0, c=0, d=0;
3860 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3861 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3863 if (r_glsl_permutation->loc_UserVec3 >= 0)
3865 float a=0, b=0, c=0, d=0;
3866 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3867 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3869 if (r_glsl_permutation->loc_UserVec4 >= 0)
3871 float a=0, b=0, c=0, d=0;
3872 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3873 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3875 if (r_glsl_permutation->loc_Saturation >= 0)
3876 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3877 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3878 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3884 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3886 // render high dynamic range bloom effect
3887 // the bloom texture was made earlier this render, so we just need to
3888 // blend it onto the screen...
3889 R_ResetViewRendering2D();
3890 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3891 R_Mesh_ColorPointer(NULL, 0, 0);
3892 R_SetupGenericShader(true);
3893 GL_Color(1, 1, 1, 1);
3894 GL_BlendFunc(GL_ONE, GL_ONE);
3895 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3896 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3897 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3898 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3900 else if (r_bloomstate.texture_bloom)
3902 // render simple bloom effect
3903 // copy the screen and shrink it and darken it for the bloom process
3904 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3905 // make the bloom texture
3906 R_Bloom_MakeTexture();
3907 // put the original screen image back in place and blend the bloom
3909 R_ResetViewRendering2D();
3910 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3911 R_Mesh_ColorPointer(NULL, 0, 0);
3912 GL_Color(1, 1, 1, 1);
3913 GL_BlendFunc(GL_ONE, GL_ZERO);
3914 // do both in one pass if possible
3915 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3916 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3917 if (r_textureunits.integer >= 2 && gl_combine.integer)
3919 R_SetupGenericTwoTextureShader(GL_ADD);
3920 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3921 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3925 R_SetupGenericShader(true);
3926 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3927 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3928 // now blend on the bloom texture
3929 GL_BlendFunc(GL_ONE, GL_ONE);
3930 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3931 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3933 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3934 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3936 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3938 // apply a color tint to the whole view
3939 R_ResetViewRendering2D();
3940 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3941 R_Mesh_ColorPointer(NULL, 0, 0);
3942 R_SetupGenericShader(false);
3943 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3944 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3945 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3949 matrix4x4_t r_waterscrollmatrix;
3951 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3953 if (r_refdef.fog_density)
3955 r_refdef.fogcolor[0] = r_refdef.fog_red;
3956 r_refdef.fogcolor[1] = r_refdef.fog_green;
3957 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3961 VectorCopy(r_refdef.fogcolor, fogvec);
3962 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3964 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3965 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3966 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3967 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3969 // color.rgb *= ContrastBoost * SceneBrightness;
3970 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3971 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3972 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3973 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3978 void R_UpdateVariables(void)
3982 r_refdef.scene.ambient = r_ambient.value;
3984 r_refdef.farclip = 4096;
3985 if (r_refdef.scene.worldmodel)
3986 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3987 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3989 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3990 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3991 r_refdef.polygonfactor = 0;
3992 r_refdef.polygonoffset = 0;
3993 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3994 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3996 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3997 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3998 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3999 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4000 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4001 if (r_showsurfaces.integer)
4003 r_refdef.scene.rtworld = false;
4004 r_refdef.scene.rtworldshadows = false;
4005 r_refdef.scene.rtdlight = false;
4006 r_refdef.scene.rtdlightshadows = false;
4007 r_refdef.lightmapintensity = 0;
4010 if (gamemode == GAME_NEHAHRA)
4012 if (gl_fogenable.integer)
4014 r_refdef.oldgl_fogenable = true;
4015 r_refdef.fog_density = gl_fogdensity.value;
4016 r_refdef.fog_red = gl_fogred.value;
4017 r_refdef.fog_green = gl_foggreen.value;
4018 r_refdef.fog_blue = gl_fogblue.value;
4019 r_refdef.fog_alpha = 1;
4020 r_refdef.fog_start = 0;
4021 r_refdef.fog_end = gl_skyclip.value;
4023 else if (r_refdef.oldgl_fogenable)
4025 r_refdef.oldgl_fogenable = false;
4026 r_refdef.fog_density = 0;
4027 r_refdef.fog_red = 0;
4028 r_refdef.fog_green = 0;
4029 r_refdef.fog_blue = 0;
4030 r_refdef.fog_alpha = 0;
4031 r_refdef.fog_start = 0;
4032 r_refdef.fog_end = 0;
4036 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4037 r_refdef.fog_start = max(0, r_refdef.fog_start);
4038 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4040 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4042 if (r_refdef.fog_density && r_drawfog.integer)
4044 r_refdef.fogenabled = true;
4045 // this is the point where the fog reaches 0.9986 alpha, which we
4046 // consider a good enough cutoff point for the texture
4047 // (0.9986 * 256 == 255.6)
4048 if (r_fog_exp2.integer)
4049 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4051 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4052 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4053 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4054 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4055 // fog color was already set
4056 // update the fog texture
4057 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4058 R_BuildFogTexture();
4061 r_refdef.fogenabled = false;
4063 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4065 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4067 // build GLSL gamma texture
4068 #define RAMPWIDTH 256
4069 unsigned short ramp[RAMPWIDTH * 3];
4070 unsigned char rampbgr[RAMPWIDTH][4];
4073 r_texture_gammaramps_serial = vid_gammatables_serial;
4075 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4076 for(i = 0; i < RAMPWIDTH; ++i)
4078 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4079 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4080 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4083 if (r_texture_gammaramps)
4085 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4089 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4095 // remove GLSL gamma texture
4099 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4100 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4106 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4107 if( scenetype != r_currentscenetype ) {
4108 // store the old scenetype
4109 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4110 r_currentscenetype = scenetype;
4111 // move in the new scene
4112 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4121 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4123 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4124 if( scenetype == r_currentscenetype ) {
4125 return &r_refdef.scene;
4127 return &r_scenes_store[ scenetype ];
4136 void R_RenderView(void)
4138 r_frame++; // used only by R_GetCurrentTexture
4139 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4141 if (r_refdef.view.isoverlay)
4143 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4144 GL_Clear( GL_DEPTH_BUFFER_BIT );
4145 R_TimeReport("depthclear");
4147 r_refdef.view.showdebug = false;
4149 r_waterstate.enabled = false;
4150 r_waterstate.numwaterplanes = 0;
4158 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4159 return; //Host_Error ("R_RenderView: NULL worldmodel");
4161 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4163 // break apart the view matrix into vectors for various purposes
4164 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4165 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4166 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4167 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4168 // make an inverted copy of the view matrix for tracking sprites
4169 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4171 R_Shadow_UpdateWorldLightSelection();
4173 R_Bloom_StartFrame();
4174 R_Water_StartFrame();
4177 if (r_timereport_active)
4178 R_TimeReport("viewsetup");
4180 R_ResetViewRendering3D();
4182 if (r_refdef.view.clear || r_refdef.fogenabled)
4184 R_ClearScreen(r_refdef.fogenabled);
4185 if (r_timereport_active)
4186 R_TimeReport("viewclear");
4188 r_refdef.view.clear = true;
4190 // this produces a bloom texture to be used in R_BlendView() later
4192 R_HDR_RenderBloomTexture();
4194 r_refdef.view.showdebug = true;
4197 if (r_timereport_active)
4198 R_TimeReport("visibility");
4200 r_waterstate.numwaterplanes = 0;
4201 if (r_waterstate.enabled)
4202 R_RenderWaterPlanes();
4205 r_waterstate.numwaterplanes = 0;
4208 if (r_timereport_active)
4209 R_TimeReport("blendview");
4211 GL_Scissor(0, 0, vid.width, vid.height);
4212 GL_ScissorTest(false);
4216 void R_RenderWaterPlanes(void)
4218 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4220 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4221 if (r_timereport_active)
4222 R_TimeReport("waterworld");
4225 // don't let sound skip if going slow
4226 if (r_refdef.scene.extraupdate)
4229 R_DrawModelsAddWaterPlanes();
4230 if (r_timereport_active)
4231 R_TimeReport("watermodels");
4233 if (r_waterstate.numwaterplanes)
4235 R_Water_ProcessPlanes();
4236 if (r_timereport_active)
4237 R_TimeReport("waterscenes");
4241 extern void R_DrawLightningBeams (void);
4242 extern void VM_CL_AddPolygonsToMeshQueue (void);
4243 extern void R_DrawPortals (void);
4244 extern cvar_t cl_locs_show;
4245 static void R_DrawLocs(void);
4246 static void R_DrawEntityBBoxes(void);
4247 void R_RenderScene(void)
4249 r_refdef.stats.renders++;
4253 // don't let sound skip if going slow
4254 if (r_refdef.scene.extraupdate)
4257 R_MeshQueue_BeginScene();
4261 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4263 if (cl.csqc_vidvars.drawworld)
4265 // don't let sound skip if going slow
4266 if (r_refdef.scene.extraupdate)
4269 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4271 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4272 if (r_timereport_active)
4273 R_TimeReport("worldsky");
4276 if (R_DrawBrushModelsSky() && r_timereport_active)
4277 R_TimeReport("bmodelsky");
4280 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4282 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4283 if (r_timereport_active)
4284 R_TimeReport("worlddepth");
4286 if (r_depthfirst.integer >= 2)
4288 R_DrawModelsDepth();
4289 if (r_timereport_active)
4290 R_TimeReport("modeldepth");
4293 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4295 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4296 if (r_timereport_active)
4297 R_TimeReport("world");
4300 // don't let sound skip if going slow
4301 if (r_refdef.scene.extraupdate)
4306 if (r_timereport_active)
4307 R_TimeReport("models");
4309 // don't let sound skip if going slow
4310 if (r_refdef.scene.extraupdate)
4313 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4315 R_DrawModelShadows();
4317 R_ResetViewRendering3D();
4319 // don't let sound skip if going slow
4320 if (r_refdef.scene.extraupdate)
4324 R_ShadowVolumeLighting(false);
4325 if (r_timereport_active)
4326 R_TimeReport("rtlights");
4328 // don't let sound skip if going slow
4329 if (r_refdef.scene.extraupdate)
4332 if (cl.csqc_vidvars.drawworld)
4334 R_DrawLightningBeams();
4335 if (r_timereport_active)
4336 R_TimeReport("lightning");
4339 if (r_timereport_active)
4340 R_TimeReport("decals");
4343 if (r_timereport_active)
4344 R_TimeReport("particles");
4347 if (r_timereport_active)
4348 R_TimeReport("explosions");
4351 R_SetupGenericShader(true);
4352 VM_CL_AddPolygonsToMeshQueue();
4354 if (r_refdef.view.showdebug)
4356 if (cl_locs_show.integer)
4359 if (r_timereport_active)
4360 R_TimeReport("showlocs");
4363 if (r_drawportals.integer)
4366 if (r_timereport_active)
4367 R_TimeReport("portals");
4370 if (r_showbboxes.value > 0)
4372 R_DrawEntityBBoxes();
4373 if (r_timereport_active)
4374 R_TimeReport("bboxes");
4378 R_SetupGenericShader(true);
4379 R_MeshQueue_RenderTransparent();
4380 if (r_timereport_active)
4381 R_TimeReport("drawtrans");
4383 R_SetupGenericShader(true);
4385 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4387 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4388 if (r_timereport_active)
4389 R_TimeReport("worlddebug");
4390 R_DrawModelsDebug();
4391 if (r_timereport_active)
4392 R_TimeReport("modeldebug");
4395 R_SetupGenericShader(true);
4397 if (cl.csqc_vidvars.drawworld)
4400 if (r_timereport_active)
4401 R_TimeReport("coronas");
4404 // don't let sound skip if going slow
4405 if (r_refdef.scene.extraupdate)
4408 R_ResetViewRendering2D();
4411 static const unsigned short bboxelements[36] =
4421 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4424 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4426 GL_DepthMask(false);
4427 GL_DepthRange(0, 1);
4428 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4429 R_Mesh_Matrix(&identitymatrix);
4430 R_Mesh_ResetTextureState();
4432 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4433 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4434 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4435 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4436 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4437 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4438 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4439 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4440 R_FillColors(color4f, 8, cr, cg, cb, ca);
4441 if (r_refdef.fogenabled)
4443 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4445 f1 = FogPoint_World(v);
4447 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4448 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4449 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4452 R_Mesh_VertexPointer(vertex3f, 0, 0);
4453 R_Mesh_ColorPointer(color4f, 0, 0);
4454 R_Mesh_ResetTextureState();
4455 R_SetupGenericShader(false);
4456 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4459 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4463 prvm_edict_t *edict;
4464 prvm_prog_t *prog_save = prog;
4466 // this function draws bounding boxes of server entities
4470 GL_CullFace(GL_NONE);
4471 R_SetupGenericShader(false);
4475 for (i = 0;i < numsurfaces;i++)
4477 edict = PRVM_EDICT_NUM(surfacelist[i]);
4478 switch ((int)edict->fields.server->solid)
4480 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4481 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4482 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4483 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4484 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4485 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4487 color[3] *= r_showbboxes.value;
4488 color[3] = bound(0, color[3], 1);
4489 GL_DepthTest(!r_showdisabledepthtest.integer);
4490 GL_CullFace(r_refdef.view.cullface_front);
4491 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4497 static void R_DrawEntityBBoxes(void)
4500 prvm_edict_t *edict;
4502 prvm_prog_t *prog_save = prog;
4504 // this function draws bounding boxes of server entities
4510 for (i = 0;i < prog->num_edicts;i++)
4512 edict = PRVM_EDICT_NUM(i);
4513 if (edict->priv.server->free)
4515 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4516 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4518 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4520 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4521 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4527 unsigned short nomodelelements[24] =
4539 float nomodelvertex3f[6*3] =
4549 float nomodelcolor4f[6*4] =
4551 0.0f, 0.0f, 0.5f, 1.0f,
4552 0.0f, 0.0f, 0.5f, 1.0f,
4553 0.0f, 0.5f, 0.0f, 1.0f,
4554 0.0f, 0.5f, 0.0f, 1.0f,
4555 0.5f, 0.0f, 0.0f, 1.0f,
4556 0.5f, 0.0f, 0.0f, 1.0f
4559 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4564 // this is only called once per entity so numsurfaces is always 1, and
4565 // surfacelist is always {0}, so this code does not handle batches
4566 R_Mesh_Matrix(&ent->matrix);
4568 if (ent->flags & EF_ADDITIVE)
4570 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4571 GL_DepthMask(false);
4573 else if (ent->alpha < 1)
4575 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4576 GL_DepthMask(false);
4580 GL_BlendFunc(GL_ONE, GL_ZERO);
4583 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4584 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4585 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4586 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4587 R_SetupGenericShader(false);
4588 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4589 if (r_refdef.fogenabled)
4592 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4593 R_Mesh_ColorPointer(color4f, 0, 0);
4594 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4595 f1 = FogPoint_World(org);
4597 for (i = 0, c = color4f;i < 6;i++, c += 4)
4599 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4600 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4601 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4605 else if (ent->alpha != 1)
4607 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4608 R_Mesh_ColorPointer(color4f, 0, 0);
4609 for (i = 0, c = color4f;i < 6;i++, c += 4)
4613 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4614 R_Mesh_ResetTextureState();
4615 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4618 void R_DrawNoModel(entity_render_t *ent)
4621 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4622 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4623 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4625 // R_DrawNoModelCallback(ent, 0);
4628 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4630 vec3_t right1, right2, diff, normal;
4632 VectorSubtract (org2, org1, normal);
4634 // calculate 'right' vector for start
4635 VectorSubtract (r_refdef.view.origin, org1, diff);
4636 CrossProduct (normal, diff, right1);
4637 VectorNormalize (right1);
4639 // calculate 'right' vector for end
4640 VectorSubtract (r_refdef.view.origin, org2, diff);
4641 CrossProduct (normal, diff, right2);
4642 VectorNormalize (right2);
4644 vert[ 0] = org1[0] + width * right1[0];
4645 vert[ 1] = org1[1] + width * right1[1];
4646 vert[ 2] = org1[2] + width * right1[2];
4647 vert[ 3] = org1[0] - width * right1[0];
4648 vert[ 4] = org1[1] - width * right1[1];
4649 vert[ 5] = org1[2] - width * right1[2];
4650 vert[ 6] = org2[0] - width * right2[0];
4651 vert[ 7] = org2[1] - width * right2[1];
4652 vert[ 8] = org2[2] - width * right2[2];
4653 vert[ 9] = org2[0] + width * right2[0];
4654 vert[10] = org2[1] + width * right2[1];
4655 vert[11] = org2[2] + width * right2[2];
4658 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4660 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)
4662 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4666 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4667 fog = FogPoint_World(origin);
4669 R_Mesh_Matrix(&identitymatrix);
4670 GL_BlendFunc(blendfunc1, blendfunc2);
4672 GL_CullFace(GL_NONE);
4674 GL_DepthMask(false);
4675 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4676 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4677 GL_DepthTest(!depthdisable);
4679 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4680 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4681 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4682 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4683 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4684 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4685 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4686 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4687 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4688 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4689 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4690 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4692 R_Mesh_VertexPointer(vertex3f, 0, 0);
4693 R_Mesh_ColorPointer(NULL, 0, 0);
4694 R_Mesh_ResetTextureState();
4695 R_SetupGenericShader(true);
4696 R_Mesh_TexBind(0, R_GetTexture(texture));
4697 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4698 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4699 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4700 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4702 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4704 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4705 GL_BlendFunc(blendfunc1, GL_ONE);
4707 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4708 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4712 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4717 VectorSet(v, x, y, z);
4718 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4719 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4721 if (i == mesh->numvertices)
4723 if (mesh->numvertices < mesh->maxvertices)
4725 VectorCopy(v, vertex3f);
4726 mesh->numvertices++;
4728 return mesh->numvertices;
4734 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4738 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4739 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4740 e = mesh->element3i + mesh->numtriangles * 3;
4741 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4743 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4744 if (mesh->numtriangles < mesh->maxtriangles)
4749 mesh->numtriangles++;
4751 element[1] = element[2];
4755 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4759 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4760 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4761 e = mesh->element3i + mesh->numtriangles * 3;
4762 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4764 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4765 if (mesh->numtriangles < mesh->maxtriangles)
4770 mesh->numtriangles++;
4772 element[1] = element[2];
4776 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4777 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4779 int planenum, planenum2;
4782 mplane_t *plane, *plane2;
4784 double temppoints[2][256*3];
4785 // figure out how large a bounding box we need to properly compute this brush
4787 for (w = 0;w < numplanes;w++)
4788 maxdist = max(maxdist, planes[w].dist);
4789 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4790 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4791 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4795 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4796 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4798 if (planenum2 == planenum)
4800 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);
4803 if (tempnumpoints < 3)
4805 // generate elements forming a triangle fan for this polygon
4806 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4810 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)
4812 texturelayer_t *layer;
4813 layer = t->currentlayers + t->currentnumlayers++;
4815 layer->depthmask = depthmask;
4816 layer->blendfunc1 = blendfunc1;
4817 layer->blendfunc2 = blendfunc2;
4818 layer->texture = texture;
4819 layer->texmatrix = *matrix;
4820 layer->color[0] = r * r_refdef.view.colorscale;
4821 layer->color[1] = g * r_refdef.view.colorscale;
4822 layer->color[2] = b * r_refdef.view.colorscale;
4823 layer->color[3] = a;
4826 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4829 index = parms[2] + r_refdef.scene.time * parms[3];
4830 index -= floor(index);
4834 case Q3WAVEFUNC_NONE:
4835 case Q3WAVEFUNC_NOISE:
4836 case Q3WAVEFUNC_COUNT:
4839 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4840 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4841 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4842 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4843 case Q3WAVEFUNC_TRIANGLE:
4845 f = index - floor(index);
4856 return (float)(parms[0] + parms[1] * f);
4859 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4864 matrix4x4_t matrix, temp;
4865 switch(tcmod->tcmod)
4869 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4870 matrix = r_waterscrollmatrix;
4872 matrix = identitymatrix;
4874 case Q3TCMOD_ENTITYTRANSLATE:
4875 // this is used in Q3 to allow the gamecode to control texcoord
4876 // scrolling on the entity, which is not supported in darkplaces yet.
4877 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4879 case Q3TCMOD_ROTATE:
4880 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4881 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4882 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4885 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4887 case Q3TCMOD_SCROLL:
4888 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4890 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4891 w = (int) tcmod->parms[0];
4892 h = (int) tcmod->parms[1];
4893 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4895 idx = (int) floor(f * w * h);
4896 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4898 case Q3TCMOD_STRETCH:
4899 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4900 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4902 case Q3TCMOD_TRANSFORM:
4903 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4904 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4905 VectorSet(tcmat + 6, 0 , 0 , 1);
4906 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4907 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4909 case Q3TCMOD_TURBULENT:
4910 // this is handled in the RSurf_PrepareVertices function
4911 matrix = identitymatrix;
4915 Matrix4x4_Concat(texmatrix, &matrix, &temp);
4918 texture_t *R_GetCurrentTexture(texture_t *t)
4921 const entity_render_t *ent = rsurface.entity;
4922 dp_model_t *model = ent->model;
4923 q3shaderinfo_layer_tcmod_t *tcmod;
4925 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4926 return t->currentframe;
4927 t->update_lastrenderframe = r_frame;
4928 t->update_lastrenderentity = (void *)ent;
4930 // switch to an alternate material if this is a q1bsp animated material
4932 texture_t *texture = t;
4933 int s = ent->skinnum;
4934 if ((unsigned int)s >= (unsigned int)model->numskins)
4936 if (model->skinscenes)
4938 if (model->skinscenes[s].framecount > 1)
4939 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4941 s = model->skinscenes[s].firstframe;
4944 t = t + s * model->num_surfaces;
4947 // use an alternate animation if the entity's frame is not 0,
4948 // and only if the texture has an alternate animation
4949 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4950 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4952 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4954 texture->currentframe = t;
4957 // update currentskinframe to be a qw skin or animation frame
4958 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4960 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4962 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4963 if (developer_loading.integer)
4964 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4965 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4967 t->currentskinframe = r_qwskincache_skinframe[i];
4968 if (t->currentskinframe == NULL)
4969 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4971 else if (t->numskinframes >= 2)
4972 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4973 if (t->backgroundnumskinframes >= 2)
4974 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4976 t->currentmaterialflags = t->basematerialflags;
4977 t->currentalpha = ent->alpha;
4978 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4979 t->currentalpha *= r_wateralpha.value;
4980 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4981 t->currentalpha *= t->r_water_wateralpha;
4982 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4983 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4984 if (!(ent->flags & RENDER_LIGHT))
4985 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4986 else if (rsurface.modeltexcoordlightmap2f == NULL)
4988 // pick a model lighting mode
4989 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4990 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4992 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4994 if (ent->effects & EF_ADDITIVE)
4995 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4996 else if (t->currentalpha < 1)
4997 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4998 if (ent->effects & EF_DOUBLESIDED)
4999 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5000 if (ent->effects & EF_NODEPTHTEST)
5001 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5002 if (ent->flags & RENDER_VIEWMODEL)
5003 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5004 if (t->backgroundnumskinframes)
5005 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5006 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5008 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5009 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5012 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5014 // there is no tcmod
5015 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5017 t->currenttexmatrix = r_waterscrollmatrix;
5018 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5022 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5023 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5026 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5027 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5028 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5029 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5031 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5032 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5033 t->glosstexture = r_texture_black;
5034 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5035 t->backgroundglosstexture = r_texture_black;
5036 t->specularpower = r_shadow_glossexponent.value;
5037 // TODO: store reference values for these in the texture?
5038 t->specularscale = 0;
5039 if (r_shadow_gloss.integer > 0)
5041 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5043 if (r_shadow_glossintensity.value > 0)
5045 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5046 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5047 t->specularscale = r_shadow_glossintensity.value;
5050 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5052 t->glosstexture = r_texture_white;
5053 t->backgroundglosstexture = r_texture_white;
5054 t->specularscale = r_shadow_gloss2intensity.value;
5058 // lightmaps mode looks bad with dlights using actual texturing, so turn
5059 // off the colormap and glossmap, but leave the normalmap on as it still
5060 // accurately represents the shading involved
5061 if (gl_lightmaps.integer)
5063 t->basetexture = r_texture_grey128;
5064 t->backgroundbasetexture = NULL;
5065 t->specularscale = 0;
5066 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5069 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5070 VectorClear(t->dlightcolor);
5071 t->currentnumlayers = 0;
5072 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5075 int blendfunc1, blendfunc2, depthmask;
5076 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5078 blendfunc1 = GL_SRC_ALPHA;
5079 blendfunc2 = GL_ONE;
5081 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5083 blendfunc1 = GL_SRC_ALPHA;
5084 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5086 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5088 blendfunc1 = t->customblendfunc[0];
5089 blendfunc2 = t->customblendfunc[1];
5093 blendfunc1 = GL_ONE;
5094 blendfunc2 = GL_ZERO;
5096 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5097 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5098 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5099 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5101 // fullbright is not affected by r_refdef.lightmapintensity
5102 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5103 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5104 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5105 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5106 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5110 vec3_t ambientcolor;
5112 // set the color tint used for lights affecting this surface
5113 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5115 // q3bsp has no lightmap updates, so the lightstylevalue that
5116 // would normally be baked into the lightmap must be
5117 // applied to the color
5118 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5119 if (ent->model->type == mod_brushq3)
5120 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5121 colorscale *= r_refdef.lightmapintensity;
5122 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5123 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5124 // basic lit geometry
5125 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5126 // add pants/shirt if needed
5127 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5128 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5129 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5130 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5131 // now add ambient passes if needed
5132 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5134 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5135 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5136 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5137 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5138 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5141 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5142 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5143 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5145 // if this is opaque use alpha blend which will darken the earlier
5148 // if this is an alpha blended material, all the earlier passes
5149 // were darkened by fog already, so we only need to add the fog
5150 // color ontop through the fog mask texture
5152 // if this is an additive blended material, all the earlier passes
5153 // were darkened by fog already, and we should not add fog color
5154 // (because the background was not darkened, there is no fog color
5155 // that was lost behind it).
5156 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5160 return t->currentframe;
5163 rsurfacestate_t rsurface;
5165 void R_Mesh_ResizeArrays(int newvertices)
5168 if (rsurface.array_size >= newvertices)
5170 if (rsurface.array_modelvertex3f)
5171 Mem_Free(rsurface.array_modelvertex3f);
5172 rsurface.array_size = (newvertices + 1023) & ~1023;
5173 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5174 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5175 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5176 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5177 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5178 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5179 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5180 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5181 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5182 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5183 rsurface.array_color4f = base + rsurface.array_size * 27;
5184 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5187 void RSurf_ActiveWorldEntity(void)
5189 dp_model_t *model = r_refdef.scene.worldmodel;
5190 //if (rsurface.entity == r_refdef.scene.worldentity)
5192 rsurface.entity = r_refdef.scene.worldentity;
5193 if (rsurface.array_size < model->surfmesh.num_vertices)
5194 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5195 rsurface.matrix = identitymatrix;
5196 rsurface.inversematrix = identitymatrix;
5197 R_Mesh_Matrix(&identitymatrix);
5198 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5199 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5200 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5201 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5202 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5203 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5204 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5205 rsurface.frameblend[0].lerp = 1;
5206 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5207 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5208 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5209 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5210 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5211 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5212 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5213 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5214 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5215 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5216 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5217 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5218 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5219 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5220 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5221 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5222 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5223 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5224 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5225 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5226 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5227 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5228 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5229 rsurface.modelelement3i = model->surfmesh.data_element3i;
5230 rsurface.modelelement3s = model->surfmesh.data_element3s;
5231 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5232 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5233 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5234 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5235 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5236 rsurface.modelsurfaces = model->data_surfaces;
5237 rsurface.generatedvertex = false;
5238 rsurface.vertex3f = rsurface.modelvertex3f;
5239 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5240 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5241 rsurface.svector3f = rsurface.modelsvector3f;
5242 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5243 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5244 rsurface.tvector3f = rsurface.modeltvector3f;
5245 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5246 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5247 rsurface.normal3f = rsurface.modelnormal3f;
5248 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5249 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5250 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5253 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5255 dp_model_t *model = ent->model;
5256 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5258 rsurface.entity = (entity_render_t *)ent;
5259 if (rsurface.array_size < model->surfmesh.num_vertices)
5260 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5261 rsurface.matrix = ent->matrix;
5262 rsurface.inversematrix = ent->inversematrix;
5263 R_Mesh_Matrix(&rsurface.matrix);
5264 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5265 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5266 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5267 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5268 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5269 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5270 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5271 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5272 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5273 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5274 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5275 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5276 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5277 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5278 if (ent->model->brush.submodel)
5280 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5281 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5283 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5285 if (ent->animcacheindex != 0)
5287 rsurface.modelvertex3f = r_animCache[ent->animcacheindex-1].vertexes;
5288 rsurface.modelsvector3f = wanttangents ? r_animCache[ent->animcacheindex-1].sVectors : NULL;
5289 rsurface.modeltvector3f = wanttangents ? r_animCache[ent->animcacheindex-1].tVectors : NULL;
5290 rsurface.modelnormal3f = wantnormals ? r_animCache[ent->animcacheindex-1].normals : NULL;
5292 else if (wanttangents)
5294 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5295 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5296 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5297 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5298 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5300 else if (wantnormals)
5302 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5303 rsurface.modelsvector3f = NULL;
5304 rsurface.modeltvector3f = NULL;
5305 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5306 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5310 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5311 rsurface.modelsvector3f = NULL;
5312 rsurface.modeltvector3f = NULL;
5313 rsurface.modelnormal3f = NULL;
5314 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5316 rsurface.modelvertex3f_bufferobject = 0;
5317 rsurface.modelvertex3f_bufferoffset = 0;
5318 rsurface.modelsvector3f_bufferobject = 0;
5319 rsurface.modelsvector3f_bufferoffset = 0;
5320 rsurface.modeltvector3f_bufferobject = 0;
5321 rsurface.modeltvector3f_bufferoffset = 0;
5322 rsurface.modelnormal3f_bufferobject = 0;
5323 rsurface.modelnormal3f_bufferoffset = 0;
5324 rsurface.generatedvertex = true;
5328 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5329 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5330 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5331 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5332 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5333 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5334 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5335 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5336 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5337 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5338 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5339 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5340 rsurface.generatedvertex = false;
5342 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5343 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5344 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5345 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5346 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5347 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5348 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5349 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5350 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5351 rsurface.modelelement3i = model->surfmesh.data_element3i;
5352 rsurface.modelelement3s = model->surfmesh.data_element3s;
5353 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5354 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5355 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5356 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5357 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5358 rsurface.modelsurfaces = model->data_surfaces;
5359 rsurface.vertex3f = rsurface.modelvertex3f;
5360 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5361 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5362 rsurface.svector3f = rsurface.modelsvector3f;
5363 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5364 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5365 rsurface.tvector3f = rsurface.modeltvector3f;
5366 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5367 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5368 rsurface.normal3f = rsurface.modelnormal3f;
5369 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5370 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5371 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5374 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5375 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5378 int texturesurfaceindex;
5383 const float *v1, *in_tc;
5385 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5387 q3shaderinfo_deform_t *deform;
5388 // 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
5389 if (rsurface.generatedvertex)
5391 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5392 generatenormals = true;
5393 for (i = 0;i < Q3MAXDEFORMS;i++)
5395 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5397 generatetangents = true;
5398 generatenormals = true;
5400 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5401 generatenormals = true;
5403 if (generatenormals && !rsurface.modelnormal3f)
5405 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5406 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5407 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5408 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5410 if (generatetangents && !rsurface.modelsvector3f)
5412 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5413 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5414 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5415 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5416 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5417 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5418 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);
5421 rsurface.vertex3f = rsurface.modelvertex3f;
5422 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5423 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5424 rsurface.svector3f = rsurface.modelsvector3f;
5425 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5426 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5427 rsurface.tvector3f = rsurface.modeltvector3f;
5428 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5429 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5430 rsurface.normal3f = rsurface.modelnormal3f;
5431 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5432 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5433 // if vertices are deformed (sprite flares and things in maps, possibly
5434 // water waves, bulges and other deformations), generate them into
5435 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5436 // (may be static model data or generated data for an animated model, or
5437 // the previous deform pass)
5438 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5440 switch (deform->deform)
5443 case Q3DEFORM_PROJECTIONSHADOW:
5444 case Q3DEFORM_TEXT0:
5445 case Q3DEFORM_TEXT1:
5446 case Q3DEFORM_TEXT2:
5447 case Q3DEFORM_TEXT3:
5448 case Q3DEFORM_TEXT4:
5449 case Q3DEFORM_TEXT5:
5450 case Q3DEFORM_TEXT6:
5451 case Q3DEFORM_TEXT7:
5454 case Q3DEFORM_AUTOSPRITE:
5455 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5456 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5457 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5458 VectorNormalize(newforward);
5459 VectorNormalize(newright);
5460 VectorNormalize(newup);
5461 // make deformed versions of only the model vertices used by the specified surfaces
5462 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5464 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5465 // a single autosprite surface can contain multiple sprites...
5466 for (j = 0;j < surface->num_vertices - 3;j += 4)
5468 VectorClear(center);
5469 for (i = 0;i < 4;i++)
5470 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5471 VectorScale(center, 0.25f, center);
5472 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5473 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5474 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5475 for (i = 0;i < 4;i++)
5477 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5478 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5481 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5482 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5484 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5485 rsurface.vertex3f_bufferobject = 0;
5486 rsurface.vertex3f_bufferoffset = 0;
5487 rsurface.svector3f = rsurface.array_deformedsvector3f;
5488 rsurface.svector3f_bufferobject = 0;
5489 rsurface.svector3f_bufferoffset = 0;
5490 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5491 rsurface.tvector3f_bufferobject = 0;
5492 rsurface.tvector3f_bufferoffset = 0;
5493 rsurface.normal3f = rsurface.array_deformednormal3f;
5494 rsurface.normal3f_bufferobject = 0;
5495 rsurface.normal3f_bufferoffset = 0;
5497 case Q3DEFORM_AUTOSPRITE2:
5498 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5499 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5500 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5501 VectorNormalize(newforward);
5502 VectorNormalize(newright);
5503 VectorNormalize(newup);
5504 // make deformed versions of only the model vertices used by the specified surfaces
5505 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5507 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5508 const float *v1, *v2;
5518 memset(shortest, 0, sizeof(shortest));
5519 // a single autosprite surface can contain multiple sprites...
5520 for (j = 0;j < surface->num_vertices - 3;j += 4)
5522 VectorClear(center);
5523 for (i = 0;i < 4;i++)
5524 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5525 VectorScale(center, 0.25f, center);
5526 // find the two shortest edges, then use them to define the
5527 // axis vectors for rotating around the central axis
5528 for (i = 0;i < 6;i++)
5530 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5531 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5533 Debug_PolygonBegin(NULL, 0);
5534 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5535 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5536 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5539 l = VectorDistance2(v1, v2);
5540 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5542 l += (1.0f / 1024.0f);
5543 if (shortest[0].length2 > l || i == 0)
5545 shortest[1] = shortest[0];
5546 shortest[0].length2 = l;
5547 shortest[0].v1 = v1;
5548 shortest[0].v2 = v2;
5550 else if (shortest[1].length2 > l || i == 1)
5552 shortest[1].length2 = l;
5553 shortest[1].v1 = v1;
5554 shortest[1].v2 = v2;
5557 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5558 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5560 Debug_PolygonBegin(NULL, 0);
5561 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5562 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5563 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5566 // this calculates the right vector from the shortest edge
5567 // and the up vector from the edge midpoints
5568 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5569 VectorNormalize(right);
5570 VectorSubtract(end, start, up);
5571 VectorNormalize(up);
5572 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5573 VectorSubtract(rsurface.modelorg, center, forward);
5574 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5575 VectorNegate(forward, forward);
5576 VectorReflect(forward, 0, up, forward);
5577 VectorNormalize(forward);
5578 CrossProduct(up, forward, newright);
5579 VectorNormalize(newright);
5581 Debug_PolygonBegin(NULL, 0);
5582 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5583 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5584 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5588 Debug_PolygonBegin(NULL, 0);
5589 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5590 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5591 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5594 // rotate the quad around the up axis vector, this is made
5595 // especially easy by the fact we know the quad is flat,
5596 // so we only have to subtract the center position and
5597 // measure distance along the right vector, and then
5598 // multiply that by the newright vector and add back the
5600 // we also need to subtract the old position to undo the
5601 // displacement from the center, which we do with a
5602 // DotProduct, the subtraction/addition of center is also
5603 // optimized into DotProducts here
5604 l = DotProduct(right, center);
5605 for (i = 0;i < 4;i++)
5607 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5608 f = DotProduct(right, v1) - l;
5609 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5612 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5613 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5615 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5616 rsurface.vertex3f_bufferobject = 0;
5617 rsurface.vertex3f_bufferoffset = 0;
5618 rsurface.svector3f = rsurface.array_deformedsvector3f;
5619 rsurface.svector3f_bufferobject = 0;
5620 rsurface.svector3f_bufferoffset = 0;
5621 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5622 rsurface.tvector3f_bufferobject = 0;
5623 rsurface.tvector3f_bufferoffset = 0;
5624 rsurface.normal3f = rsurface.array_deformednormal3f;
5625 rsurface.normal3f_bufferobject = 0;
5626 rsurface.normal3f_bufferoffset = 0;
5628 case Q3DEFORM_NORMAL:
5629 // deform the normals to make reflections wavey
5630 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5632 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5633 for (j = 0;j < surface->num_vertices;j++)
5636 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5637 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5638 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5639 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5640 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5641 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5642 VectorNormalize(normal);
5644 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5646 rsurface.svector3f = rsurface.array_deformedsvector3f;
5647 rsurface.svector3f_bufferobject = 0;
5648 rsurface.svector3f_bufferoffset = 0;
5649 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5650 rsurface.tvector3f_bufferobject = 0;
5651 rsurface.tvector3f_bufferoffset = 0;
5652 rsurface.normal3f = rsurface.array_deformednormal3f;
5653 rsurface.normal3f_bufferobject = 0;
5654 rsurface.normal3f_bufferoffset = 0;
5657 // deform vertex array to make wavey water and flags and such
5658 waveparms[0] = deform->waveparms[0];
5659 waveparms[1] = deform->waveparms[1];
5660 waveparms[2] = deform->waveparms[2];
5661 waveparms[3] = deform->waveparms[3];
5662 // this is how a divisor of vertex influence on deformation
5663 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5664 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5665 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5667 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5668 for (j = 0;j < surface->num_vertices;j++)
5670 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5671 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5672 // if the wavefunc depends on time, evaluate it per-vertex
5675 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5676 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5678 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5681 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5682 rsurface.vertex3f_bufferobject = 0;
5683 rsurface.vertex3f_bufferoffset = 0;
5685 case Q3DEFORM_BULGE:
5686 // deform vertex array to make the surface have moving bulges
5687 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5689 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5690 for (j = 0;j < surface->num_vertices;j++)
5692 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5693 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5696 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5697 rsurface.vertex3f_bufferobject = 0;
5698 rsurface.vertex3f_bufferoffset = 0;
5701 // deform vertex array
5702 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5703 VectorScale(deform->parms, scale, waveparms);
5704 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5706 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5707 for (j = 0;j < surface->num_vertices;j++)
5708 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5710 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5711 rsurface.vertex3f_bufferobject = 0;
5712 rsurface.vertex3f_bufferoffset = 0;
5716 // generate texcoords based on the chosen texcoord source
5717 switch(rsurface.texture->tcgen.tcgen)
5720 case Q3TCGEN_TEXTURE:
5721 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5722 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5723 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5725 case Q3TCGEN_LIGHTMAP:
5726 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5727 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5728 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5730 case Q3TCGEN_VECTOR:
5731 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5733 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5734 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)
5736 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5737 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5740 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5741 rsurface.texcoordtexture2f_bufferobject = 0;
5742 rsurface.texcoordtexture2f_bufferoffset = 0;
5744 case Q3TCGEN_ENVIRONMENT:
5745 // make environment reflections using a spheremap
5746 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5748 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5749 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5750 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5751 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5752 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5754 // identical to Q3A's method, but executed in worldspace so
5755 // carried models can be shiny too
5757 float viewer[3], d, reflected[3], worldreflected[3];
5759 VectorSubtract(rsurface.modelorg, vertex, viewer);
5760 // VectorNormalize(viewer);
5762 d = DotProduct(normal, viewer);
5764 reflected[0] = normal[0]*2*d - viewer[0];
5765 reflected[1] = normal[1]*2*d - viewer[1];
5766 reflected[2] = normal[2]*2*d - viewer[2];
5767 // note: this is proportinal to viewer, so we can normalize later
5769 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5770 VectorNormalize(worldreflected);
5772 // note: this sphere map only uses world x and z!
5773 // so positive and negative y will LOOK THE SAME.
5774 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5775 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5778 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5779 rsurface.texcoordtexture2f_bufferobject = 0;
5780 rsurface.texcoordtexture2f_bufferoffset = 0;
5783 // the only tcmod that needs software vertex processing is turbulent, so
5784 // check for it here and apply the changes if needed
5785 // and we only support that as the first one
5786 // (handling a mixture of turbulent and other tcmods would be problematic
5787 // without punting it entirely to a software path)
5788 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5790 amplitude = rsurface.texture->tcmods[0].parms[1];
5791 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5792 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5794 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5795 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)
5797 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5798 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5801 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5802 rsurface.texcoordtexture2f_bufferobject = 0;
5803 rsurface.texcoordtexture2f_bufferoffset = 0;
5805 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5806 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5807 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5808 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5811 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5814 const msurface_t *surface = texturesurfacelist[0];
5815 const msurface_t *surface2;
5820 // TODO: lock all array ranges before render, rather than on each surface
5821 if (texturenumsurfaces == 1)
5823 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5824 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5826 else if (r_batchmode.integer == 2)
5828 #define MAXBATCHTRIANGLES 4096
5829 int batchtriangles = 0;
5830 int batchelements[MAXBATCHTRIANGLES*3];
5831 for (i = 0;i < texturenumsurfaces;i = j)
5833 surface = texturesurfacelist[i];
5835 if (surface->num_triangles > MAXBATCHTRIANGLES)
5837 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5840 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5841 batchtriangles = surface->num_triangles;
5842 firstvertex = surface->num_firstvertex;
5843 endvertex = surface->num_firstvertex + surface->num_vertices;
5844 for (;j < texturenumsurfaces;j++)
5846 surface2 = texturesurfacelist[j];
5847 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5849 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5850 batchtriangles += surface2->num_triangles;
5851 firstvertex = min(firstvertex, surface2->num_firstvertex);
5852 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5854 surface2 = texturesurfacelist[j-1];
5855 numvertices = endvertex - firstvertex;
5856 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5859 else if (r_batchmode.integer == 1)
5861 for (i = 0;i < texturenumsurfaces;i = j)
5863 surface = texturesurfacelist[i];
5864 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5865 if (texturesurfacelist[j] != surface2)
5867 surface2 = texturesurfacelist[j-1];
5868 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5869 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5870 GL_LockArrays(surface->num_firstvertex, numvertices);
5871 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5876 for (i = 0;i < texturenumsurfaces;i++)
5878 surface = texturesurfacelist[i];
5879 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5880 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5885 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5887 int i, planeindex, vertexindex;
5891 r_waterstate_waterplane_t *p, *bestp;
5892 msurface_t *surface;
5893 if (r_waterstate.renderingscene)
5895 for (i = 0;i < texturenumsurfaces;i++)
5897 surface = texturesurfacelist[i];
5898 if (lightmaptexunit >= 0)
5899 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5900 if (deluxemaptexunit >= 0)
5901 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5902 // pick the closest matching water plane
5905 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5908 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5910 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5911 d += fabs(PlaneDiff(vert, &p->plane));
5913 if (bestd > d || !bestp)
5921 if (refractiontexunit >= 0)
5922 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5923 if (reflectiontexunit >= 0)
5924 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5928 if (refractiontexunit >= 0)
5929 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5930 if (reflectiontexunit >= 0)
5931 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5933 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5934 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5938 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5942 const msurface_t *surface = texturesurfacelist[0];
5943 const msurface_t *surface2;
5948 // TODO: lock all array ranges before render, rather than on each surface
5949 if (texturenumsurfaces == 1)
5951 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5952 if (deluxemaptexunit >= 0)
5953 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5954 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5955 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5957 else if (r_batchmode.integer == 2)
5959 #define MAXBATCHTRIANGLES 4096
5960 int batchtriangles = 0;
5961 int batchelements[MAXBATCHTRIANGLES*3];
5962 for (i = 0;i < texturenumsurfaces;i = j)
5964 surface = texturesurfacelist[i];
5965 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5966 if (deluxemaptexunit >= 0)
5967 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5969 if (surface->num_triangles > MAXBATCHTRIANGLES)
5971 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5974 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5975 batchtriangles = surface->num_triangles;
5976 firstvertex = surface->num_firstvertex;
5977 endvertex = surface->num_firstvertex + surface->num_vertices;
5978 for (;j < texturenumsurfaces;j++)
5980 surface2 = texturesurfacelist[j];
5981 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5983 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5984 batchtriangles += surface2->num_triangles;
5985 firstvertex = min(firstvertex, surface2->num_firstvertex);
5986 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5988 surface2 = texturesurfacelist[j-1];
5989 numvertices = endvertex - firstvertex;
5990 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5993 else if (r_batchmode.integer == 1)
5996 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5997 for (i = 0;i < texturenumsurfaces;i = j)
5999 surface = texturesurfacelist[i];
6000 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6001 if (texturesurfacelist[j] != surface2)
6003 Con_Printf(" %i", j - i);
6006 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6008 for (i = 0;i < texturenumsurfaces;i = j)
6010 surface = texturesurfacelist[i];
6011 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6012 if (deluxemaptexunit >= 0)
6013 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6014 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6015 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6018 Con_Printf(" %i", j - i);
6020 surface2 = texturesurfacelist[j-1];
6021 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6022 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6023 GL_LockArrays(surface->num_firstvertex, numvertices);
6024 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6032 for (i = 0;i < texturenumsurfaces;i++)
6034 surface = texturesurfacelist[i];
6035 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6036 if (deluxemaptexunit >= 0)
6037 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6038 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6039 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6044 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6047 int texturesurfaceindex;
6048 if (r_showsurfaces.integer == 2)
6050 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6052 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053 for (j = 0;j < surface->num_triangles;j++)
6055 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6056 GL_Color(f, f, f, 1);
6057 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6063 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6065 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6066 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6067 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6068 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6069 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6074 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6076 int texturesurfaceindex;
6079 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6081 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6082 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)
6090 rsurface.lightmapcolor4f = rsurface.array_color4f;
6091 rsurface.lightmapcolor4f_bufferobject = 0;
6092 rsurface.lightmapcolor4f_bufferoffset = 0;
6095 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6097 int texturesurfaceindex;
6101 if (rsurface.lightmapcolor4f)
6103 // generate color arrays for the surfaces in this list
6104 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6106 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6107 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)
6109 f = FogPoint_Model(v);
6119 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6121 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6122 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)
6124 f = FogPoint_Model(v);
6132 rsurface.lightmapcolor4f = rsurface.array_color4f;
6133 rsurface.lightmapcolor4f_bufferobject = 0;
6134 rsurface.lightmapcolor4f_bufferoffset = 0;
6137 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6139 int texturesurfaceindex;
6143 if (!rsurface.lightmapcolor4f)
6145 // generate color arrays for the surfaces in this list
6146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6149 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)
6151 f = FogPoint_Model(v);
6152 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6153 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6154 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6158 rsurface.lightmapcolor4f = rsurface.array_color4f;
6159 rsurface.lightmapcolor4f_bufferobject = 0;
6160 rsurface.lightmapcolor4f_bufferoffset = 0;
6163 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6165 int texturesurfaceindex;
6168 if (!rsurface.lightmapcolor4f)
6170 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6172 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6173 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)
6181 rsurface.lightmapcolor4f = rsurface.array_color4f;
6182 rsurface.lightmapcolor4f_bufferobject = 0;
6183 rsurface.lightmapcolor4f_bufferoffset = 0;
6186 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6188 int texturesurfaceindex;
6191 if (!rsurface.lightmapcolor4f)
6193 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6195 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6196 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)
6198 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6199 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6200 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6204 rsurface.lightmapcolor4f = rsurface.array_color4f;
6205 rsurface.lightmapcolor4f_bufferobject = 0;
6206 rsurface.lightmapcolor4f_bufferoffset = 0;
6209 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6212 rsurface.lightmapcolor4f = NULL;
6213 rsurface.lightmapcolor4f_bufferobject = 0;
6214 rsurface.lightmapcolor4f_bufferoffset = 0;
6215 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6216 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6217 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6218 GL_Color(r, g, b, a);
6219 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6222 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6224 // TODO: optimize applyfog && applycolor case
6225 // just apply fog if necessary, and tint the fog color array if necessary
6226 rsurface.lightmapcolor4f = NULL;
6227 rsurface.lightmapcolor4f_bufferobject = 0;
6228 rsurface.lightmapcolor4f_bufferoffset = 0;
6229 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6230 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6231 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6232 GL_Color(r, g, b, a);
6233 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6236 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6238 int texturesurfaceindex;
6242 if (texturesurfacelist[0]->lightmapinfo)
6244 // generate color arrays for the surfaces in this list
6245 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6247 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6248 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6250 if (surface->lightmapinfo->samples)
6252 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6253 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6254 VectorScale(lm, scale, c);
6255 if (surface->lightmapinfo->styles[1] != 255)
6257 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6259 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6260 VectorMA(c, scale, lm, c);
6261 if (surface->lightmapinfo->styles[2] != 255)
6264 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6265 VectorMA(c, scale, lm, c);
6266 if (surface->lightmapinfo->styles[3] != 255)
6269 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6270 VectorMA(c, scale, lm, c);
6280 rsurface.lightmapcolor4f = rsurface.array_color4f;
6281 rsurface.lightmapcolor4f_bufferobject = 0;
6282 rsurface.lightmapcolor4f_bufferoffset = 0;
6286 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6287 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6288 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6290 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6291 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6292 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6293 GL_Color(r, g, b, a);
6294 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6297 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6299 int texturesurfaceindex;
6302 float *v, *c, *c2, alpha;
6303 vec3_t ambientcolor;
6304 vec3_t diffusecolor;
6308 VectorCopy(rsurface.modellight_lightdir, lightdir);
6309 f = 0.5f * r_refdef.lightmapintensity;
6310 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6311 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6312 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6313 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6314 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6315 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6317 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6319 // generate color arrays for the surfaces in this list
6320 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6322 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6323 int numverts = surface->num_vertices;
6324 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6325 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6326 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6327 // q3-style directional shading
6328 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6330 if ((f = DotProduct(c2, lightdir)) > 0)
6331 VectorMA(ambientcolor, f, diffusecolor, c);
6333 VectorCopy(ambientcolor, c);
6341 rsurface.lightmapcolor4f = rsurface.array_color4f;
6342 rsurface.lightmapcolor4f_bufferobject = 0;
6343 rsurface.lightmapcolor4f_bufferoffset = 0;
6344 *applycolor = false;
6348 *r = ambientcolor[0];
6349 *g = ambientcolor[1];
6350 *b = ambientcolor[2];
6351 rsurface.lightmapcolor4f = NULL;
6352 rsurface.lightmapcolor4f_bufferobject = 0;
6353 rsurface.lightmapcolor4f_bufferoffset = 0;
6357 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6359 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6360 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6361 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6362 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6363 GL_Color(r, g, b, a);
6364 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6367 void RSurf_SetupDepthAndCulling(void)
6369 // submodels are biased to avoid z-fighting with world surfaces that they
6370 // may be exactly overlapping (avoids z-fighting artifacts on certain
6371 // doors and things in Quake maps)
6372 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6373 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6374 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6375 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6378 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6380 // transparent sky would be ridiculous
6381 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6383 R_SetupGenericShader(false);
6386 skyrendernow = false;
6387 // we have to force off the water clipping plane while rendering sky
6391 // restore entity matrix
6392 R_Mesh_Matrix(&rsurface.matrix);
6394 RSurf_SetupDepthAndCulling();
6396 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6397 // skymasking on them, and Quake3 never did sky masking (unlike
6398 // software Quake and software Quake2), so disable the sky masking
6399 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6400 // and skymasking also looks very bad when noclipping outside the
6401 // level, so don't use it then either.
6402 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6404 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6405 R_Mesh_ColorPointer(NULL, 0, 0);
6406 R_Mesh_ResetTextureState();
6407 if (skyrendermasked)
6409 R_SetupDepthOrShadowShader();
6410 // depth-only (masking)
6411 GL_ColorMask(0,0,0,0);
6412 // just to make sure that braindead drivers don't draw
6413 // anything despite that colormask...
6414 GL_BlendFunc(GL_ZERO, GL_ONE);
6418 R_SetupGenericShader(false);
6420 GL_BlendFunc(GL_ONE, GL_ZERO);
6422 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6423 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6424 if (skyrendermasked)
6425 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6427 R_Mesh_ResetTextureState();
6428 GL_Color(1, 1, 1, 1);
6431 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6433 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6436 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6437 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6438 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6439 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6440 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6441 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6442 if (rsurface.texture->backgroundcurrentskinframe)
6444 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6445 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6446 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6447 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6449 if(rsurface.texture->colormapping)
6451 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6452 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6454 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6455 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6456 R_Mesh_ColorPointer(NULL, 0, 0);
6458 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6460 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6462 // render background
6463 GL_BlendFunc(GL_ONE, GL_ZERO);
6465 GL_AlphaTest(false);
6467 GL_Color(1, 1, 1, 1);
6468 R_Mesh_ColorPointer(NULL, 0, 0);
6470 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6471 if (r_glsl_permutation)
6473 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6474 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6475 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6476 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6477 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6478 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6479 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6481 GL_LockArrays(0, 0);
6483 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6484 GL_DepthMask(false);
6485 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6486 R_Mesh_ColorPointer(NULL, 0, 0);
6488 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6489 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6490 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6493 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6494 if (!r_glsl_permutation)
6497 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6498 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6499 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6500 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6501 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6502 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6504 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6506 GL_BlendFunc(GL_ONE, GL_ZERO);
6508 GL_AlphaTest(false);
6512 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6513 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6514 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6517 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6519 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6520 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6522 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6526 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6527 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6529 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6531 GL_LockArrays(0, 0);
6534 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6536 // OpenGL 1.3 path - anything not completely ancient
6537 int texturesurfaceindex;
6538 qboolean applycolor;
6542 const texturelayer_t *layer;
6543 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6545 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6548 int layertexrgbscale;
6549 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6551 if (layerindex == 0)
6555 GL_AlphaTest(false);
6556 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6559 GL_DepthMask(layer->depthmask && writedepth);
6560 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6561 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6563 layertexrgbscale = 4;
6564 VectorScale(layer->color, 0.25f, layercolor);
6566 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6568 layertexrgbscale = 2;
6569 VectorScale(layer->color, 0.5f, layercolor);
6573 layertexrgbscale = 1;
6574 VectorScale(layer->color, 1.0f, layercolor);
6576 layercolor[3] = layer->color[3];
6577 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6578 R_Mesh_ColorPointer(NULL, 0, 0);
6579 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6580 switch (layer->type)
6582 case TEXTURELAYERTYPE_LITTEXTURE:
6583 memset(&m, 0, sizeof(m));
6584 m.tex[0] = R_GetTexture(r_texture_white);
6585 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6586 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6587 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6588 m.tex[1] = R_GetTexture(layer->texture);
6589 m.texmatrix[1] = layer->texmatrix;
6590 m.texrgbscale[1] = layertexrgbscale;
6591 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6592 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6593 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6594 R_Mesh_TextureState(&m);
6595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6596 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6597 else if (rsurface.uselightmaptexture)
6598 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6600 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6602 case TEXTURELAYERTYPE_TEXTURE:
6603 memset(&m, 0, sizeof(m));
6604 m.tex[0] = R_GetTexture(layer->texture);
6605 m.texmatrix[0] = layer->texmatrix;
6606 m.texrgbscale[0] = layertexrgbscale;
6607 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6608 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6609 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6610 R_Mesh_TextureState(&m);
6611 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6613 case TEXTURELAYERTYPE_FOG:
6614 memset(&m, 0, sizeof(m));
6615 m.texrgbscale[0] = layertexrgbscale;
6618 m.tex[0] = R_GetTexture(layer->texture);
6619 m.texmatrix[0] = layer->texmatrix;
6620 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6621 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6622 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6624 R_Mesh_TextureState(&m);
6625 // generate a color array for the fog pass
6626 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6627 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6631 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6632 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)
6634 f = 1 - FogPoint_Model(v);
6635 c[0] = layercolor[0];
6636 c[1] = layercolor[1];
6637 c[2] = layercolor[2];
6638 c[3] = f * layercolor[3];
6641 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6644 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6646 GL_LockArrays(0, 0);
6649 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6651 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6652 GL_AlphaTest(false);
6656 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6658 // OpenGL 1.1 - crusty old voodoo path
6659 int texturesurfaceindex;
6663 const texturelayer_t *layer;
6664 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6666 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6668 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6670 if (layerindex == 0)
6674 GL_AlphaTest(false);
6675 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6678 GL_DepthMask(layer->depthmask && writedepth);
6679 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6680 R_Mesh_ColorPointer(NULL, 0, 0);
6681 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6682 switch (layer->type)
6684 case TEXTURELAYERTYPE_LITTEXTURE:
6685 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6687 // two-pass lit texture with 2x rgbscale
6688 // first the lightmap pass
6689 memset(&m, 0, sizeof(m));
6690 m.tex[0] = R_GetTexture(r_texture_white);
6691 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6692 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6693 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6694 R_Mesh_TextureState(&m);
6695 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6696 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6697 else if (rsurface.uselightmaptexture)
6698 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6700 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6701 GL_LockArrays(0, 0);
6702 // then apply the texture to it
6703 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6704 memset(&m, 0, sizeof(m));
6705 m.tex[0] = R_GetTexture(layer->texture);
6706 m.texmatrix[0] = layer->texmatrix;
6707 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6708 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6709 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6710 R_Mesh_TextureState(&m);
6711 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);
6715 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6716 memset(&m, 0, sizeof(m));
6717 m.tex[0] = R_GetTexture(layer->texture);
6718 m.texmatrix[0] = layer->texmatrix;
6719 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6720 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6721 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6722 R_Mesh_TextureState(&m);
6723 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6724 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);
6726 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);
6729 case TEXTURELAYERTYPE_TEXTURE:
6730 // singletexture unlit texture with transparency support
6731 memset(&m, 0, sizeof(m));
6732 m.tex[0] = R_GetTexture(layer->texture);
6733 m.texmatrix[0] = layer->texmatrix;
6734 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6735 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6736 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6737 R_Mesh_TextureState(&m);
6738 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);
6740 case TEXTURELAYERTYPE_FOG:
6741 // singletexture fogging
6742 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6745 memset(&m, 0, sizeof(m));
6746 m.tex[0] = R_GetTexture(layer->texture);
6747 m.texmatrix[0] = layer->texmatrix;
6748 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6749 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6750 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6751 R_Mesh_TextureState(&m);
6754 R_Mesh_ResetTextureState();
6755 // generate a color array for the fog pass
6756 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6760 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6761 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)
6763 f = 1 - FogPoint_Model(v);
6764 c[0] = layer->color[0];
6765 c[1] = layer->color[1];
6766 c[2] = layer->color[2];
6767 c[3] = f * layer->color[3];
6770 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6773 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6775 GL_LockArrays(0, 0);
6778 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6780 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6781 GL_AlphaTest(false);
6785 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6789 GL_AlphaTest(false);
6790 R_Mesh_ColorPointer(NULL, 0, 0);
6791 R_Mesh_ResetTextureState();
6792 R_SetupGenericShader(false);
6794 if(rsurface.texture && rsurface.texture->currentskinframe)
6796 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6797 c[3] *= rsurface.texture->currentalpha;
6807 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6809 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6810 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6811 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6814 // brighten it up (as texture value 127 means "unlit")
6815 c[0] *= 2 * r_refdef.view.colorscale;
6816 c[1] *= 2 * r_refdef.view.colorscale;
6817 c[2] *= 2 * r_refdef.view.colorscale;
6819 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6820 c[3] *= r_wateralpha.value;
6822 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6824 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6825 GL_DepthMask(false);
6827 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6829 GL_BlendFunc(GL_ONE, GL_ONE);
6830 GL_DepthMask(false);
6832 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6834 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6835 GL_DepthMask(false);
6837 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6839 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6840 GL_DepthMask(false);
6844 GL_BlendFunc(GL_ONE, GL_ZERO);
6845 GL_DepthMask(writedepth);
6848 rsurface.lightmapcolor4f = NULL;
6850 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6852 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6854 rsurface.lightmapcolor4f = NULL;
6855 rsurface.lightmapcolor4f_bufferobject = 0;
6856 rsurface.lightmapcolor4f_bufferoffset = 0;
6858 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6860 qboolean applycolor = true;
6863 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6865 r_refdef.lightmapintensity = 1;
6866 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6867 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6871 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6873 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6874 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6875 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6878 if(!rsurface.lightmapcolor4f)
6879 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6881 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6882 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6883 if(r_refdef.fogenabled)
6884 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6886 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6887 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6890 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6893 RSurf_SetupDepthAndCulling();
6894 if (r_showsurfaces.integer == 3)
6895 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6896 else if (r_glsl.integer && gl_support_fragment_shader)
6897 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6898 else if (gl_combine.integer && r_textureunits.integer >= 2)
6899 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6901 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6905 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6908 RSurf_SetupDepthAndCulling();
6909 if (r_showsurfaces.integer == 3)
6910 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6911 else if (r_glsl.integer && gl_support_fragment_shader)
6912 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6913 else if (gl_combine.integer && r_textureunits.integer >= 2)
6914 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6916 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6920 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6923 int texturenumsurfaces, endsurface;
6925 msurface_t *surface;
6926 msurface_t *texturesurfacelist[1024];
6928 // if the model is static it doesn't matter what value we give for
6929 // wantnormals and wanttangents, so this logic uses only rules applicable
6930 // to a model, knowing that they are meaningless otherwise
6931 if (ent == r_refdef.scene.worldentity)
6932 RSurf_ActiveWorldEntity();
6933 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6934 RSurf_ActiveModelEntity(ent, false, false);
6936 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6938 for (i = 0;i < numsurfaces;i = j)
6941 surface = rsurface.modelsurfaces + surfacelist[i];
6942 texture = surface->texture;
6943 rsurface.texture = R_GetCurrentTexture(texture);
6944 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6945 // scan ahead until we find a different texture
6946 endsurface = min(i + 1024, numsurfaces);
6947 texturenumsurfaces = 0;
6948 texturesurfacelist[texturenumsurfaces++] = surface;
6949 for (;j < endsurface;j++)
6951 surface = rsurface.modelsurfaces + surfacelist[j];
6952 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6954 texturesurfacelist[texturenumsurfaces++] = surface;
6956 // render the range of surfaces
6957 if (ent == r_refdef.scene.worldentity)
6958 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6960 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6962 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6963 GL_AlphaTest(false);
6966 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6968 const entity_render_t *queueentity = r_refdef.scene.worldentity;
6972 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6974 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6976 RSurf_SetupDepthAndCulling();
6977 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6978 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6980 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6982 RSurf_SetupDepthAndCulling();
6983 GL_AlphaTest(false);
6984 R_Mesh_ColorPointer(NULL, 0, 0);
6985 R_Mesh_ResetTextureState();
6986 R_SetupGenericShader(false);
6987 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6989 GL_BlendFunc(GL_ONE, GL_ZERO);
6990 GL_Color(0, 0, 0, 1);
6991 GL_DepthTest(writedepth);
6992 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6994 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6996 RSurf_SetupDepthAndCulling();
6997 GL_AlphaTest(false);
6998 R_Mesh_ColorPointer(NULL, 0, 0);
6999 R_Mesh_ResetTextureState();
7000 R_SetupGenericShader(false);
7001 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7003 GL_BlendFunc(GL_ONE, GL_ZERO);
7005 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7007 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7008 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7009 else if (!rsurface.texture->currentnumlayers)
7011 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7013 // transparent surfaces get pushed off into the transparent queue
7014 int surfacelistindex;
7015 const msurface_t *surface;
7016 vec3_t tempcenter, center;
7017 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7019 surface = texturesurfacelist[surfacelistindex];
7020 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7021 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7022 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7023 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7024 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7029 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7030 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7035 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7039 // break the surface list down into batches by texture and use of lightmapping
7040 for (i = 0;i < numsurfaces;i = j)
7043 // texture is the base texture pointer, rsurface.texture is the
7044 // current frame/skin the texture is directing us to use (for example
7045 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7046 // use skin 1 instead)
7047 texture = surfacelist[i]->texture;
7048 rsurface.texture = R_GetCurrentTexture(texture);
7049 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7050 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7052 // if this texture is not the kind we want, skip ahead to the next one
7053 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7057 // simply scan ahead until we find a different texture or lightmap state
7058 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7060 // render the range of surfaces
7061 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7065 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7070 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7072 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7074 RSurf_SetupDepthAndCulling();
7075 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7076 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7078 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7080 RSurf_SetupDepthAndCulling();
7081 GL_AlphaTest(false);
7082 R_Mesh_ColorPointer(NULL, 0, 0);
7083 R_Mesh_ResetTextureState();
7084 R_SetupGenericShader(false);
7085 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7087 GL_BlendFunc(GL_ONE, GL_ZERO);
7088 GL_Color(0, 0, 0, 1);
7089 GL_DepthTest(writedepth);
7090 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7092 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7094 RSurf_SetupDepthAndCulling();
7095 GL_AlphaTest(false);
7096 R_Mesh_ColorPointer(NULL, 0, 0);
7097 R_Mesh_ResetTextureState();
7098 R_SetupGenericShader(false);
7099 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7101 GL_BlendFunc(GL_ONE, GL_ZERO);
7103 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7105 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7106 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7107 else if (!rsurface.texture->currentnumlayers)
7109 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7111 // transparent surfaces get pushed off into the transparent queue
7112 int surfacelistindex;
7113 const msurface_t *surface;
7114 vec3_t tempcenter, center;
7115 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7117 surface = texturesurfacelist[surfacelistindex];
7118 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7119 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7120 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7121 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7122 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7127 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7128 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7133 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7137 // break the surface list down into batches by texture and use of lightmapping
7138 for (i = 0;i < numsurfaces;i = j)
7141 // texture is the base texture pointer, rsurface.texture is the
7142 // current frame/skin the texture is directing us to use (for example
7143 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7144 // use skin 1 instead)
7145 texture = surfacelist[i]->texture;
7146 rsurface.texture = R_GetCurrentTexture(texture);
7147 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7148 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7150 // if this texture is not the kind we want, skip ahead to the next one
7151 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7155 // simply scan ahead until we find a different texture or lightmap state
7156 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7158 // render the range of surfaces
7159 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7163 float locboxvertex3f[6*4*3] =
7165 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7166 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7167 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7168 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7169 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7170 1,0,0, 0,0,0, 0,1,0, 1,1,0
7173 unsigned short locboxelements[6*2*3] =
7183 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7186 cl_locnode_t *loc = (cl_locnode_t *)ent;
7188 float vertex3f[6*4*3];
7190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7191 GL_DepthMask(false);
7192 GL_DepthRange(0, 1);
7193 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7195 GL_CullFace(GL_NONE);
7196 R_Mesh_Matrix(&identitymatrix);
7198 R_Mesh_VertexPointer(vertex3f, 0, 0);
7199 R_Mesh_ColorPointer(NULL, 0, 0);
7200 R_Mesh_ResetTextureState();
7201 R_SetupGenericShader(false);
7204 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7205 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7206 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7207 surfacelist[0] < 0 ? 0.5f : 0.125f);
7209 if (VectorCompare(loc->mins, loc->maxs))
7211 VectorSet(size, 2, 2, 2);
7212 VectorMA(loc->mins, -0.5f, size, mins);
7216 VectorCopy(loc->mins, mins);
7217 VectorSubtract(loc->maxs, loc->mins, size);
7220 for (i = 0;i < 6*4*3;)
7221 for (j = 0;j < 3;j++, i++)
7222 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7224 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7227 void R_DrawLocs(void)
7230 cl_locnode_t *loc, *nearestloc;
7232 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7233 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7235 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7236 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7240 void R_DrawDebugModel(entity_render_t *ent)
7242 int i, j, k, l, flagsmask;
7243 const int *elements;
7245 msurface_t *surface;
7246 dp_model_t *model = ent->model;
7249 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7251 R_Mesh_ColorPointer(NULL, 0, 0);
7252 R_Mesh_ResetTextureState();
7253 R_SetupGenericShader(false);
7254 GL_DepthRange(0, 1);
7255 GL_DepthTest(!r_showdisabledepthtest.integer);
7256 GL_DepthMask(false);
7257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7259 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7261 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7262 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7264 if (brush->colbrushf && brush->colbrushf->numtriangles)
7266 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7267 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7268 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7271 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7273 if (surface->num_collisiontriangles)
7275 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7276 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7277 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7282 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7284 if (r_showtris.integer || r_shownormals.integer)
7286 if (r_showdisabledepthtest.integer)
7288 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7289 GL_DepthMask(false);
7293 GL_BlendFunc(GL_ONE, GL_ZERO);
7296 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7298 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7300 rsurface.texture = R_GetCurrentTexture(surface->texture);
7301 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7303 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7304 if (r_showtris.value > 0)
7306 if (!rsurface.texture->currentlayers->depthmask)
7307 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7308 else if (ent == r_refdef.scene.worldentity)
7309 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7311 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7312 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7313 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7314 R_Mesh_ColorPointer(NULL, 0, 0);
7315 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7316 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7317 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7318 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7319 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7322 if (r_shownormals.value < 0)
7325 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7327 VectorCopy(rsurface.vertex3f + l * 3, v);
7328 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7329 qglVertex3f(v[0], v[1], v[2]);
7330 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7331 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7332 qglVertex3f(v[0], v[1], v[2]);
7337 if (r_shownormals.value > 0)
7340 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7342 VectorCopy(rsurface.vertex3f + l * 3, v);
7343 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7344 qglVertex3f(v[0], v[1], v[2]);
7345 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7346 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7347 qglVertex3f(v[0], v[1], v[2]);
7352 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7354 VectorCopy(rsurface.vertex3f + l * 3, v);
7355 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7356 qglVertex3f(v[0], v[1], v[2]);
7357 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7358 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7359 qglVertex3f(v[0], v[1], v[2]);
7364 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7366 VectorCopy(rsurface.vertex3f + l * 3, v);
7367 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7368 qglVertex3f(v[0], v[1], v[2]);
7369 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7370 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7371 qglVertex3f(v[0], v[1], v[2]);
7378 rsurface.texture = NULL;
7382 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7383 int r_maxsurfacelist = 0;
7384 msurface_t **r_surfacelist = NULL;
7385 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7387 int i, j, endj, f, flagsmask;
7389 dp_model_t *model = r_refdef.scene.worldmodel;
7390 msurface_t *surfaces;
7391 unsigned char *update;
7392 int numsurfacelist = 0;
7396 if (r_maxsurfacelist < model->num_surfaces)
7398 r_maxsurfacelist = model->num_surfaces;
7400 Mem_Free(r_surfacelist);
7401 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7404 RSurf_ActiveWorldEntity();
7406 surfaces = model->data_surfaces;
7407 update = model->brushq1.lightmapupdateflags;
7409 // update light styles on this submodel
7410 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7412 model_brush_lightstyleinfo_t *style;
7413 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7415 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7417 int *list = style->surfacelist;
7418 style->value = r_refdef.scene.lightstylevalue[style->style];
7419 for (j = 0;j < style->numsurfaces;j++)
7420 update[list[j]] = true;
7425 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7429 R_DrawDebugModel(r_refdef.scene.worldentity);
7430 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7436 rsurface.uselightmaptexture = false;
7437 rsurface.texture = NULL;
7438 rsurface.rtlight = NULL;
7440 // add visible surfaces to draw list
7441 for (i = 0;i < model->nummodelsurfaces;i++)
7443 j = model->sortedmodelsurfaces[i];
7444 if (r_refdef.viewcache.world_surfacevisible[j])
7445 r_surfacelist[numsurfacelist++] = surfaces + j;
7447 // update lightmaps if needed
7449 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7450 if (r_refdef.viewcache.world_surfacevisible[j])
7452 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7453 // don't do anything if there were no surfaces
7454 if (!numsurfacelist)
7456 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7459 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7460 GL_AlphaTest(false);
7462 // add to stats if desired
7463 if (r_speeds.integer && !skysurfaces && !depthonly)
7465 r_refdef.stats.world_surfaces += numsurfacelist;
7466 for (j = 0;j < numsurfacelist;j++)
7467 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7469 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7472 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7474 int i, j, endj, f, flagsmask;
7476 dp_model_t *model = ent->model;
7477 msurface_t *surfaces;
7478 unsigned char *update;
7479 int numsurfacelist = 0;
7483 if (r_maxsurfacelist < model->num_surfaces)
7485 r_maxsurfacelist = model->num_surfaces;
7487 Mem_Free(r_surfacelist);
7488 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7491 // if the model is static it doesn't matter what value we give for
7492 // wantnormals and wanttangents, so this logic uses only rules applicable
7493 // to a model, knowing that they are meaningless otherwise
7494 if (ent == r_refdef.scene.worldentity)
7495 RSurf_ActiveWorldEntity();
7496 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7497 RSurf_ActiveModelEntity(ent, false, false);
7499 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7501 surfaces = model->data_surfaces;
7502 update = model->brushq1.lightmapupdateflags;
7504 // update light styles
7505 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7507 model_brush_lightstyleinfo_t *style;
7508 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7510 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7512 int *list = style->surfacelist;
7513 style->value = r_refdef.scene.lightstylevalue[style->style];
7514 for (j = 0;j < style->numsurfaces;j++)
7515 update[list[j]] = true;
7520 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7524 R_DrawDebugModel(ent);
7525 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7531 rsurface.uselightmaptexture = false;
7532 rsurface.texture = NULL;
7533 rsurface.rtlight = NULL;
7535 // add visible surfaces to draw list
7536 for (i = 0;i < model->nummodelsurfaces;i++)
7537 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7538 // don't do anything if there were no surfaces
7539 if (!numsurfacelist)
7541 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7544 // update lightmaps if needed
7546 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7548 R_BuildLightMap(ent, surfaces + j);
7549 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7550 GL_AlphaTest(false);
7552 // add to stats if desired
7553 if (r_speeds.integer && !skysurfaces && !depthonly)
7555 r_refdef.stats.entities_surfaces += numsurfacelist;
7556 for (j = 0;j < numsurfacelist;j++)
7557 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7559 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity