2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 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)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 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"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 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 in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 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)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 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)"};
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
133 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"};
135 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"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 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);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
451 "// enable various extensions depending on permutation:\n"
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "# extension GL_EXT_gpu_shader4 : enable\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "# extension GL_ARB_texture_gather : enable\n"
464 "# ifdef GL_AMD_texture_texture4\n"
465 "# extension GL_AMD_texture_texture4 : enable\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
478 "// common definitions between vertex shader and fragment shader:\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
494 "# ifdef VERTEX_SHADER\n"
497 " gl_Position = ftransform();\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
506 " gl_Position = ftransform();\n"
507 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
510 "# ifdef FRAGMENT_SHADER\n"
513 " gl_FragColor = gl_Color;\n"
517 "#else // !MODE_SHOWDEPTH\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
523 " gl_FrontColor = gl_Color;\n"
524 " gl_Position = ftransform();\n"
525 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
527 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
531 "# ifdef FRAGMENT_SHADER\n"
533 "uniform sampler2D Texture_First;\n"
535 "uniform sampler2D Texture_Second;\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
555 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
557 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
559 "#ifdef USEVIEWTINT\n"
560 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// 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"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
570 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
571 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
574 "#ifdef USESATURATION\n"
575 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
581 "#ifdef USEGAMMARAMPS\n"
582 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
595 " gl_FrontColor = gl_Color;\n"
596 "# ifdef USEDIFFUSE\n"
597 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
599 "# ifdef USESPECULAR\n"
600 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
602 " gl_Position = ftransform();\n"
605 "# ifdef FRAGMENT_SHADER\n"
607 "# ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
610 "# ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
616 " gl_FragColor = gl_Color;\n"
617 "# ifdef USEDIFFUSE\n"
618 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
621 "# ifdef USESPECULAR\n"
622 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
624 "# ifdef USECOLORMAPPING\n"
625 " gl_FragColor *= tex2;\n"
628 " gl_FragColor += tex2;\n"
630 "# ifdef USEVERTEXTEXTUREBLEND\n"
631 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
636 "#else // !MODE_GENERIC\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
642 "varying vec2 TexCoordLightmap;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
655 "varying vec3 EyeVector;\n"
657 "varying vec3 EyeVectorModelSpace;\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
685 "// 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"
689 " gl_FrontColor = gl_Color;\n"
690 " // copy the surface texcoord\n"
691 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 " // transform vertex position into light attenuation/cubemap space\n"
703 " // (-1 to +1 across the light box)\n"
704 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
706 " // transform unnormalized light direction into tangent space\n"
707 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 " // normalize it per pixel)\n"
709 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
721 " // transform unnormalized eye direction into tangent space\n"
723 " vec3 EyeVectorModelSpace;\n"
725 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 " VectorS = gl_MultiTexCoord1.xyz;\n"
732 " VectorT = gl_MultiTexCoord2.xyz;\n"
733 " VectorR = gl_MultiTexCoord3.xyz;\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
744 " gl_Position = ftransform();\n"
746 "#ifdef MODE_WATER\n"
747 " ModelViewProjectionPosition = gl_Position;\n"
749 "#ifdef MODE_REFRACTION\n"
750 " ModelViewProjectionPosition = gl_Position;\n"
752 "#ifdef USEREFLECTION\n"
753 " ModelViewProjectionPosition = gl_Position;\n"
757 "#endif // VERTEX_SHADER\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
784 "#define showshadowmap 0\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
822 "uniform myhalf4 TintColor;\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
843 "//# ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 " // 14 sample relief mapping: linear search and then binary search\n"
869 " // this basically steps forward a small amount repeatedly until it finds\n"
870 " // itself inside solid, then jitters forward and back using decreasing\n"
871 " // amounts to find the impact\n"
872 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 " vec3 RT = vec3(TexCoord, 1);\n"
876 " OffsetVector *= 0.1;\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
887 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
888 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
889 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
890 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
893 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 " // this basically moves forward the full distance, and then backs up based\n"
895 " // on height of samples\n"
896 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 " TexCoord += OffsetVector;\n"
900 " OffsetVector *= 0.333;\n"
901 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 " return TexCoord;\n"
907 "#endif // USEOFFSETMAPPING\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
917 " vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
922 " if (adir.x > adir.y)\n"
924 " if (adir.x > adir.z) // X\n"
928 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
934 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
939 " if (adir.y > adir.z) // Y\n"
943 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
949 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
953 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 " stc.xy += offset * ShadowMap_Parameters.y;\n"
955 " stc.z += ShadowMap_Parameters.z;\n"
956 "# if showshadowmap\n"
957 " stc.xy *= ShadowMap_TextureScale;\n"
961 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 " float ma = max(max(adir.x, adir.y), adir.z);\n"
963 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 " stc.z += ShadowMap_Parameters.z;\n"
966 "# if showshadowmap\n"
967 " stc.xy *= ShadowMap_TextureScale;\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
977 " vec3 adir = abs(dir);\n"
978 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
986 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
988 "# ifdef USESHADOWSAMPLER\n"
990 "# ifdef USESHADOWMAPPCF\n"
991 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
994 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
999 "# ifdef USESHADOWMAPPCF\n"
1000 "# if USESHADOWMAPPCF > 1\n"
1001 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1004 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1005 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1006 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1007 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1010 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 " vec2 offset = fract(shadowmaptc.xy);\n"
1012 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1014 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1015 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1019 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1030 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1033 "# ifdef USESHADOWSAMPLER\n"
1034 "# ifdef USESHADOWMAPPCF\n"
1035 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1036 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1039 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1042 "# ifdef USESHADOWMAPPCF\n"
1043 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "# ifdef GL_ARB_texture_gather\n"
1045 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1047 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1049 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 " center *= ShadowMap_TextureScale;\n"
1051 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1054 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1055 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "# ifdef GL_EXT_gpu_shader4\n"
1060 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1062 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1064 "# if USESHADOWMAPPCF > 1\n"
1065 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 " center *= ShadowMap_TextureScale;\n"
1067 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1069 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1070 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1071 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1074 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1077 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1078 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1083 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1093 " // apply depth texture cubemap as light filter\n"
1094 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1096 "# ifdef USESHADOWSAMPLER\n"
1097 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1099 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1106 "#ifdef MODE_WATER\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 " // apply offsetmapping\n"
1113 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1117 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 " // FIXME temporary hack to detect the case that the reflection\n"
1122 " // gets blackened at edges due to leaving the area that contains actual\n"
1124 " // Remove this 'ack once we have a better way to stop this thing from\n"
1126 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1143 "// refraction pass\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 " // apply offsetmapping\n"
1148 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1152 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 " // FIXME temporary hack to detect the case that the reflection\n"
1157 " // gets blackened at edges due to leaving the area that contains actual\n"
1159 " // Remove this 'ack once we have a better way to stop this thing from\n"
1161 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1169 "#else // !MODE_REFRACTION\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 " // apply offsetmapping\n"
1174 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1178 " // combine the diffuse textures (base, pants, shirt)\n"
1179 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1189 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1192 "#ifdef USEDIFFUSE\n"
1193 " // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "# ifdef USESPECULAR\n"
1197 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1200 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "# ifdef USESPECULAR\n"
1202 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 " // light source\n"
1212 " // calculate surface normal, light normal, and specular normal\n"
1213 " // compute color intensity for the two textures (colormap and glossmap)\n"
1214 " // scale by light color and attenuation as efficiently as possible\n"
1215 " // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 " // get the light normal\n"
1218 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1220 "# ifdef USESPECULAR\n"
1221 "# ifndef USEEXACTSPECULARMATH\n"
1222 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1225 " // calculate directional shading\n"
1226 "# ifdef USEEXACTSPECULARMATH\n"
1227 " 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"
1229 " 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"
1232 "# ifdef USEDIFFUSE\n"
1233 " // calculate directional shading\n"
1234 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1236 " // calculate directionless shading\n"
1237 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1247 "# ifdef USECUBEFILTER\n"
1248 " // apply light cubemap filter\n"
1249 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 " // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 " // get the light normal\n"
1261 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1263 "# ifdef USESPECULAR\n"
1264 " // calculate directional shading\n"
1265 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "# ifdef USEEXACTSPECULARMATH\n"
1267 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1269 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1273 "# ifdef USEDIFFUSE\n"
1275 " // calculate directional shading\n"
1276 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1278 " color.rgb *= AmbientColor;\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1289 " // get the light normal\n"
1290 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 " myhalf3 diffusenormal;\n"
1292 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "# ifdef USEEXACTSPECULARMATH\n"
1308 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1310 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1315 " // apply lightmap color\n"
1316 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1325 " // get the light normal\n"
1326 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "# ifdef USEEXACTSPECULARMATH\n"
1331 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1333 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1338 " // apply lightmap color\n"
1339 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 " // apply lightmap color\n"
1347 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 " // apply lightmap color\n"
1355 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1370 " color *= TintColor;\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1376 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1380 " color.rgb *= SceneBrightness;\n"
1382 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1384 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1387 " // 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"
1388 "#ifdef USEREFLECTION\n"
1389 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 " // FIXME temporary hack to detect the case that the reflection\n"
1394 " // gets blackened at edges due to leaving the area that contains actual\n"
1396 " // Remove this 'ack once we have a better way to stop this thing from\n"
1398 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1406 " gl_FragColor = vec4(color);\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "# ifdef USESHADOWSAMPLER\n"
1411 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1413 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "# ifdef USESHADOWSAMPLER\n"
1418 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1420 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "# ifdef USESHADOWSAMPLER\n"
1426 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1428 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1436 "#endif // FRAGMENT_SHADER\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1444 typedef struct shaderpermutationinfo_s
1446 const char *pretext;
1449 shaderpermutationinfo_t;
1451 typedef struct shadermodeinfo_s
1453 const char *vertexfilename;
1454 const char *geometryfilename;
1455 const char *fragmentfilename;
1456 const char *pretext;
1461 typedef enum shaderpermutation_e
1463 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1489 shaderpermutation_t;
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1494 {"#define USEDIFFUSE\n", " diffuse"},
1495 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498 {"#define USECUBEFILTER\n", " cubefilter"},
1499 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502 {"#define USEREFLECTION\n", " reflection"},
1503 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1517 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1537 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1555 /// hash lookup data
1556 struct r_glsl_permutation_s *hashnext;
1558 unsigned int permutation;
1560 /// indicates if we have tried compiling this permutation already
1562 /// 0 if compilation failed
1564 /// locations of detected uniforms in program object, or -1 if not found
1565 int loc_Texture_First;
1566 int loc_Texture_Second;
1567 int loc_Texture_GammaRamps;
1568 int loc_Texture_Normal;
1569 int loc_Texture_Color;
1570 int loc_Texture_Gloss;
1571 int loc_Texture_Glow;
1572 int loc_Texture_SecondaryNormal;
1573 int loc_Texture_SecondaryColor;
1574 int loc_Texture_SecondaryGloss;
1575 int loc_Texture_SecondaryGlow;
1576 int loc_Texture_Pants;
1577 int loc_Texture_Shirt;
1578 int loc_Texture_FogMask;
1579 int loc_Texture_Lightmap;
1580 int loc_Texture_Deluxemap;
1581 int loc_Texture_Attenuation;
1582 int loc_Texture_Cube;
1583 int loc_Texture_Refraction;
1584 int loc_Texture_Reflection;
1585 int loc_Texture_ShadowMapRect;
1586 int loc_Texture_ShadowMapCube;
1587 int loc_Texture_ShadowMap2D;
1588 int loc_Texture_CubeProjection;
1590 int loc_LightPosition;
1591 int loc_EyePosition;
1592 int loc_Color_Pants;
1593 int loc_Color_Shirt;
1594 int loc_FogRangeRecip;
1595 int loc_AmbientScale;
1596 int loc_DiffuseScale;
1597 int loc_SpecularScale;
1598 int loc_SpecularPower;
1600 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601 int loc_OffsetMapping_Scale;
1603 int loc_AmbientColor;
1604 int loc_DiffuseColor;
1605 int loc_SpecularColor;
1607 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608 int loc_GammaCoeff; ///< 1 / gamma
1609 int loc_DistortScaleRefractReflect;
1610 int loc_ScreenScaleRefractReflect;
1611 int loc_ScreenCenterRefractReflect;
1612 int loc_RefractColor;
1613 int loc_ReflectColor;
1614 int loc_ReflectFactor;
1615 int loc_ReflectOffset;
1623 int loc_ShadowMap_TextureScale;
1624 int loc_ShadowMap_Parameters;
1626 r_glsl_permutation_t;
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1639 //unsigned int hashdepth = 0;
1640 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641 r_glsl_permutation_t *p;
1642 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1644 if (p->mode == mode && p->permutation == permutation)
1646 //if (hashdepth > 10)
1647 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1652 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1654 p->permutation = permutation;
1655 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656 r_glsl_permutationhash[mode][hashindex] = p;
1657 //if (hashdepth > 10)
1658 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1665 if (!filename || !filename[0])
1667 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1670 if (printfromdisknotice)
1671 Con_DPrint("from disk... ");
1672 return shaderstring;
1674 else if (!strcmp(filename, "glsl/default.glsl"))
1676 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1679 return shaderstring;
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1685 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686 int vertstrings_count = 0;
1687 int geomstrings_count = 0;
1688 int fragstrings_count = 0;
1689 char *vertexstring, *geometrystring, *fragmentstring;
1690 const char *vertstrings_list[32+3];
1691 const char *geomstrings_list[32+3];
1692 const char *fragstrings_list[32+3];
1693 char permutationname[256];
1700 permutationname[0] = 0;
1701 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1705 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1707 // the first pretext is which type of shader to compile as
1708 // (later these will all be bound together as a program object)
1709 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1713 // the second pretext is the mode (for example a light source)
1714 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1719 // now add all the permutation pretexts
1720 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1722 if (permutation & (1<<i))
1724 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1731 // keep line numbers correct
1732 vertstrings_list[vertstrings_count++] = "\n";
1733 geomstrings_list[geomstrings_count++] = "\n";
1734 fragstrings_list[fragstrings_count++] = "\n";
1738 // now append the shader text itself
1739 vertstrings_list[vertstrings_count++] = vertexstring;
1740 geomstrings_list[geomstrings_count++] = geometrystring;
1741 fragstrings_list[fragstrings_count++] = fragmentstring;
1743 // if any sources were NULL, clear the respective list
1745 vertstrings_count = 0;
1746 if (!geometrystring)
1747 geomstrings_count = 0;
1748 if (!fragmentstring)
1749 fragstrings_count = 0;
1751 // compile the shader program
1752 if (vertstrings_count + geomstrings_count + fragstrings_count)
1753 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1757 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758 // look up all the uniform variable names we care about, so we don't
1759 // have to look them up every time we set them
1760 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1761 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1762 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1765 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1784 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1785 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1786 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1787 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1788 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1791 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1793 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1794 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1795 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1798 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1799 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1801 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1802 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1807 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1808 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1812 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1813 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1814 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1815 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1816 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1817 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1818 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820 // initialize the samplers to refer to the texture units we use
1821 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1822 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1823 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1824 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1825 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1826 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1827 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1828 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1832 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1833 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1834 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1835 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1836 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1837 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1838 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1839 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1840 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1841 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1842 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1843 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1844 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1846 if (developer.integer)
1847 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1850 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1854 Mem_Free(vertexstring);
1856 Mem_Free(geometrystring);
1858 Mem_Free(fragmentstring);
1861 void R_GLSL_Restart_f(void)
1863 unsigned int i, limit;
1864 r_glsl_permutation_t *p;
1865 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866 for (i = 0;i < limit;i++)
1868 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1870 GL_Backend_FreeProgram(p->program);
1871 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1874 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1877 void R_GLSL_DumpShader_f(void)
1881 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1884 Con_Printf("failed to write to glsl/default.glsl\n");
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, shadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1898 Con_Printf("glsl/default.glsl written\n");
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1903 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904 if (r_glsl_permutation != perm)
1906 r_glsl_permutation = perm;
1907 if (!r_glsl_permutation->program)
1909 if (!r_glsl_permutation->compiled)
1910 R_GLSL_CompilePermutation(perm, mode, permutation);
1911 if (!r_glsl_permutation->program)
1913 // remove features until we find a valid permutation
1915 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1917 // reduce i more quickly whenever it would not remove any bits
1918 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919 if (!(permutation & j))
1922 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923 if (!r_glsl_permutation->compiled)
1924 R_GLSL_CompilePermutation(perm, mode, permutation);
1925 if (r_glsl_permutation->program)
1928 if (i >= SHADERPERMUTATION_COUNT)
1930 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");
1931 Cvar_SetValueQuick(&r_glsl, 0);
1932 R_GLSL_Restart_f(); // unload shaders
1933 return; // no bit left to clear
1938 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1942 void R_SetupGenericShader(qboolean usetexture)
1944 if (gl_support_fragment_shader)
1946 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948 else if (r_glsl_permutation)
1950 r_glsl_permutation = NULL;
1951 qglUseProgramObjectARB(0);CHECKGLERROR
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1958 if (gl_support_fragment_shader)
1960 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961 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))));
1962 else if (r_glsl_permutation)
1964 r_glsl_permutation = NULL;
1965 qglUseProgramObjectARB(0);CHECKGLERROR
1968 if (!r_glsl_permutation)
1970 if (texturemode == GL_DECAL && gl_combine.integer)
1971 texturemode = GL_INTERPOLATE_ARB;
1972 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1976 void R_SetupDepthOrShadowShader(void)
1978 if (gl_support_fragment_shader)
1980 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982 else if (r_glsl_permutation)
1984 r_glsl_permutation = NULL;
1985 qglUseProgramObjectARB(0);CHECKGLERROR
1990 void R_SetupShowDepthShader(void)
1992 if (gl_support_fragment_shader)
1994 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996 else if (r_glsl_permutation)
1998 r_glsl_permutation = NULL;
1999 qglUseProgramObjectARB(0);CHECKGLERROR
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2017 // select a permutation of the lighting shader appropriate to this
2018 // combination of texture, entity, light source, and fogging, only use the
2019 // minimum features necessary to avoid wasting rendering time in the
2020 // fragment shader on features that are not being used
2021 unsigned int permutation = 0;
2022 unsigned int mode = 0;
2023 // TODO: implement geometry-shader based shadow volumes someday
2024 if (r_glsl_offsetmapping.integer)
2026 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027 if (r_glsl_offsetmapping_reliefmapping.integer)
2028 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2030 if (rsurfacepass == RSURFPASS_BACKGROUND)
2032 // distorted background
2033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034 mode = SHADERMODE_WATER;
2036 mode = SHADERMODE_REFRACTION;
2038 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2041 mode = SHADERMODE_LIGHTSOURCE;
2042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045 permutation |= SHADERPERMUTATION_CUBEFILTER;
2046 if (diffusescale > 0)
2047 permutation |= SHADERPERMUTATION_DIFFUSE;
2048 if (specularscale > 0)
2049 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050 if (r_refdef.fogenabled)
2051 permutation |= SHADERPERMUTATION_FOG;
2052 if (rsurface.texture->colormapping)
2053 permutation |= SHADERPERMUTATION_COLORMAPPING;
2054 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2056 if (r_shadow_usingshadowmaprect)
2057 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058 if (r_shadow_usingshadowmap2d)
2059 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060 if (r_shadow_usingshadowmapcube)
2061 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062 else if(r_shadow_shadowmapvsdct)
2063 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2065 if (r_shadow_shadowmapsampler)
2066 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067 if (r_shadow_shadowmappcf > 1)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069 else if (r_shadow_shadowmappcf)
2070 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2073 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2075 // unshaded geometry (fullbright or ambient model lighting)
2076 mode = SHADERMODE_FLATCOLOR;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080 permutation |= SHADERPERMUTATION_GLOW;
2081 if (r_refdef.fogenabled)
2082 permutation |= SHADERPERMUTATION_FOG;
2083 if (rsurface.texture->colormapping)
2084 permutation |= SHADERPERMUTATION_COLORMAPPING;
2085 if (r_glsl_offsetmapping.integer)
2087 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088 if (r_glsl_offsetmapping_reliefmapping.integer)
2089 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2091 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092 permutation |= SHADERPERMUTATION_REFLECTION;
2094 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2096 // directional model lighting
2097 mode = SHADERMODE_LIGHTDIRECTION;
2098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101 permutation |= SHADERPERMUTATION_GLOW;
2102 permutation |= SHADERPERMUTATION_DIFFUSE;
2103 if (specularscale > 0)
2104 permutation |= SHADERPERMUTATION_SPECULAR;
2105 if (r_refdef.fogenabled)
2106 permutation |= SHADERPERMUTATION_FOG;
2107 if (rsurface.texture->colormapping)
2108 permutation |= SHADERPERMUTATION_COLORMAPPING;
2109 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110 permutation |= SHADERPERMUTATION_REFLECTION;
2112 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2114 // ambient model lighting
2115 mode = SHADERMODE_LIGHTDIRECTION;
2116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119 permutation |= SHADERPERMUTATION_GLOW;
2120 if (r_refdef.fogenabled)
2121 permutation |= SHADERPERMUTATION_FOG;
2122 if (rsurface.texture->colormapping)
2123 permutation |= SHADERPERMUTATION_COLORMAPPING;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125 permutation |= SHADERPERMUTATION_REFLECTION;
2130 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2132 // deluxemapping (light direction texture)
2133 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2136 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137 permutation |= SHADERPERMUTATION_DIFFUSE;
2138 if (specularscale > 0)
2139 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2141 else if (r_glsl_deluxemapping.integer >= 2)
2143 // fake deluxemapping (uniform light direction in tangentspace)
2144 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145 permutation |= SHADERPERMUTATION_DIFFUSE;
2146 if (specularscale > 0)
2147 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2149 else if (rsurface.uselightmaptexture)
2151 // ordinary lightmapping (q1bsp, q3bsp)
2152 mode = SHADERMODE_LIGHTMAP;
2156 // ordinary vertex coloring (q3bsp)
2157 mode = SHADERMODE_VERTEXCOLOR;
2159 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162 permutation |= SHADERPERMUTATION_GLOW;
2163 if (r_refdef.fogenabled)
2164 permutation |= SHADERPERMUTATION_FOG;
2165 if (rsurface.texture->colormapping)
2166 permutation |= SHADERPERMUTATION_COLORMAPPING;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168 permutation |= SHADERPERMUTATION_REFLECTION;
2170 if(permutation & SHADERPERMUTATION_SPECULAR)
2171 if(r_shadow_glossexact.integer)
2172 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173 R_SetupShader_SetPermutation(mode, permutation);
2174 if (mode == SHADERMODE_LIGHTSOURCE)
2176 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177 if (permutation & SHADERPERMUTATION_DIFFUSE)
2179 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2186 // ambient only is simpler
2187 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]);
2188 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2192 // additive passes are only darkened by fog, not tinted
2193 if (r_glsl_permutation->loc_FogColor >= 0)
2194 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2200 if (mode == SHADERMODE_LIGHTDIRECTION)
2202 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);
2203 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);
2204 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);
2205 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]);
2209 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2213 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]);
2214 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215 // additive passes are only darkened by fog, not tinted
2216 if (r_glsl_permutation->loc_FogColor >= 0)
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2221 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2223 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);
2224 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]);
2225 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]);
2226 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2231 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233 if (r_glsl_permutation->loc_Color_Pants >= 0)
2235 if (rsurface.texture->currentskinframe->pants)
2236 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2238 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2240 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2242 if (rsurface.texture->currentskinframe->shirt)
2243 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2245 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2247 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2250 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2254 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2256 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2260 #define SKINFRAME_HASH 1024
2264 int loadsequence; // incremented each level change
2265 memexpandablearray_t array;
2266 skinframe_t *hash[SKINFRAME_HASH];
2269 r_skinframe_t r_skinframe;
2271 void R_SkinFrame_PrepareForPurge(void)
2273 r_skinframe.loadsequence++;
2274 // wrap it without hitting zero
2275 if (r_skinframe.loadsequence >= 200)
2276 r_skinframe.loadsequence = 1;
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2283 // mark the skinframe as used for the purging code
2284 skinframe->loadsequence = r_skinframe.loadsequence;
2287 void R_SkinFrame_Purge(void)
2291 for (i = 0;i < SKINFRAME_HASH;i++)
2293 for (s = r_skinframe.hash[i];s;s = s->next)
2295 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2297 if (s->merged == s->base)
2299 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300 R_PurgeTexture(s->stain );s->stain = NULL;
2301 R_PurgeTexture(s->merged);s->merged = NULL;
2302 R_PurgeTexture(s->base );s->base = NULL;
2303 R_PurgeTexture(s->pants );s->pants = NULL;
2304 R_PurgeTexture(s->shirt );s->shirt = NULL;
2305 R_PurgeTexture(s->nmap );s->nmap = NULL;
2306 R_PurgeTexture(s->gloss );s->gloss = NULL;
2307 R_PurgeTexture(s->glow );s->glow = NULL;
2308 R_PurgeTexture(s->fog );s->fog = NULL;
2309 s->loadsequence = 0;
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2317 char basename[MAX_QPATH];
2319 Image_StripImageExtension(name, basename, sizeof(basename));
2321 if( last == NULL ) {
2323 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324 item = r_skinframe.hash[hashindex];
2329 // linearly search through the hash bucket
2330 for( ; item ; item = item->next ) {
2331 if( !strcmp( item->basename, basename ) ) {
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2342 char basename[MAX_QPATH];
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2352 rtexture_t *dyntexture;
2353 // check whether its a dynamic texture
2354 dyntexture = CL_GetDynTexture( basename );
2355 if (!add && !dyntexture)
2357 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358 memset(item, 0, sizeof(*item));
2359 strlcpy(item->basename, basename, sizeof(item->basename));
2360 item->base = dyntexture; // either NULL or dyntexture handle
2361 item->textureflags = textureflags;
2362 item->comparewidth = comparewidth;
2363 item->compareheight = compareheight;
2364 item->comparecrc = comparecrc;
2365 item->next = r_skinframe.hash[hashindex];
2366 r_skinframe.hash[hashindex] = item;
2368 else if( item->base == NULL )
2370 rtexture_t *dyntexture;
2371 // check whether its a dynamic texture
2372 // 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]
2373 dyntexture = CL_GetDynTexture( basename );
2374 item->base = dyntexture; // either NULL or dyntexture handle
2377 R_SkinFrame_MarkUsed(item);
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2383 unsigned long long avgcolor[5], wsum; \
2391 for(pix = 0; pix < cnt; ++pix) \
2394 for(comp = 0; comp < 3; ++comp) \
2396 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2399 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2401 for(comp = 0; comp < 3; ++comp) \
2402 avgcolor[comp] += getpixel * w; \
2405 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406 avgcolor[4] += getpixel; \
2408 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2410 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2418 // FIXME: it should be possible to disable loading various layers using
2419 // cvars, to prevent wasted loading time and memory usage if the user does
2421 qboolean loadnormalmap = true;
2422 qboolean loadgloss = true;
2423 qboolean loadpantsandshirt = true;
2424 qboolean loadglow = true;
2426 unsigned char *pixels;
2427 unsigned char *bumppixels;
2428 unsigned char *basepixels = NULL;
2429 int basepixels_width;
2430 int basepixels_height;
2431 skinframe_t *skinframe;
2435 if (cls.state == ca_dedicated)
2438 // return an existing skinframe if already loaded
2439 // if loading of the first image fails, don't make a new skinframe as it
2440 // would cause all future lookups of this to be missing
2441 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442 if (skinframe && skinframe->base)
2445 basepixels = loadimagepixelsbgra(name, complain, true);
2446 if (basepixels == NULL)
2449 if (developer_loading.integer)
2450 Con_Printf("loading skin \"%s\"\n", name);
2452 // we've got some pixels to store, so really allocate this new texture now
2454 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455 skinframe->stain = NULL;
2456 skinframe->merged = NULL;
2457 skinframe->base = r_texture_notexture;
2458 skinframe->pants = NULL;
2459 skinframe->shirt = NULL;
2460 skinframe->nmap = r_texture_blanknormalmap;
2461 skinframe->gloss = NULL;
2462 skinframe->glow = NULL;
2463 skinframe->fog = NULL;
2465 basepixels_width = image_width;
2466 basepixels_height = image_height;
2467 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);
2469 if (textureflags & TEXF_ALPHA)
2471 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472 if (basepixels[j] < 255)
2474 if (j < basepixels_width * basepixels_height * 4)
2476 // has transparent pixels
2478 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479 for (j = 0;j < image_width * image_height * 4;j += 4)
2484 pixels[j+3] = basepixels[j+3];
2486 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);
2491 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492 //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]);
2494 // _norm is the name used by tenebrae and has been adopted as standard
2497 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2499 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);
2503 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2505 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507 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);
2509 Mem_Free(bumppixels);
2511 else if (r_shadow_bumpscale_basetexture.value > 0)
2513 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515 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);
2519 // _luma is supported for tenebrae compatibility
2520 // (I think it's a very stupid name, but oh well)
2521 // _glow is the preferred name
2522 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;}
2523 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;}
2524 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;}
2525 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;}
2528 Mem_Free(basepixels);
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2536 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2539 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)
2544 for (i = 0;i < width*height;i++)
2545 if (((unsigned char *)&palette[in[i]])[3] > 0)
2547 if (i == width*height)
2550 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2557 unsigned char *temp1, *temp2;
2558 skinframe_t *skinframe;
2560 if (cls.state == ca_dedicated)
2563 // if already loaded just return it, otherwise make a new skinframe
2564 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565 if (skinframe && skinframe->base)
2568 skinframe->stain = NULL;
2569 skinframe->merged = NULL;
2570 skinframe->base = r_texture_notexture;
2571 skinframe->pants = NULL;
2572 skinframe->shirt = NULL;
2573 skinframe->nmap = r_texture_blanknormalmap;
2574 skinframe->gloss = NULL;
2575 skinframe->glow = NULL;
2576 skinframe->fog = NULL;
2578 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2582 if (developer_loading.integer)
2583 Con_Printf("loading 32bit skin \"%s\"\n", name);
2585 if (r_shadow_bumpscale_basetexture.value > 0)
2587 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588 temp2 = temp1 + width * height * 4;
2589 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2593 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594 if (textureflags & TEXF_ALPHA)
2596 for (i = 3;i < width * height * 4;i += 4)
2597 if (skindata[i] < 255)
2599 if (i < width * height * 4)
2601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602 memcpy(fogpixels, skindata, width * height * 4);
2603 for (i = 0;i < width * height * 4;i += 4)
2604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606 Mem_Free(fogpixels);
2610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611 //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]);
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2619 unsigned char *temp1, *temp2;
2620 unsigned int *palette;
2621 skinframe_t *skinframe;
2623 if (cls.state == ca_dedicated)
2626 // if already loaded just return it, otherwise make a new skinframe
2627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628 if (skinframe && skinframe->base)
2631 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2633 skinframe->stain = NULL;
2634 skinframe->merged = NULL;
2635 skinframe->base = r_texture_notexture;
2636 skinframe->pants = NULL;
2637 skinframe->shirt = NULL;
2638 skinframe->nmap = r_texture_blanknormalmap;
2639 skinframe->gloss = NULL;
2640 skinframe->glow = NULL;
2641 skinframe->fog = NULL;
2643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2647 if (developer_loading.integer)
2648 Con_Printf("loading quake skin \"%s\"\n", name);
2650 if (r_shadow_bumpscale_basetexture.value > 0)
2652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653 temp2 = temp1 + width * height * 4;
2654 // use either a custom palette or the quake palette
2655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2660 // use either a custom palette, or the quake palette
2661 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662 if (loadglowtexture)
2663 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664 if (loadpantsandshirt)
2666 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2669 if (skinframe->pants || skinframe->shirt)
2670 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
2671 if (textureflags & TEXF_ALPHA)
2673 for (i = 0;i < width * height;i++)
2674 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2676 if (i < width * height)
2677 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2680 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681 //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]);
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2688 skinframe_t *skinframe;
2690 if (cls.state == ca_dedicated)
2693 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694 skinframe->stain = NULL;
2695 skinframe->merged = NULL;
2696 skinframe->base = r_texture_notexture;
2697 skinframe->pants = NULL;
2698 skinframe->shirt = NULL;
2699 skinframe->nmap = r_texture_blanknormalmap;
2700 skinframe->gloss = NULL;
2701 skinframe->glow = NULL;
2702 skinframe->fog = NULL;
2704 skinframe->avgcolor[0] = rand() / RAND_MAX;
2705 skinframe->avgcolor[1] = rand() / RAND_MAX;
2706 skinframe->avgcolor[2] = rand() / RAND_MAX;
2707 skinframe->avgcolor[3] = 1;
2712 void gl_main_start(void)
2716 memset(r_queries, 0, sizeof(r_queries));
2718 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2721 // set up r_skinframe loading system for textures
2722 memset(&r_skinframe, 0, sizeof(r_skinframe));
2723 r_skinframe.loadsequence = 1;
2724 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2726 r_main_texturepool = R_AllocTexturePool();
2727 R_BuildBlankTextures();
2729 if (gl_texturecubemap)
2732 R_BuildNormalizationCube();
2734 r_texture_fogattenuation = NULL;
2735 r_texture_gammaramps = NULL;
2736 //r_texture_fogintensity = NULL;
2737 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738 memset(&r_waterstate, 0, sizeof(r_waterstate));
2739 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741 memset(&r_svbsp, 0, sizeof (r_svbsp));
2743 r_refdef.fogmasktable_density = 0;
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2750 qglDeleteQueriesARB(r_maxqueries, r_queries);
2754 memset(r_queries, 0, sizeof(r_queries));
2756 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2759 // clear out the r_skinframe state
2760 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761 memset(&r_skinframe, 0, sizeof(r_skinframe));
2764 Mem_Free(r_svbsp.nodes);
2765 memset(&r_svbsp, 0, sizeof (r_svbsp));
2766 R_FreeTexturePool(&r_main_texturepool);
2767 loadingscreentexture = NULL;
2768 r_texture_blanknormalmap = NULL;
2769 r_texture_white = NULL;
2770 r_texture_grey128 = NULL;
2771 r_texture_black = NULL;
2772 r_texture_whitecube = NULL;
2773 r_texture_normalizationcube = NULL;
2774 r_texture_fogattenuation = NULL;
2775 r_texture_gammaramps = NULL;
2776 //r_texture_fogintensity = NULL;
2777 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778 memset(&r_waterstate, 0, sizeof(r_waterstate));
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2785 // FIXME: move this code to client
2787 char *entities, entname[MAX_QPATH];
2790 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791 l = (int)strlen(entname) - 4;
2792 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2794 memcpy(entname + l, ".ent", 5);
2795 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2797 CL_ParseEntityLump(entities);
2802 if (cl.worldmodel->brush.entities)
2803 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2807 void GL_Main_Init(void)
2809 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2811 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814 if (gamemode == GAME_NEHAHRA)
2816 Cvar_RegisterVariable (&gl_fogenable);
2817 Cvar_RegisterVariable (&gl_fogdensity);
2818 Cvar_RegisterVariable (&gl_fogred);
2819 Cvar_RegisterVariable (&gl_foggreen);
2820 Cvar_RegisterVariable (&gl_fogblue);
2821 Cvar_RegisterVariable (&gl_fogstart);
2822 Cvar_RegisterVariable (&gl_fogend);
2823 Cvar_RegisterVariable (&gl_skyclip);
2825 Cvar_RegisterVariable(&r_motionblur);
2826 Cvar_RegisterVariable(&r_motionblur_maxblur);
2827 Cvar_RegisterVariable(&r_motionblur_bmin);
2828 Cvar_RegisterVariable(&r_motionblur_vmin);
2829 Cvar_RegisterVariable(&r_motionblur_vmax);
2830 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831 Cvar_RegisterVariable(&r_motionblur_randomize);
2832 Cvar_RegisterVariable(&r_damageblur);
2833 Cvar_RegisterVariable(&r_animcache);
2834 Cvar_RegisterVariable(&r_depthfirst);
2835 Cvar_RegisterVariable(&r_useinfinitefarclip);
2836 Cvar_RegisterVariable(&r_nearclip);
2837 Cvar_RegisterVariable(&r_showbboxes);
2838 Cvar_RegisterVariable(&r_showsurfaces);
2839 Cvar_RegisterVariable(&r_showtris);
2840 Cvar_RegisterVariable(&r_shownormals);
2841 Cvar_RegisterVariable(&r_showlighting);
2842 Cvar_RegisterVariable(&r_showshadowvolumes);
2843 Cvar_RegisterVariable(&r_showcollisionbrushes);
2844 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846 Cvar_RegisterVariable(&r_showdisabledepthtest);
2847 Cvar_RegisterVariable(&r_drawportals);
2848 Cvar_RegisterVariable(&r_drawentities);
2849 Cvar_RegisterVariable(&r_cullentities_trace);
2850 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853 Cvar_RegisterVariable(&r_drawviewmodel);
2854 Cvar_RegisterVariable(&r_speeds);
2855 Cvar_RegisterVariable(&r_fullbrights);
2856 Cvar_RegisterVariable(&r_wateralpha);
2857 Cvar_RegisterVariable(&r_dynamic);
2858 Cvar_RegisterVariable(&r_fullbright);
2859 Cvar_RegisterVariable(&r_shadows);
2860 Cvar_RegisterVariable(&r_shadows_darken);
2861 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863 Cvar_RegisterVariable(&r_shadows_throwdistance);
2864 Cvar_RegisterVariable(&r_shadows_throwdirection);
2865 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868 Cvar_RegisterVariable(&r_fog_exp2);
2869 Cvar_RegisterVariable(&r_drawfog);
2870 Cvar_RegisterVariable(&r_textureunits);
2871 Cvar_RegisterVariable(&r_glsl);
2872 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876 Cvar_RegisterVariable(&r_glsl_postprocess);
2877 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881 Cvar_RegisterVariable(&r_glsl_usegeneric);
2882 Cvar_RegisterVariable(&r_water);
2883 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884 Cvar_RegisterVariable(&r_water_clippingplanebias);
2885 Cvar_RegisterVariable(&r_water_refractdistort);
2886 Cvar_RegisterVariable(&r_water_reflectdistort);
2887 Cvar_RegisterVariable(&r_lerpsprites);
2888 Cvar_RegisterVariable(&r_lerpmodels);
2889 Cvar_RegisterVariable(&r_lerplightstyles);
2890 Cvar_RegisterVariable(&r_waterscroll);
2891 Cvar_RegisterVariable(&r_bloom);
2892 Cvar_RegisterVariable(&r_bloom_colorscale);
2893 Cvar_RegisterVariable(&r_bloom_brighten);
2894 Cvar_RegisterVariable(&r_bloom_blur);
2895 Cvar_RegisterVariable(&r_bloom_resolution);
2896 Cvar_RegisterVariable(&r_bloom_colorexponent);
2897 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898 Cvar_RegisterVariable(&r_hdr);
2899 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900 Cvar_RegisterVariable(&r_hdr_glowintensity);
2901 Cvar_RegisterVariable(&r_hdr_range);
2902 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903 Cvar_RegisterVariable(&developer_texturelogging);
2904 Cvar_RegisterVariable(&gl_lightmaps);
2905 Cvar_RegisterVariable(&r_test);
2906 Cvar_RegisterVariable(&r_batchmode);
2907 Cvar_RegisterVariable(&r_glsl_saturation);
2908 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909 Cvar_SetValue("r_fullbrights", 0);
2910 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2912 Cvar_RegisterVariable(&r_track_sprites);
2913 Cvar_RegisterVariable(&r_track_sprites_flags);
2914 Cvar_RegisterVariable(&r_track_sprites_scalew);
2915 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2931 void Render_Init(void)
2943 R_LightningBeams_Init();
2952 extern char *ENGINE_EXTENSIONS;
2955 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957 gl_version = (const char *)qglGetString(GL_VERSION);
2958 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2962 if (!gl_platformextensions)
2963 gl_platformextensions = "";
2965 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967 Con_Printf("GL_VERSION: %s\n", gl_version);
2968 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2971 VID_CheckExtensions();
2973 // LordHavoc: report supported extensions
2974 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2976 // clear to black (loading plaque will be seen over this)
2978 qglClearColor(0,0,0,1);CHECKGLERROR
2979 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2986 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2988 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2991 p = r_refdef.view.frustum + i;
2996 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3000 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3004 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3008 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3012 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3016 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3020 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3024 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3036 for (i = 0;i < numplanes;i++)
3043 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3047 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3051 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3055 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3059 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3063 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3067 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3071 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3079 //==================================================================================
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3084 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3089 typedef struct r_animcache_entity_s
3096 qboolean wantnormals;
3097 qboolean wanttangents;
3099 r_animcache_entity_t;
3101 typedef struct r_animcache_s
3103 r_animcache_entity_t entity[MAX_EDICTS*2];
3109 static r_animcache_t r_animcachestate;
3111 void R_AnimCache_Free(void)
3114 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3116 r_animcachestate.entity[idx].maxvertices = 0;
3117 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118 r_animcachestate.entity[idx].vertex3f = NULL;
3119 r_animcachestate.entity[idx].normal3f = NULL;
3120 r_animcachestate.entity[idx].svector3f = NULL;
3121 r_animcachestate.entity[idx].tvector3f = NULL;
3123 r_animcachestate.currentindex = 0;
3124 r_animcachestate.maxindex = 0;
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3131 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3133 if (cache->maxvertices >= numvertices)
3136 // Release existing memory
3137 if (cache->vertex3f)
3138 Mem_Free(cache->vertex3f);
3140 // Pad by 1024 verts
3141 cache->maxvertices = (numvertices + 1023) & ~1023;
3142 arraySize = cache->maxvertices * 3;
3144 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146 r_animcachestate.entity[cacheIdx].vertex3f = base;
3147 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3151 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3154 void R_AnimCache_NewFrame(void)
3158 if (r_animcache.integer && r_drawentities.integer)
3159 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160 else if (r_animcachestate.maxindex)
3163 r_animcachestate.currentindex = 0;
3165 for (i = 0;i < r_refdef.scene.numentities;i++)
3166 r_refdef.scene.entities[i]->animcacheindex = -1;
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3171 dp_model_t *model = ent->model;
3172 r_animcache_entity_t *c;
3173 // see if it's already cached this frame
3174 if (ent->animcacheindex >= 0)
3176 // add normals/tangents if needed
3177 c = r_animcachestate.entity + ent->animcacheindex;
3179 wantnormals = false;
3180 if (c->wanttangents)
3181 wanttangents = false;
3182 if (wantnormals || wanttangents)
3183 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3187 // see if this ent is worth caching
3188 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3190 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3192 // assign it a cache entry and make sure the arrays are big enough
3193 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194 ent->animcacheindex = r_animcachestate.currentindex++;
3195 c = r_animcachestate.entity + ent->animcacheindex;
3196 c->wantnormals = wantnormals;
3197 c->wanttangents = wanttangents;
3198 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3203 void R_AnimCache_CacheVisibleEntities(void)
3206 qboolean wantnormals;
3207 qboolean wanttangents;
3209 if (!r_animcachestate.maxindex)
3212 wantnormals = !r_showsurfaces.integer;
3213 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3215 // TODO: thread this?
3217 for (i = 0;i < r_refdef.scene.numentities;i++)
3219 if (!r_refdef.viewcache.entityvisible[i])
3221 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3225 //==================================================================================
3227 static void R_View_UpdateEntityLighting (void)
3230 entity_render_t *ent;
3231 vec3_t tempdiffusenormal;
3233 for (i = 0;i < r_refdef.scene.numentities;i++)
3235 ent = r_refdef.scene.entities[i];
3237 // skip unseen models
3238 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3242 if (ent->model && ent->model->brush.num_leafs)
3244 // TODO: use modellight for r_ambient settings on world?
3245 VectorSet(ent->modellight_ambient, 0, 0, 0);
3246 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3251 // fetch the lighting from the worldmodel data
3252 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));
3253 VectorClear(ent->modellight_diffuse);
3254 VectorClear(tempdiffusenormal);
3255 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3258 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3262 VectorSet(ent->modellight_ambient, 1, 1, 1);
3264 // move the light direction into modelspace coordinates for lighting code
3265 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266 if(VectorLength2(ent->modellight_lightdir) == 0)
3267 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268 VectorNormalize(ent->modellight_lightdir);
3272 static void R_View_UpdateEntityVisible (void)
3275 entity_render_t *ent;
3277 if (!r_drawentities.integer)
3280 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3283 // worldmodel can check visibility
3284 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285 for (i = 0;i < r_refdef.scene.numentities;i++)
3287 ent = r_refdef.scene.entities[i];
3288 if (!(ent->flags & renderimask))
3289 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)))
3290 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))
3291 r_refdef.viewcache.entityvisible[i] = true;
3293 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3295 for (i = 0;i < r_refdef.scene.numentities;i++)
3297 ent = r_refdef.scene.entities[i];
3298 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3300 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))
3301 ent->last_trace_visibility = realtime;
3302 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303 r_refdef.viewcache.entityvisible[i] = 0;
3310 // no worldmodel or it can't check visibility
3311 for (i = 0;i < r_refdef.scene.numentities;i++)
3313 ent = r_refdef.scene.entities[i];
3314 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));
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3323 entity_render_t *ent;
3325 if (!r_drawentities.integer)
3329 for (i = 0;i < r_refdef.scene.numentities;i++)
3331 if (!r_refdef.viewcache.entityvisible[i])
3333 ent = r_refdef.scene.entities[i];
3334 if (!ent->model || !ent->model->DrawSky)
3336 ent->model->DrawSky(ent);
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3346 entity_render_t *ent;
3348 if (!r_drawentities.integer)
3351 for (i = 0;i < r_refdef.scene.numentities;i++)
3353 if (!r_refdef.viewcache.entityvisible[i])
3355 ent = r_refdef.scene.entities[i];
3356 r_refdef.stats.entities++;
3357 if (ent->model && ent->model->Draw != NULL)
3358 ent->model->Draw(ent);
3364 static void R_DrawModelsDepth(void)
3367 entity_render_t *ent;
3369 if (!r_drawentities.integer)
3372 for (i = 0;i < r_refdef.scene.numentities;i++)
3374 if (!r_refdef.viewcache.entityvisible[i])
3376 ent = r_refdef.scene.entities[i];
3377 if (ent->model && ent->model->DrawDepth != NULL)
3378 ent->model->DrawDepth(ent);
3382 static void R_DrawModelsDebug(void)
3385 entity_render_t *ent;
3387 if (!r_drawentities.integer)
3390 for (i = 0;i < r_refdef.scene.numentities;i++)
3392 if (!r_refdef.viewcache.entityvisible[i])
3394 ent = r_refdef.scene.entities[i];
3395 if (ent->model && ent->model->DrawDebug != NULL)
3396 ent->model->DrawDebug(ent);
3400 static void R_DrawModelsAddWaterPlanes(void)
3403 entity_render_t *ent;
3405 if (!r_drawentities.integer)
3408 for (i = 0;i < r_refdef.scene.numentities;i++)
3410 if (!r_refdef.viewcache.entityvisible[i])
3412 ent = r_refdef.scene.entities[i];
3413 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414 ent->model->DrawAddWaterPlanes(ent);
3418 static void R_View_SetFrustum(void)
3421 double slopex, slopey;
3422 vec3_t forward, left, up, origin;
3424 // we can't trust r_refdef.view.forward and friends in reflected scenes
3425 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3428 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3443 zNear = r_refdef.nearclip;
3444 nudge = 1.0 - 1.0 / (1<<23);
3445 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3458 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461 r_refdef.view.frustum[0].dist = m[15] - m[12];
3463 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466 r_refdef.view.frustum[1].dist = m[15] + m[12];
3468 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471 r_refdef.view.frustum[2].dist = m[15] - m[13];
3473 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476 r_refdef.view.frustum[3].dist = m[15] + m[13];
3478 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481 r_refdef.view.frustum[4].dist = m[15] - m[14];
3483 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486 r_refdef.view.frustum[5].dist = m[15] + m[14];
3489 if (r_refdef.view.useperspective)
3491 slopex = 1.0 / r_refdef.view.frustum_x;
3492 slopey = 1.0 / r_refdef.view.frustum_y;
3493 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3495 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3496 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3497 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3499 // Leaving those out was a mistake, those were in the old code, and they
3500 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501 // I couldn't reproduce it after adding those normalizations. --blub
3502 VectorNormalize(r_refdef.view.frustum[0].normal);
3503 VectorNormalize(r_refdef.view.frustum[1].normal);
3504 VectorNormalize(r_refdef.view.frustum[2].normal);
3505 VectorNormalize(r_refdef.view.frustum[3].normal);
3507 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3509 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3510 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3511 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3513 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3521 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3532 r_refdef.view.numfrustumplanes = 5;
3534 if (r_refdef.view.useclipplane)
3536 r_refdef.view.numfrustumplanes = 6;
3537 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3540 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541 PlaneClassify(r_refdef.view.frustum + i);
3543 // LordHavoc: note to all quake engine coders, Quake had a special case
3544 // for 90 degrees which assumed a square view (wrong), so I removed it,
3545 // Quake2 has it disabled as well.
3547 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550 //PlaneClassify(&frustum[0]);
3552 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555 //PlaneClassify(&frustum[1]);
3557 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560 //PlaneClassify(&frustum[2]);
3562 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565 //PlaneClassify(&frustum[3]);
3568 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570 //PlaneClassify(&frustum[4]);
3573 void R_View_Update(void)
3575 R_View_SetFrustum();
3576 R_View_WorldVisibility(r_refdef.view.useclipplane);
3577 R_View_UpdateEntityVisible();
3578 R_View_UpdateEntityLighting();
3581 void R_SetupView(qboolean allowwaterclippingplane)
3583 const double *customclipplane = NULL;
3585 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3587 // LordHavoc: couldn't figure out how to make this approach the
3588 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591 dist = r_refdef.view.clipplane.dist;
3592 plane[0] = r_refdef.view.clipplane.normal[0];
3593 plane[1] = r_refdef.view.clipplane.normal[1];
3594 plane[2] = r_refdef.view.clipplane.normal[2];
3596 customclipplane = plane;
3599 if (!r_refdef.view.useperspective)
3600 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3601 else if (gl_stencil && r_useinfinitefarclip.integer)
3602 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3604 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3605 R_SetViewport(&r_refdef.view.viewport);
3608 void R_ResetViewRendering2D(void)
3610 r_viewport_t viewport;
3613 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3615 R_SetViewport(&viewport);
3616 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617 GL_Color(1, 1, 1, 1);
3618 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619 GL_BlendFunc(GL_ONE, GL_ZERO);
3620 GL_AlphaTest(false);
3621 GL_ScissorTest(false);
3622 GL_DepthMask(false);
3623 GL_DepthRange(0, 1);
3624 GL_DepthTest(false);
3625 R_Mesh_Matrix(&identitymatrix);
3626 R_Mesh_ResetTextureState();
3627 GL_PolygonOffset(0, 0);
3628 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631 qglStencilMask(~0);CHECKGLERROR
3632 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635 R_SetupGenericShader(true);
3638 void R_ResetViewRendering3D(void)
3643 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644 GL_Color(1, 1, 1, 1);
3645 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646 GL_BlendFunc(GL_ONE, GL_ZERO);
3647 GL_AlphaTest(false);
3648 GL_ScissorTest(true);
3650 GL_DepthRange(0, 1);
3652 R_Mesh_Matrix(&identitymatrix);
3653 R_Mesh_ResetTextureState();
3654 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658 qglStencilMask(~0);CHECKGLERROR
3659 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661 GL_CullFace(r_refdef.view.cullface_back);
3662 R_SetupGenericShader(true);
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3668 static void R_Water_StartFrame(void)
3671 int waterwidth, waterheight, texturewidth, textureheight;
3672 r_waterstate_waterplane_t *p;
3674 // set waterwidth and waterheight to the water resolution that will be
3675 // used (often less than the screen resolution for faster rendering)
3676 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3679 // calculate desired texture sizes
3680 // can't use water if the card does not support the texture size
3681 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682 texturewidth = textureheight = waterwidth = waterheight = 0;
3683 else if (gl_support_arb_texture_non_power_of_two)
3685 texturewidth = waterwidth;
3686 textureheight = waterheight;
3690 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3691 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3694 // allocate textures as needed
3695 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3697 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3700 if (p->texture_refraction)
3701 R_FreeTexture(p->texture_refraction);
3702 p->texture_refraction = NULL;
3703 if (p->texture_reflection)
3704 R_FreeTexture(p->texture_reflection);
3705 p->texture_reflection = NULL;
3707 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708 r_waterstate.texturewidth = texturewidth;
3709 r_waterstate.textureheight = textureheight;
3712 if (r_waterstate.texturewidth)
3714 r_waterstate.enabled = true;
3716 // when doing a reduced render (HDR) we want to use a smaller area
3717 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3720 // set up variables that will be used in shader setup
3721 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3727 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728 r_waterstate.numwaterplanes = 0;
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3733 int triangleindex, planeindex;
3739 r_waterstate_waterplane_t *p;
3740 texture_t *t = R_GetCurrentTexture(surface->texture);
3741 // just use the first triangle with a valid normal for any decisions
3742 VectorClear(normal);
3743 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3745 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749 if (VectorLength2(normal) >= 0.001)
3753 VectorCopy(normal, plane.normal);
3754 VectorNormalize(plane.normal);
3755 plane.dist = DotProduct(vert[0], plane.normal);
3756 PlaneClassify(&plane);
3757 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3759 // skip backfaces (except if nocullface is set)
3760 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3762 VectorNegate(plane.normal, plane.normal);
3764 PlaneClassify(&plane);
3768 // find a matching plane if there is one
3769 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3772 if (planeindex >= r_waterstate.maxwaterplanes)
3773 return; // nothing we can do, out of planes
3775 // if this triangle does not fit any known plane rendered this frame, add one
3776 if (planeindex >= r_waterstate.numwaterplanes)
3778 // store the new plane
3779 r_waterstate.numwaterplanes++;
3781 // clear materialflags and pvs
3782 p->materialflags = 0;
3783 p->pvsvalid = false;
3785 // merge this surface's materialflags into the waterplane
3786 p->materialflags |= t->currentmaterialflags;
3787 // merge this surface's PVS into the waterplane
3788 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3792 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3797 static void R_Water_ProcessPlanes(void)
3799 r_refdef_view_t originalview;
3800 r_refdef_view_t myview;
3802 r_waterstate_waterplane_t *p;
3804 originalview = r_refdef.view;
3806 // make sure enough textures are allocated
3807 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3809 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3811 if (!p->texture_refraction)
3812 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);
3813 if (!p->texture_refraction)
3817 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3819 if (!p->texture_reflection)
3820 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);
3821 if (!p->texture_reflection)
3827 r_refdef.view = originalview;
3828 r_refdef.view.showdebug = false;
3829 r_refdef.view.width = r_waterstate.waterwidth;
3830 r_refdef.view.height = r_waterstate.waterheight;
3831 r_refdef.view.useclipplane = true;
3832 myview = r_refdef.view;
3833 r_waterstate.renderingscene = true;
3834 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3836 // render the normal view scene and copy into texture
3837 // (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)
3838 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3840 r_refdef.view = myview;
3841 r_refdef.view.clipplane = p->plane;
3842 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844 PlaneClassify(&r_refdef.view.clipplane);
3846 R_ResetViewRendering3D();
3847 R_ClearScreen(r_refdef.fogenabled);
3851 // copy view into the screen texture
3852 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853 GL_ActiveTexture(0);
3855 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3860 r_refdef.view = myview;
3861 // render reflected scene and copy into texture
3862 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865 r_refdef.view.clipplane = p->plane;
3866 // reverse the cullface settings for this render
3867 r_refdef.view.cullface_front = GL_FRONT;
3868 r_refdef.view.cullface_back = GL_BACK;
3869 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3871 r_refdef.view.usecustompvs = true;
3873 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3875 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3878 R_ResetViewRendering3D();
3879 R_ClearScreen(r_refdef.fogenabled);
3883 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884 GL_ActiveTexture(0);
3886 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3889 r_waterstate.renderingscene = false;
3890 r_refdef.view = originalview;
3891 R_ResetViewRendering3D();
3892 R_ClearScreen(r_refdef.fogenabled);
3896 r_refdef.view = originalview;
3897 r_waterstate.renderingscene = false;
3898 Cvar_SetValueQuick(&r_water, 0);
3899 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3903 void R_Bloom_StartFrame(void)
3905 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3907 // set bloomwidth and bloomheight to the bloom resolution that will be
3908 // used (often less than the screen resolution for faster rendering)
3909 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3915 // calculate desired texture sizes
3916 if (gl_support_arb_texture_non_power_of_two)
3918 screentexturewidth = r_refdef.view.width;
3919 screentextureheight = r_refdef.view.height;
3920 bloomtexturewidth = r_bloomstate.bloomwidth;
3921 bloomtextureheight = r_bloomstate.bloomheight;
3925 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3926 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3927 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3928 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3931 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))
3933 Cvar_SetValueQuick(&r_hdr, 0);
3934 Cvar_SetValueQuick(&r_bloom, 0);
3935 Cvar_SetValueQuick(&r_motionblur, 0);
3936 Cvar_SetValueQuick(&r_damageblur, 0);
3939 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)))
3940 screentexturewidth = screentextureheight = 0;
3941 if (!r_hdr.integer && !r_bloom.integer)
3942 bloomtexturewidth = bloomtextureheight = 0;
3944 // allocate textures as needed
3945 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3947 if (r_bloomstate.texture_screen)
3948 R_FreeTexture(r_bloomstate.texture_screen);
3949 r_bloomstate.texture_screen = NULL;
3950 r_bloomstate.screentexturewidth = screentexturewidth;
3951 r_bloomstate.screentextureheight = screentextureheight;
3952 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953 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);
3955 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3957 if (r_bloomstate.texture_bloom)
3958 R_FreeTexture(r_bloomstate.texture_bloom);
3959 r_bloomstate.texture_bloom = NULL;
3960 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963 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);
3966 // when doing a reduced render (HDR) we want to use a smaller area
3967 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3973 // set up a texcoord array for the full resolution screen image
3974 // (we have to keep this around to copy back during final render)
3975 r_bloomstate.screentexcoord2f[0] = 0;
3976 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3977 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3978 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3979 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3980 r_bloomstate.screentexcoord2f[5] = 0;
3981 r_bloomstate.screentexcoord2f[6] = 0;
3982 r_bloomstate.screentexcoord2f[7] = 0;
3984 // set up a texcoord array for the reduced resolution bloom image
3985 // (which will be additive blended over the screen image)
3986 r_bloomstate.bloomtexcoord2f[0] = 0;
3987 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3989 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3991 r_bloomstate.bloomtexcoord2f[5] = 0;
3992 r_bloomstate.bloomtexcoord2f[6] = 0;
3993 r_bloomstate.bloomtexcoord2f[7] = 0;
3995 if (r_hdr.integer || r_bloom.integer)
3997 r_bloomstate.enabled = true;
3998 r_bloomstate.hdr = r_hdr.integer != 0;
4001 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4006 r_refdef.stats.bloom++;
4008 // scale down screen texture to the bloom texture size
4010 R_SetViewport(&r_bloomstate.viewport);
4011 GL_BlendFunc(GL_ONE, GL_ZERO);
4012 GL_Color(colorscale, colorscale, colorscale, 1);
4013 // TODO: optimize with multitexture or GLSL
4014 R_SetupGenericShader(true);
4015 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4020 // we now have a bloom image in the framebuffer
4021 // copy it into the bloom image texture for later processing
4022 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023 GL_ActiveTexture(0);
4025 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4029 void R_Bloom_CopyHDRTexture(void)
4031 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032 GL_ActiveTexture(0);
4034 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4035 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4038 void R_Bloom_MakeTexture(void)
4041 float xoffset, yoffset, r, brighten;
4043 r_refdef.stats.bloom++;
4045 R_ResetViewRendering2D();
4046 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047 R_Mesh_ColorPointer(NULL, 0, 0);
4048 R_SetupGenericShader(true);
4050 // we have a bloom image in the framebuffer
4052 R_SetViewport(&r_bloomstate.viewport);
4054 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4057 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059 GL_Color(r, r, r, 1);
4060 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4065 // copy the vertically blurred bloom view to a texture
4066 GL_ActiveTexture(0);
4068 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4072 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073 brighten = r_bloom_brighten.value;
4075 brighten *= r_hdr_range.value;
4077 brighten *= pow((3 * range) / (2 * range - 1), 2); // compensate for the "dot particle"
4078 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4079 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4081 for (dir = 0;dir < 2;dir++)
4083 // blend on at multiple vertical offsets to achieve a vertical blur
4084 // TODO: do offset blends using GLSL
4085 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4086 GL_BlendFunc(GL_ONE, GL_ZERO);
4087 for (x = -range;x <= range;x++)
4089 if (!dir){xoffset = 0;yoffset = x;}
4090 else {xoffset = x;yoffset = 0;}
4091 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4092 yoffset /= (float)r_bloomstate.bloomtextureheight;
4093 // compute a texcoord array with the specified x and y offset
4094 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4095 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4096 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4097 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4098 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4099 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4100 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4101 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4102 // this r value looks like a 'dot' particle, fading sharply to
4103 // black at the edges
4104 // (probably not realistic but looks good enough)
4105 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4106 //r = (dir ? 1.0f : brighten)/(range*2+1);
4107 r = (dir ? 1.0f : brighten) / (range * 2 + 1);
4109 r *= (1 - x*x/(float)(range*range));
4110 GL_Color(r, r, r, 1);
4111 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4112 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4113 GL_BlendFunc(GL_ONE, GL_ONE);
4116 // copy the vertically blurred bloom view to a texture
4117 GL_ActiveTexture(0);
4119 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4120 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4123 // apply subtract last
4124 // (just like it would be in a GLSL shader)
4125 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4127 GL_BlendFunc(GL_ONE, GL_ZERO);
4128 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4129 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4130 GL_Color(1, 1, 1, 1);
4131 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4132 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4134 GL_BlendFunc(GL_ONE, GL_ONE);
4135 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4136 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4137 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4138 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4139 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4140 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4141 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4143 // copy the darkened bloom view to a texture
4144 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4145 GL_ActiveTexture(0);
4147 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4148 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4152 void R_HDR_RenderBloomTexture(void)
4154 int oldwidth, oldheight;
4155 float oldcolorscale;
4157 oldcolorscale = r_refdef.view.colorscale;
4158 oldwidth = r_refdef.view.width;
4159 oldheight = r_refdef.view.height;
4160 r_refdef.view.width = r_bloomstate.bloomwidth;
4161 r_refdef.view.height = r_bloomstate.bloomheight;
4163 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4164 // TODO: add exposure compensation features
4165 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4167 r_refdef.view.showdebug = false;
4168 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4170 R_ResetViewRendering3D();
4172 R_ClearScreen(r_refdef.fogenabled);
4173 if (r_timereport_active)
4174 R_TimeReport("HDRclear");
4177 if (r_timereport_active)
4178 R_TimeReport("visibility");
4180 // only do secondary renders with HDR if r_hdr is 2 or higher
4181 r_waterstate.numwaterplanes = 0;
4182 if (r_waterstate.enabled && r_hdr.integer >= 2)
4183 R_RenderWaterPlanes();
4185 r_refdef.view.showdebug = true;
4187 r_waterstate.numwaterplanes = 0;
4189 R_ResetViewRendering2D();
4191 R_Bloom_CopyHDRTexture();
4192 R_Bloom_MakeTexture();
4194 // restore the view settings
4195 r_refdef.view.width = oldwidth;
4196 r_refdef.view.height = oldheight;
4197 r_refdef.view.colorscale = oldcolorscale;
4199 R_ResetViewRendering3D();
4201 R_ClearScreen(r_refdef.fogenabled);
4202 if (r_timereport_active)
4203 R_TimeReport("viewclear");
4206 static void R_BlendView(void)
4208 if (r_bloomstate.texture_screen)
4210 // make sure the buffer is available
4211 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4213 R_ResetViewRendering2D();
4214 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4215 R_Mesh_ColorPointer(NULL, 0, 0);
4216 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4217 GL_ActiveTexture(0);CHECKGLERROR
4219 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4221 // declare variables
4223 static float avgspeed;
4225 speed = VectorLength(cl.movement_velocity);
4227 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4228 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4230 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4231 speed = bound(0, speed, 1);
4232 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4234 // calculate values into a standard alpha
4235 cl.motionbluralpha = 1 - exp(-
4237 (r_motionblur.value * speed / 80)
4239 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4242 max(0.0001, cl.time - cl.oldtime) // fps independent
4245 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4246 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4248 if (cl.motionbluralpha > 0)
4250 R_SetupGenericShader(true);
4251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4252 GL_Color(1, 1, 1, cl.motionbluralpha);
4253 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4254 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4255 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4256 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4260 // copy view into the screen texture
4261 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4262 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4265 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4267 unsigned int permutation =
4268 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4269 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4270 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4271 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4272 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4274 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4276 // render simple bloom effect
4277 // copy the screen and shrink it and darken it for the bloom process
4278 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4279 // make the bloom texture
4280 R_Bloom_MakeTexture();
4283 R_ResetViewRendering2D();
4284 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4285 R_Mesh_ColorPointer(NULL, 0, 0);
4286 GL_Color(1, 1, 1, 1);
4287 GL_BlendFunc(GL_ONE, GL_ZERO);
4288 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4289 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4290 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4291 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4292 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4293 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4294 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4295 if (r_glsl_permutation->loc_TintColor >= 0)
4296 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4297 if (r_glsl_permutation->loc_ClientTime >= 0)
4298 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4299 if (r_glsl_permutation->loc_PixelSize >= 0)
4300 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4301 if (r_glsl_permutation->loc_UserVec1 >= 0)
4303 float a=0, b=0, c=0, d=0;
4304 #if _MSC_VER >= 1400
4305 #define sscanf sscanf_s
4307 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4308 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4310 if (r_glsl_permutation->loc_UserVec2 >= 0)
4312 float a=0, b=0, c=0, d=0;
4313 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4314 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4316 if (r_glsl_permutation->loc_UserVec3 >= 0)
4318 float a=0, b=0, c=0, d=0;
4319 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4320 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4322 if (r_glsl_permutation->loc_UserVec4 >= 0)
4324 float a=0, b=0, c=0, d=0;
4325 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4326 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4328 if (r_glsl_permutation->loc_Saturation >= 0)
4329 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4330 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4337 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4339 // render high dynamic range bloom effect
4340 // the bloom texture was made earlier this render, so we just need to
4341 // blend it onto the screen...
4342 R_ResetViewRendering2D();
4343 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4344 R_Mesh_ColorPointer(NULL, 0, 0);
4345 R_SetupGenericShader(true);
4346 GL_Color(1, 1, 1, 1);
4347 GL_BlendFunc(GL_ONE, GL_ONE);
4348 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4349 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4350 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4351 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4353 else if (r_bloomstate.texture_bloom)
4355 // render simple bloom effect
4356 // copy the screen and shrink it and darken it for the bloom process
4357 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4358 // make the bloom texture
4359 R_Bloom_MakeTexture();
4360 // put the original screen image back in place and blend the bloom
4362 R_ResetViewRendering2D();
4363 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4364 R_Mesh_ColorPointer(NULL, 0, 0);
4365 GL_Color(1, 1, 1, 1);
4366 GL_BlendFunc(GL_ONE, GL_ZERO);
4367 // do both in one pass if possible
4368 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4369 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4370 if (r_textureunits.integer >= 2 && gl_combine.integer)
4372 R_SetupGenericTwoTextureShader(GL_ADD);
4373 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4374 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4378 R_SetupGenericShader(true);
4379 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4380 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4381 // now blend on the bloom texture
4382 GL_BlendFunc(GL_ONE, GL_ONE);
4383 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4384 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4386 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4387 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4389 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4391 // apply a color tint to the whole view
4392 R_ResetViewRendering2D();
4393 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394 R_Mesh_ColorPointer(NULL, 0, 0);
4395 R_SetupGenericShader(false);
4396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4397 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4398 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4402 matrix4x4_t r_waterscrollmatrix;
4404 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4406 if (r_refdef.fog_density)
4408 r_refdef.fogcolor[0] = r_refdef.fog_red;
4409 r_refdef.fogcolor[1] = r_refdef.fog_green;
4410 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4414 VectorCopy(r_refdef.fogcolor, fogvec);
4415 // color.rgb *= ContrastBoost * SceneBrightness;
4416 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4417 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4418 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4419 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4424 void R_UpdateVariables(void)
4428 r_refdef.scene.ambient = r_ambient.value;
4430 r_refdef.farclip = 4096;
4431 if (r_refdef.scene.worldmodel)
4432 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4433 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4435 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4436 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4437 r_refdef.polygonfactor = 0;
4438 r_refdef.polygonoffset = 0;
4439 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4440 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4442 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4443 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4444 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4445 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4446 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4447 if (r_showsurfaces.integer)
4449 r_refdef.scene.rtworld = false;
4450 r_refdef.scene.rtworldshadows = false;
4451 r_refdef.scene.rtdlight = false;
4452 r_refdef.scene.rtdlightshadows = false;
4453 r_refdef.lightmapintensity = 0;
4456 if (gamemode == GAME_NEHAHRA)
4458 if (gl_fogenable.integer)
4460 r_refdef.oldgl_fogenable = true;
4461 r_refdef.fog_density = gl_fogdensity.value;
4462 r_refdef.fog_red = gl_fogred.value;
4463 r_refdef.fog_green = gl_foggreen.value;
4464 r_refdef.fog_blue = gl_fogblue.value;
4465 r_refdef.fog_alpha = 1;
4466 r_refdef.fog_start = 0;
4467 r_refdef.fog_end = gl_skyclip.value;
4469 else if (r_refdef.oldgl_fogenable)
4471 r_refdef.oldgl_fogenable = false;
4472 r_refdef.fog_density = 0;
4473 r_refdef.fog_red = 0;
4474 r_refdef.fog_green = 0;
4475 r_refdef.fog_blue = 0;
4476 r_refdef.fog_alpha = 0;
4477 r_refdef.fog_start = 0;
4478 r_refdef.fog_end = 0;
4482 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4483 r_refdef.fog_start = max(0, r_refdef.fog_start);
4484 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4486 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4488 if (r_refdef.fog_density && r_drawfog.integer)
4490 r_refdef.fogenabled = true;
4491 // this is the point where the fog reaches 0.9986 alpha, which we
4492 // consider a good enough cutoff point for the texture
4493 // (0.9986 * 256 == 255.6)
4494 if (r_fog_exp2.integer)
4495 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4497 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4498 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4499 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4500 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4501 // fog color was already set
4502 // update the fog texture
4503 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)
4504 R_BuildFogTexture();
4507 r_refdef.fogenabled = false;
4509 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4511 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4513 // build GLSL gamma texture
4514 #define RAMPWIDTH 256
4515 unsigned short ramp[RAMPWIDTH * 3];
4516 unsigned char rampbgr[RAMPWIDTH][4];
4519 r_texture_gammaramps_serial = vid_gammatables_serial;
4521 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4522 for(i = 0; i < RAMPWIDTH; ++i)
4524 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4525 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4526 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4529 if (r_texture_gammaramps)
4531 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4535 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);
4541 // remove GLSL gamma texture
4545 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4546 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4552 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4553 if( scenetype != r_currentscenetype ) {
4554 // store the old scenetype
4555 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4556 r_currentscenetype = scenetype;
4557 // move in the new scene
4558 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4567 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4569 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4570 if( scenetype == r_currentscenetype ) {
4571 return &r_refdef.scene;
4573 return &r_scenes_store[ scenetype ];
4582 void R_RenderView(void)
4584 if (r_timereport_active)
4585 R_TimeReport("start");
4586 r_frame++; // used only by R_GetCurrentTexture
4587 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4589 R_AnimCache_NewFrame();
4591 if (r_refdef.view.isoverlay)
4593 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4594 GL_Clear( GL_DEPTH_BUFFER_BIT );
4595 R_TimeReport("depthclear");
4597 r_refdef.view.showdebug = false;
4599 r_waterstate.enabled = false;
4600 r_waterstate.numwaterplanes = 0;
4608 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4609 return; //Host_Error ("R_RenderView: NULL worldmodel");
4611 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4613 // break apart the view matrix into vectors for various purposes
4614 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4615 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4616 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4617 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4618 // make an inverted copy of the view matrix for tracking sprites
4619 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4621 R_Shadow_UpdateWorldLightSelection();
4623 R_Bloom_StartFrame();
4624 R_Water_StartFrame();
4627 if (r_timereport_active)
4628 R_TimeReport("viewsetup");
4630 R_ResetViewRendering3D();
4632 if (r_refdef.view.clear || r_refdef.fogenabled)
4634 R_ClearScreen(r_refdef.fogenabled);
4635 if (r_timereport_active)
4636 R_TimeReport("viewclear");
4638 r_refdef.view.clear = true;
4640 // this produces a bloom texture to be used in R_BlendView() later
4642 R_HDR_RenderBloomTexture();
4644 r_refdef.view.showdebug = true;
4647 if (r_timereport_active)
4648 R_TimeReport("visibility");
4650 r_waterstate.numwaterplanes = 0;
4651 if (r_waterstate.enabled)
4652 R_RenderWaterPlanes();
4655 r_waterstate.numwaterplanes = 0;
4658 if (r_timereport_active)
4659 R_TimeReport("blendview");
4661 GL_Scissor(0, 0, vid.width, vid.height);
4662 GL_ScissorTest(false);
4666 void R_RenderWaterPlanes(void)
4668 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4670 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4671 if (r_timereport_active)
4672 R_TimeReport("waterworld");
4675 // don't let sound skip if going slow
4676 if (r_refdef.scene.extraupdate)
4679 R_DrawModelsAddWaterPlanes();
4680 if (r_timereport_active)
4681 R_TimeReport("watermodels");
4683 if (r_waterstate.numwaterplanes)
4685 R_Water_ProcessPlanes();
4686 if (r_timereport_active)
4687 R_TimeReport("waterscenes");
4691 extern void R_DrawLightningBeams (void);
4692 extern void VM_CL_AddPolygonsToMeshQueue (void);
4693 extern void R_DrawPortals (void);
4694 extern cvar_t cl_locs_show;
4695 static void R_DrawLocs(void);
4696 static void R_DrawEntityBBoxes(void);
4697 void R_RenderScene(void)
4699 r_refdef.stats.renders++;
4703 // don't let sound skip if going slow
4704 if (r_refdef.scene.extraupdate)
4707 R_MeshQueue_BeginScene();
4711 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);
4713 if (cl.csqc_vidvars.drawworld)
4715 // don't let sound skip if going slow
4716 if (r_refdef.scene.extraupdate)
4719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4721 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4722 if (r_timereport_active)
4723 R_TimeReport("worldsky");
4726 if (R_DrawBrushModelsSky() && r_timereport_active)
4727 R_TimeReport("bmodelsky");
4730 R_AnimCache_CacheVisibleEntities();
4732 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4734 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4735 if (r_timereport_active)
4736 R_TimeReport("worlddepth");
4738 if (r_depthfirst.integer >= 2)
4740 R_DrawModelsDepth();
4741 if (r_timereport_active)
4742 R_TimeReport("modeldepth");
4745 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4747 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4748 if (r_timereport_active)
4749 R_TimeReport("world");
4752 // don't let sound skip if going slow
4753 if (r_refdef.scene.extraupdate)
4757 if (r_timereport_active)
4758 R_TimeReport("models");
4760 // don't let sound skip if going slow
4761 if (r_refdef.scene.extraupdate)
4764 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4766 R_DrawModelShadows();
4767 R_ResetViewRendering3D();
4768 // don't let sound skip if going slow
4769 if (r_refdef.scene.extraupdate)
4773 R_ShadowVolumeLighting(false);
4774 if (r_timereport_active)
4775 R_TimeReport("rtlights");
4777 // don't let sound skip if going slow
4778 if (r_refdef.scene.extraupdate)
4781 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4783 R_DrawModelShadows();
4784 R_ResetViewRendering3D();
4785 // don't let sound skip if going slow
4786 if (r_refdef.scene.extraupdate)
4790 if (cl.csqc_vidvars.drawworld)
4792 R_DrawLightningBeams();
4793 if (r_timereport_active)
4794 R_TimeReport("lightning");
4797 if (r_timereport_active)
4798 R_TimeReport("decals");
4801 if (r_timereport_active)
4802 R_TimeReport("particles");
4805 if (r_timereport_active)
4806 R_TimeReport("explosions");
4809 R_SetupGenericShader(true);
4810 VM_CL_AddPolygonsToMeshQueue();
4812 if (r_refdef.view.showdebug)
4814 if (cl_locs_show.integer)
4817 if (r_timereport_active)
4818 R_TimeReport("showlocs");
4821 if (r_drawportals.integer)
4824 if (r_timereport_active)
4825 R_TimeReport("portals");
4828 if (r_showbboxes.value > 0)
4830 R_DrawEntityBBoxes();
4831 if (r_timereport_active)
4832 R_TimeReport("bboxes");
4836 R_SetupGenericShader(true);
4837 R_MeshQueue_RenderTransparent();
4838 if (r_timereport_active)
4839 R_TimeReport("drawtrans");
4841 R_SetupGenericShader(true);
4843 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))
4845 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4846 if (r_timereport_active)
4847 R_TimeReport("worlddebug");
4848 R_DrawModelsDebug();
4849 if (r_timereport_active)
4850 R_TimeReport("modeldebug");
4853 R_SetupGenericShader(true);
4855 if (cl.csqc_vidvars.drawworld)
4858 if (r_timereport_active)
4859 R_TimeReport("coronas");
4862 // don't let sound skip if going slow
4863 if (r_refdef.scene.extraupdate)
4866 R_ResetViewRendering2D();
4869 static const unsigned short bboxelements[36] =
4879 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4882 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4884 GL_DepthMask(false);
4885 GL_DepthRange(0, 1);
4886 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4887 R_Mesh_Matrix(&identitymatrix);
4888 R_Mesh_ResetTextureState();
4890 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4891 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4892 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4893 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4894 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4895 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4896 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4897 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4898 R_FillColors(color4f, 8, cr, cg, cb, ca);
4899 if (r_refdef.fogenabled)
4901 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4903 f1 = FogPoint_World(v);
4905 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4906 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4907 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4910 R_Mesh_VertexPointer(vertex3f, 0, 0);
4911 R_Mesh_ColorPointer(color4f, 0, 0);
4912 R_Mesh_ResetTextureState();
4913 R_SetupGenericShader(false);
4914 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4917 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4921 prvm_edict_t *edict;
4922 prvm_prog_t *prog_save = prog;
4924 // this function draws bounding boxes of server entities
4928 GL_CullFace(GL_NONE);
4929 R_SetupGenericShader(false);
4933 for (i = 0;i < numsurfaces;i++)
4935 edict = PRVM_EDICT_NUM(surfacelist[i]);
4936 switch ((int)edict->fields.server->solid)
4938 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4939 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4940 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4941 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4942 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4943 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4945 color[3] *= r_showbboxes.value;
4946 color[3] = bound(0, color[3], 1);
4947 GL_DepthTest(!r_showdisabledepthtest.integer);
4948 GL_CullFace(r_refdef.view.cullface_front);
4949 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4955 static void R_DrawEntityBBoxes(void)
4958 prvm_edict_t *edict;
4960 prvm_prog_t *prog_save = prog;
4962 // this function draws bounding boxes of server entities
4968 for (i = 0;i < prog->num_edicts;i++)
4970 edict = PRVM_EDICT_NUM(i);
4971 if (edict->priv.server->free)
4973 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4974 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4976 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4978 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4979 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4985 unsigned short nomodelelements[24] =
4997 float nomodelvertex3f[6*3] =
5007 float nomodelcolor4f[6*4] =
5009 0.0f, 0.0f, 0.5f, 1.0f,
5010 0.0f, 0.0f, 0.5f, 1.0f,
5011 0.0f, 0.5f, 0.0f, 1.0f,
5012 0.0f, 0.5f, 0.0f, 1.0f,
5013 0.5f, 0.0f, 0.0f, 1.0f,
5014 0.5f, 0.0f, 0.0f, 1.0f
5017 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5022 // this is only called once per entity so numsurfaces is always 1, and
5023 // surfacelist is always {0}, so this code does not handle batches
5024 R_Mesh_Matrix(&ent->matrix);
5026 if (ent->flags & EF_ADDITIVE)
5028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5029 GL_DepthMask(false);
5031 else if (ent->alpha < 1)
5033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5034 GL_DepthMask(false);
5038 GL_BlendFunc(GL_ONE, GL_ZERO);
5041 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5042 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5043 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5044 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5045 R_SetupGenericShader(false);
5046 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5047 if (r_refdef.fogenabled)
5050 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5051 R_Mesh_ColorPointer(color4f, 0, 0);
5052 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5053 f1 = FogPoint_World(org);
5055 for (i = 0, c = color4f;i < 6;i++, c += 4)
5057 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5058 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5059 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5063 else if (ent->alpha != 1)
5065 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5066 R_Mesh_ColorPointer(color4f, 0, 0);
5067 for (i = 0, c = color4f;i < 6;i++, c += 4)
5071 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5072 R_Mesh_ResetTextureState();
5073 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5076 void R_DrawNoModel(entity_render_t *ent)
5079 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5080 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5081 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5083 // R_DrawNoModelCallback(ent, 0);
5086 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5088 vec3_t right1, right2, diff, normal;
5090 VectorSubtract (org2, org1, normal);
5092 // calculate 'right' vector for start
5093 VectorSubtract (r_refdef.view.origin, org1, diff);
5094 CrossProduct (normal, diff, right1);
5095 VectorNormalize (right1);
5097 // calculate 'right' vector for end
5098 VectorSubtract (r_refdef.view.origin, org2, diff);
5099 CrossProduct (normal, diff, right2);
5100 VectorNormalize (right2);
5102 vert[ 0] = org1[0] + width * right1[0];
5103 vert[ 1] = org1[1] + width * right1[1];
5104 vert[ 2] = org1[2] + width * right1[2];
5105 vert[ 3] = org1[0] - width * right1[0];
5106 vert[ 4] = org1[1] - width * right1[1];
5107 vert[ 5] = org1[2] - width * right1[2];
5108 vert[ 6] = org2[0] - width * right2[0];
5109 vert[ 7] = org2[1] - width * right2[1];
5110 vert[ 8] = org2[2] - width * right2[2];
5111 vert[ 9] = org2[0] + width * right2[0];
5112 vert[10] = org2[1] + width * right2[1];
5113 vert[11] = org2[2] + width * right2[2];
5116 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5118 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)
5120 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5124 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5125 fog = FogPoint_World(origin);
5127 R_Mesh_Matrix(&identitymatrix);
5128 GL_BlendFunc(blendfunc1, blendfunc2);
5130 GL_CullFace(GL_NONE);
5132 GL_DepthMask(false);
5133 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5134 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5135 GL_DepthTest(!depthdisable);
5137 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5138 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5139 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5140 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5141 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5142 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5143 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5144 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5145 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5146 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5147 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5148 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5150 R_Mesh_VertexPointer(vertex3f, 0, 0);
5151 R_Mesh_ColorPointer(NULL, 0, 0);
5152 R_Mesh_ResetTextureState();
5153 R_SetupGenericShader(true);
5154 R_Mesh_TexBind(0, R_GetTexture(texture));
5155 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5156 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5157 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5158 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5160 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5162 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5163 GL_BlendFunc(blendfunc1, GL_ONE);
5165 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5166 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5170 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5175 VectorSet(v, x, y, z);
5176 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5177 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5179 if (i == mesh->numvertices)
5181 if (mesh->numvertices < mesh->maxvertices)
5183 VectorCopy(v, vertex3f);
5184 mesh->numvertices++;
5186 return mesh->numvertices;
5192 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5196 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5197 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5198 e = mesh->element3i + mesh->numtriangles * 3;
5199 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5201 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5202 if (mesh->numtriangles < mesh->maxtriangles)
5207 mesh->numtriangles++;
5209 element[1] = element[2];
5213 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5217 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5218 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5219 e = mesh->element3i + mesh->numtriangles * 3;
5220 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5222 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5223 if (mesh->numtriangles < mesh->maxtriangles)
5228 mesh->numtriangles++;
5230 element[1] = element[2];
5234 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5235 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5237 int planenum, planenum2;
5240 mplane_t *plane, *plane2;
5242 double temppoints[2][256*3];
5243 // figure out how large a bounding box we need to properly compute this brush
5245 for (w = 0;w < numplanes;w++)
5246 maxdist = max(maxdist, planes[w].dist);
5247 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5248 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5249 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5253 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5254 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5256 if (planenum2 == planenum)
5258 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);
5261 if (tempnumpoints < 3)
5263 // generate elements forming a triangle fan for this polygon
5264 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5268 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)
5270 texturelayer_t *layer;
5271 layer = t->currentlayers + t->currentnumlayers++;
5273 layer->depthmask = depthmask;
5274 layer->blendfunc1 = blendfunc1;
5275 layer->blendfunc2 = blendfunc2;
5276 layer->texture = texture;
5277 layer->texmatrix = *matrix;
5278 layer->color[0] = r * r_refdef.view.colorscale;
5279 layer->color[1] = g * r_refdef.view.colorscale;
5280 layer->color[2] = b * r_refdef.view.colorscale;
5281 layer->color[3] = a;
5284 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5287 index = parms[2] + r_refdef.scene.time * parms[3];
5288 index -= floor(index);
5292 case Q3WAVEFUNC_NONE:
5293 case Q3WAVEFUNC_NOISE:
5294 case Q3WAVEFUNC_COUNT:
5297 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5298 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5299 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5300 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5301 case Q3WAVEFUNC_TRIANGLE:
5303 f = index - floor(index);
5314 return (float)(parms[0] + parms[1] * f);
5317 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5322 matrix4x4_t matrix, temp;
5323 switch(tcmod->tcmod)
5327 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5328 matrix = r_waterscrollmatrix;
5330 matrix = identitymatrix;
5332 case Q3TCMOD_ENTITYTRANSLATE:
5333 // this is used in Q3 to allow the gamecode to control texcoord
5334 // scrolling on the entity, which is not supported in darkplaces yet.
5335 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5337 case Q3TCMOD_ROTATE:
5338 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5339 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5340 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5343 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5345 case Q3TCMOD_SCROLL:
5346 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5348 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5349 w = (int) tcmod->parms[0];
5350 h = (int) tcmod->parms[1];
5351 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5353 idx = (int) floor(f * w * h);
5354 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5356 case Q3TCMOD_STRETCH:
5357 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5358 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5360 case Q3TCMOD_TRANSFORM:
5361 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5362 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5363 VectorSet(tcmat + 6, 0 , 0 , 1);
5364 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5365 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5367 case Q3TCMOD_TURBULENT:
5368 // this is handled in the RSurf_PrepareVertices function
5369 matrix = identitymatrix;
5373 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5376 texture_t *R_GetCurrentTexture(texture_t *t)
5379 const entity_render_t *ent = rsurface.entity;
5380 dp_model_t *model = ent->model;
5381 q3shaderinfo_layer_tcmod_t *tcmod;
5383 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5384 return t->currentframe;
5385 t->update_lastrenderframe = r_frame;
5386 t->update_lastrenderentity = (void *)ent;
5388 // switch to an alternate material if this is a q1bsp animated material
5390 texture_t *texture = t;
5391 int s = ent->skinnum;
5392 if ((unsigned int)s >= (unsigned int)model->numskins)
5394 if (model->skinscenes)
5396 if (model->skinscenes[s].framecount > 1)
5397 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5399 s = model->skinscenes[s].firstframe;
5402 t = t + s * model->num_surfaces;
5405 // use an alternate animation if the entity's frame is not 0,
5406 // and only if the texture has an alternate animation
5407 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5408 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5410 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5412 texture->currentframe = t;
5415 // update currentskinframe to be a qw skin or animation frame
5416 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"))
5418 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5420 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5421 if (developer_loading.integer)
5422 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5423 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);
5425 t->currentskinframe = r_qwskincache_skinframe[i];
5426 if (t->currentskinframe == NULL)
5427 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5429 else if (t->numskinframes >= 2)
5430 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5431 if (t->backgroundnumskinframes >= 2)
5432 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5434 t->currentmaterialflags = t->basematerialflags;
5435 t->currentalpha = ent->alpha;
5436 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5437 t->currentalpha *= r_wateralpha.value;
5438 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5439 t->currentalpha *= t->r_water_wateralpha;
5440 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5441 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5442 if (!(ent->flags & RENDER_LIGHT))
5443 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5444 else if (rsurface.modeltexcoordlightmap2f == NULL)
5446 // pick a model lighting mode
5447 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5448 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5450 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5452 if (ent->effects & EF_ADDITIVE)
5453 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5454 else if (t->currentalpha < 1)
5455 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5456 if (ent->effects & EF_DOUBLESIDED)
5457 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5458 if (ent->effects & EF_NODEPTHTEST)
5459 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5460 if (ent->flags & RENDER_VIEWMODEL)
5461 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5462 if (t->backgroundnumskinframes)
5463 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5464 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5466 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5467 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5470 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5472 // there is no tcmod
5473 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5475 t->currenttexmatrix = r_waterscrollmatrix;
5476 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5480 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5481 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5484 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5485 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5486 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5487 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5489 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5490 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5491 t->glosstexture = r_texture_black;
5492 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5493 t->backgroundglosstexture = r_texture_black;
5494 t->specularpower = r_shadow_glossexponent.value;
5495 // TODO: store reference values for these in the texture?
5496 t->specularscale = 0;
5497 if (r_shadow_gloss.integer > 0)
5499 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5501 if (r_shadow_glossintensity.value > 0)
5503 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5504 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5505 t->specularscale = r_shadow_glossintensity.value;
5508 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5510 t->glosstexture = r_texture_white;
5511 t->backgroundglosstexture = r_texture_white;
5512 t->specularscale = r_shadow_gloss2intensity.value;
5513 t->specularpower = r_shadow_gloss2exponent.value;
5516 t->specularscale *= t->specularscalemod;
5517 t->specularpower *= t->specularpowermod;
5519 // lightmaps mode looks bad with dlights using actual texturing, so turn
5520 // off the colormap and glossmap, but leave the normalmap on as it still
5521 // accurately represents the shading involved
5522 if (gl_lightmaps.integer)
5524 t->basetexture = r_texture_grey128;
5525 t->backgroundbasetexture = NULL;
5526 t->specularscale = 0;
5527 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5530 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5531 VectorClear(t->dlightcolor);
5532 t->currentnumlayers = 0;
5533 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5536 int blendfunc1, blendfunc2;
5538 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5540 blendfunc1 = GL_SRC_ALPHA;
5541 blendfunc2 = GL_ONE;
5543 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5545 blendfunc1 = GL_SRC_ALPHA;
5546 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5548 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5550 blendfunc1 = t->customblendfunc[0];
5551 blendfunc2 = t->customblendfunc[1];
5555 blendfunc1 = GL_ONE;
5556 blendfunc2 = GL_ZERO;
5558 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5559 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5560 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5561 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5563 // fullbright is not affected by r_refdef.lightmapintensity
5564 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]);
5565 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5566 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]);
5567 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5568 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]);
5572 vec3_t ambientcolor;
5574 // set the color tint used for lights affecting this surface
5575 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5577 // q3bsp has no lightmap updates, so the lightstylevalue that
5578 // would normally be baked into the lightmap must be
5579 // applied to the color
5580 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5581 if (ent->model->type == mod_brushq3)
5582 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5583 colorscale *= r_refdef.lightmapintensity;
5584 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5585 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5586 // basic lit geometry
5587 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]);
5588 // add pants/shirt if needed
5589 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5590 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]);
5591 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5592 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]);
5593 // now add ambient passes if needed
5594 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5596 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]);
5597 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5598 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]);
5599 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5600 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]);
5603 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5604 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]);
5605 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5607 // if this is opaque use alpha blend which will darken the earlier
5610 // if this is an alpha blended material, all the earlier passes
5611 // were darkened by fog already, so we only need to add the fog
5612 // color ontop through the fog mask texture
5614 // if this is an additive blended material, all the earlier passes
5615 // were darkened by fog already, and we should not add fog color
5616 // (because the background was not darkened, there is no fog color
5617 // that was lost behind it).
5618 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]);
5622 return t->currentframe;
5625 rsurfacestate_t rsurface;
5627 void R_Mesh_ResizeArrays(int newvertices)
5630 if (rsurface.array_size >= newvertices)
5632 if (rsurface.array_modelvertex3f)
5633 Mem_Free(rsurface.array_modelvertex3f);
5634 rsurface.array_size = (newvertices + 1023) & ~1023;
5635 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5636 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5637 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5638 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5639 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5640 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5641 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5642 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5643 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5644 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5645 rsurface.array_color4f = base + rsurface.array_size * 27;
5646 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5649 void RSurf_ActiveWorldEntity(void)
5651 dp_model_t *model = r_refdef.scene.worldmodel;
5652 //if (rsurface.entity == r_refdef.scene.worldentity)
5654 rsurface.entity = r_refdef.scene.worldentity;
5655 if (rsurface.array_size < model->surfmesh.num_vertices)
5656 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5657 rsurface.matrix = identitymatrix;
5658 rsurface.inversematrix = identitymatrix;
5659 R_Mesh_Matrix(&identitymatrix);
5660 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5661 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5662 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5663 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5664 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5665 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5666 VectorSet(rsurface.glowmod, 1, 1, 1);
5667 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5668 rsurface.frameblend[0].lerp = 1;
5669 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5670 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5671 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5672 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5673 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5674 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5675 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5676 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5677 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5678 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5679 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5680 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5681 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5682 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5683 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5684 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5685 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5686 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5687 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5688 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5689 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5690 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5691 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5692 rsurface.modelelement3i = model->surfmesh.data_element3i;
5693 rsurface.modelelement3s = model->surfmesh.data_element3s;
5694 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5695 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5696 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5697 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5698 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5699 rsurface.modelsurfaces = model->data_surfaces;
5700 rsurface.generatedvertex = false;
5701 rsurface.vertex3f = rsurface.modelvertex3f;
5702 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5703 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5704 rsurface.svector3f = rsurface.modelsvector3f;
5705 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5706 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5707 rsurface.tvector3f = rsurface.modeltvector3f;
5708 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5709 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5710 rsurface.normal3f = rsurface.modelnormal3f;
5711 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5712 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5713 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5716 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5718 dp_model_t *model = ent->model;
5719 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5721 rsurface.entity = (entity_render_t *)ent;
5722 if (rsurface.array_size < model->surfmesh.num_vertices)
5723 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5724 rsurface.matrix = ent->matrix;
5725 rsurface.inversematrix = ent->inversematrix;
5726 R_Mesh_Matrix(&rsurface.matrix);
5727 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5728 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5729 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5730 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5731 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5732 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5733 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5734 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5735 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5736 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5737 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5738 VectorCopy(ent->glowmod, rsurface.glowmod);
5739 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5740 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5741 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5742 if (ent->model->brush.submodel)
5744 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5745 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5747 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5749 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5751 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5752 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5753 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5754 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5756 else if (wanttangents)
5758 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5759 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5760 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5761 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5762 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5764 else if (wantnormals)
5766 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5767 rsurface.modelsvector3f = NULL;
5768 rsurface.modeltvector3f = NULL;
5769 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5770 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5774 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5775 rsurface.modelsvector3f = NULL;
5776 rsurface.modeltvector3f = NULL;
5777 rsurface.modelnormal3f = NULL;
5778 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5780 rsurface.modelvertex3f_bufferobject = 0;
5781 rsurface.modelvertex3f_bufferoffset = 0;
5782 rsurface.modelsvector3f_bufferobject = 0;
5783 rsurface.modelsvector3f_bufferoffset = 0;
5784 rsurface.modeltvector3f_bufferobject = 0;
5785 rsurface.modeltvector3f_bufferoffset = 0;
5786 rsurface.modelnormal3f_bufferobject = 0;
5787 rsurface.modelnormal3f_bufferoffset = 0;
5788 rsurface.generatedvertex = true;
5792 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5793 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5794 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5795 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5796 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5797 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5798 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5799 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5800 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5801 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5802 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5803 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5804 rsurface.generatedvertex = false;
5806 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5807 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5808 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5809 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5810 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5811 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5812 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5813 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5814 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5815 rsurface.modelelement3i = model->surfmesh.data_element3i;
5816 rsurface.modelelement3s = model->surfmesh.data_element3s;
5817 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5818 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5819 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5820 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5821 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5822 rsurface.modelsurfaces = model->data_surfaces;
5823 rsurface.vertex3f = rsurface.modelvertex3f;
5824 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5825 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5826 rsurface.svector3f = rsurface.modelsvector3f;
5827 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5828 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5829 rsurface.tvector3f = rsurface.modeltvector3f;
5830 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5831 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5832 rsurface.normal3f = rsurface.modelnormal3f;
5833 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5834 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5835 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5838 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5839 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5842 int texturesurfaceindex;
5847 const float *v1, *in_tc;
5849 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5851 q3shaderinfo_deform_t *deform;
5852 // 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
5853 if (rsurface.generatedvertex)
5855 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5856 generatenormals = true;
5857 for (i = 0;i < Q3MAXDEFORMS;i++)
5859 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5861 generatetangents = true;
5862 generatenormals = true;
5864 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5865 generatenormals = true;
5867 if (generatenormals && !rsurface.modelnormal3f)
5869 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5870 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5871 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5872 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5874 if (generatetangents && !rsurface.modelsvector3f)
5876 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5877 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5878 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5879 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5880 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5881 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5882 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 != 0);
5885 rsurface.vertex3f = rsurface.modelvertex3f;
5886 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5887 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5888 rsurface.svector3f = rsurface.modelsvector3f;
5889 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5890 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5891 rsurface.tvector3f = rsurface.modeltvector3f;
5892 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5893 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5894 rsurface.normal3f = rsurface.modelnormal3f;
5895 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5896 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5897 // if vertices are deformed (sprite flares and things in maps, possibly
5898 // water waves, bulges and other deformations), generate them into
5899 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5900 // (may be static model data or generated data for an animated model, or
5901 // the previous deform pass)
5902 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5904 switch (deform->deform)
5907 case Q3DEFORM_PROJECTIONSHADOW:
5908 case Q3DEFORM_TEXT0:
5909 case Q3DEFORM_TEXT1:
5910 case Q3DEFORM_TEXT2:
5911 case Q3DEFORM_TEXT3:
5912 case Q3DEFORM_TEXT4:
5913 case Q3DEFORM_TEXT5:
5914 case Q3DEFORM_TEXT6:
5915 case Q3DEFORM_TEXT7:
5918 case Q3DEFORM_AUTOSPRITE:
5919 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5920 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5921 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5922 VectorNormalize(newforward);
5923 VectorNormalize(newright);
5924 VectorNormalize(newup);
5925 // make deformed versions of only the model vertices used by the specified surfaces
5926 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5928 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5929 // a single autosprite surface can contain multiple sprites...
5930 for (j = 0;j < surface->num_vertices - 3;j += 4)
5932 VectorClear(center);
5933 for (i = 0;i < 4;i++)
5934 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5935 VectorScale(center, 0.25f, center);
5936 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5937 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5938 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5939 for (i = 0;i < 4;i++)
5941 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5942 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5945 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 != 0);
5946 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 != 0);
5948 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5949 rsurface.vertex3f_bufferobject = 0;
5950 rsurface.vertex3f_bufferoffset = 0;
5951 rsurface.svector3f = rsurface.array_deformedsvector3f;
5952 rsurface.svector3f_bufferobject = 0;
5953 rsurface.svector3f_bufferoffset = 0;
5954 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5955 rsurface.tvector3f_bufferobject = 0;
5956 rsurface.tvector3f_bufferoffset = 0;
5957 rsurface.normal3f = rsurface.array_deformednormal3f;
5958 rsurface.normal3f_bufferobject = 0;
5959 rsurface.normal3f_bufferoffset = 0;
5961 case Q3DEFORM_AUTOSPRITE2:
5962 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5963 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5964 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5965 VectorNormalize(newforward);
5966 VectorNormalize(newright);
5967 VectorNormalize(newup);
5968 // make deformed versions of only the model vertices used by the specified surfaces
5969 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5971 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5972 const float *v1, *v2;
5982 memset(shortest, 0, sizeof(shortest));
5983 // a single autosprite surface can contain multiple sprites...
5984 for (j = 0;j < surface->num_vertices - 3;j += 4)
5986 VectorClear(center);
5987 for (i = 0;i < 4;i++)
5988 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5989 VectorScale(center, 0.25f, center);
5990 // find the two shortest edges, then use them to define the
5991 // axis vectors for rotating around the central axis
5992 for (i = 0;i < 6;i++)
5994 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5995 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5997 Debug_PolygonBegin(NULL, 0);
5998 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5999 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);
6000 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6003 l = VectorDistance2(v1, v2);
6004 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6006 l += (1.0f / 1024.0f);
6007 if (shortest[0].length2 > l || i == 0)
6009 shortest[1] = shortest[0];
6010 shortest[0].length2 = l;
6011 shortest[0].v1 = v1;
6012 shortest[0].v2 = v2;
6014 else if (shortest[1].length2 > l || i == 1)
6016 shortest[1].length2 = l;
6017 shortest[1].v1 = v1;
6018 shortest[1].v2 = v2;
6021 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6022 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6024 Debug_PolygonBegin(NULL, 0);
6025 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6026 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);
6027 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6030 // this calculates the right vector from the shortest edge
6031 // and the up vector from the edge midpoints
6032 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6033 VectorNormalize(right);
6034 VectorSubtract(end, start, up);
6035 VectorNormalize(up);
6036 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6037 VectorSubtract(rsurface.modelorg, center, forward);
6038 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6039 VectorNegate(forward, forward);
6040 VectorReflect(forward, 0, up, forward);
6041 VectorNormalize(forward);
6042 CrossProduct(up, forward, newright);
6043 VectorNormalize(newright);
6045 Debug_PolygonBegin(NULL, 0);
6046 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);
6047 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6048 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6052 Debug_PolygonBegin(NULL, 0);
6053 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6054 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6055 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6058 // rotate the quad around the up axis vector, this is made
6059 // especially easy by the fact we know the quad is flat,
6060 // so we only have to subtract the center position and
6061 // measure distance along the right vector, and then
6062 // multiply that by the newright vector and add back the
6064 // we also need to subtract the old position to undo the
6065 // displacement from the center, which we do with a
6066 // DotProduct, the subtraction/addition of center is also
6067 // optimized into DotProducts here
6068 l = DotProduct(right, center);
6069 for (i = 0;i < 4;i++)
6071 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6072 f = DotProduct(right, v1) - l;
6073 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6076 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 != 0);
6077 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 != 0);
6079 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6080 rsurface.vertex3f_bufferobject = 0;
6081 rsurface.vertex3f_bufferoffset = 0;
6082 rsurface.svector3f = rsurface.array_deformedsvector3f;
6083 rsurface.svector3f_bufferobject = 0;
6084 rsurface.svector3f_bufferoffset = 0;
6085 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6086 rsurface.tvector3f_bufferobject = 0;
6087 rsurface.tvector3f_bufferoffset = 0;
6088 rsurface.normal3f = rsurface.array_deformednormal3f;
6089 rsurface.normal3f_bufferobject = 0;
6090 rsurface.normal3f_bufferoffset = 0;
6092 case Q3DEFORM_NORMAL:
6093 // deform the normals to make reflections wavey
6094 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6096 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6097 for (j = 0;j < surface->num_vertices;j++)
6100 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6101 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6102 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6103 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6104 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6105 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6106 VectorNormalize(normal);
6108 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 != 0);
6110 rsurface.svector3f = rsurface.array_deformedsvector3f;
6111 rsurface.svector3f_bufferobject = 0;
6112 rsurface.svector3f_bufferoffset = 0;
6113 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6114 rsurface.tvector3f_bufferobject = 0;
6115 rsurface.tvector3f_bufferoffset = 0;
6116 rsurface.normal3f = rsurface.array_deformednormal3f;
6117 rsurface.normal3f_bufferobject = 0;
6118 rsurface.normal3f_bufferoffset = 0;
6121 // deform vertex array to make wavey water and flags and such
6122 waveparms[0] = deform->waveparms[0];
6123 waveparms[1] = deform->waveparms[1];
6124 waveparms[2] = deform->waveparms[2];
6125 waveparms[3] = deform->waveparms[3];
6126 // this is how a divisor of vertex influence on deformation
6127 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6128 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6129 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6131 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6132 for (j = 0;j < surface->num_vertices;j++)
6134 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6135 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6136 // if the wavefunc depends on time, evaluate it per-vertex
6139 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6140 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6142 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6145 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6146 rsurface.vertex3f_bufferobject = 0;
6147 rsurface.vertex3f_bufferoffset = 0;
6149 case Q3DEFORM_BULGE:
6150 // deform vertex array to make the surface have moving bulges
6151 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6153 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6154 for (j = 0;j < surface->num_vertices;j++)
6156 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6157 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6160 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6161 rsurface.vertex3f_bufferobject = 0;
6162 rsurface.vertex3f_bufferoffset = 0;
6165 // deform vertex array
6166 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6167 VectorScale(deform->parms, scale, waveparms);
6168 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6170 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6171 for (j = 0;j < surface->num_vertices;j++)
6172 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6174 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6175 rsurface.vertex3f_bufferobject = 0;
6176 rsurface.vertex3f_bufferoffset = 0;
6180 // generate texcoords based on the chosen texcoord source
6181 switch(rsurface.texture->tcgen.tcgen)
6184 case Q3TCGEN_TEXTURE:
6185 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6186 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6187 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6189 case Q3TCGEN_LIGHTMAP:
6190 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6191 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6192 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6194 case Q3TCGEN_VECTOR:
6195 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6197 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6198 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)
6200 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6201 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6204 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6205 rsurface.texcoordtexture2f_bufferobject = 0;
6206 rsurface.texcoordtexture2f_bufferoffset = 0;
6208 case Q3TCGEN_ENVIRONMENT:
6209 // make environment reflections using a spheremap
6210 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6212 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6213 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6214 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6215 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6216 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6218 // identical to Q3A's method, but executed in worldspace so
6219 // carried models can be shiny too
6221 float viewer[3], d, reflected[3], worldreflected[3];
6223 VectorSubtract(rsurface.modelorg, vertex, viewer);
6224 // VectorNormalize(viewer);
6226 d = DotProduct(normal, viewer);
6228 reflected[0] = normal[0]*2*d - viewer[0];
6229 reflected[1] = normal[1]*2*d - viewer[1];
6230 reflected[2] = normal[2]*2*d - viewer[2];
6231 // note: this is proportinal to viewer, so we can normalize later
6233 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6234 VectorNormalize(worldreflected);
6236 // note: this sphere map only uses world x and z!
6237 // so positive and negative y will LOOK THE SAME.
6238 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6239 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6242 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6243 rsurface.texcoordtexture2f_bufferobject = 0;
6244 rsurface.texcoordtexture2f_bufferoffset = 0;
6247 // the only tcmod that needs software vertex processing is turbulent, so
6248 // check for it here and apply the changes if needed
6249 // and we only support that as the first one
6250 // (handling a mixture of turbulent and other tcmods would be problematic
6251 // without punting it entirely to a software path)
6252 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6254 amplitude = rsurface.texture->tcmods[0].parms[1];
6255 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6256 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6258 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6259 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)
6261 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6262 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6265 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6266 rsurface.texcoordtexture2f_bufferobject = 0;
6267 rsurface.texcoordtexture2f_bufferoffset = 0;
6269 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6270 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6271 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6272 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6275 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6278 const msurface_t *surface = texturesurfacelist[0];
6279 const msurface_t *surface2;
6284 // TODO: lock all array ranges before render, rather than on each surface
6285 if (texturenumsurfaces == 1)
6287 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6288 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);
6290 else if (r_batchmode.integer == 2)
6292 #define MAXBATCHTRIANGLES 4096
6293 int batchtriangles = 0;
6294 int batchelements[MAXBATCHTRIANGLES*3];
6295 for (i = 0;i < texturenumsurfaces;i = j)
6297 surface = texturesurfacelist[i];
6299 if (surface->num_triangles > MAXBATCHTRIANGLES)
6301 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);
6304 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6305 batchtriangles = surface->num_triangles;
6306 firstvertex = surface->num_firstvertex;
6307 endvertex = surface->num_firstvertex + surface->num_vertices;
6308 for (;j < texturenumsurfaces;j++)
6310 surface2 = texturesurfacelist[j];
6311 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6313 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6314 batchtriangles += surface2->num_triangles;
6315 firstvertex = min(firstvertex, surface2->num_firstvertex);
6316 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6318 surface2 = texturesurfacelist[j-1];
6319 numvertices = endvertex - firstvertex;
6320 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6323 else if (r_batchmode.integer == 1)
6325 for (i = 0;i < texturenumsurfaces;i = j)
6327 surface = texturesurfacelist[i];
6328 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6329 if (texturesurfacelist[j] != surface2)
6331 surface2 = texturesurfacelist[j-1];
6332 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6333 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6334 GL_LockArrays(surface->num_firstvertex, numvertices);
6335 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6340 for (i = 0;i < texturenumsurfaces;i++)
6342 surface = texturesurfacelist[i];
6343 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6344 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);
6349 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6351 int i, planeindex, vertexindex;
6355 r_waterstate_waterplane_t *p, *bestp;
6356 msurface_t *surface;
6357 if (r_waterstate.renderingscene)
6359 for (i = 0;i < texturenumsurfaces;i++)
6361 surface = texturesurfacelist[i];
6362 if (lightmaptexunit >= 0)
6363 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6364 if (deluxemaptexunit >= 0)
6365 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6366 // pick the closest matching water plane
6369 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6372 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6374 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6375 d += fabs(PlaneDiff(vert, &p->plane));
6377 if (bestd > d || !bestp)
6385 if (refractiontexunit >= 0)
6386 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6387 if (reflectiontexunit >= 0)
6388 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6392 if (refractiontexunit >= 0)
6393 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6394 if (reflectiontexunit >= 0)
6395 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6397 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6398 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);
6402 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6406 const msurface_t *surface = texturesurfacelist[0];
6407 const msurface_t *surface2;
6412 // TODO: lock all array ranges before render, rather than on each surface
6413 if (texturenumsurfaces == 1)
6415 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6416 if (deluxemaptexunit >= 0)
6417 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6418 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6419 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);
6421 else if (r_batchmode.integer == 2)
6423 #define MAXBATCHTRIANGLES 4096
6424 int batchtriangles = 0;
6425 int batchelements[MAXBATCHTRIANGLES*3];
6426 for (i = 0;i < texturenumsurfaces;i = j)
6428 surface = texturesurfacelist[i];
6429 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6430 if (deluxemaptexunit >= 0)
6431 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6433 if (surface->num_triangles > MAXBATCHTRIANGLES)
6435 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);
6438 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6439 batchtriangles = surface->num_triangles;
6440 firstvertex = surface->num_firstvertex;
6441 endvertex = surface->num_firstvertex + surface->num_vertices;
6442 for (;j < texturenumsurfaces;j++)
6444 surface2 = texturesurfacelist[j];
6445 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6447 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6448 batchtriangles += surface2->num_triangles;
6449 firstvertex = min(firstvertex, surface2->num_firstvertex);
6450 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6452 surface2 = texturesurfacelist[j-1];
6453 numvertices = endvertex - firstvertex;
6454 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6457 else if (r_batchmode.integer == 1)
6460 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6461 for (i = 0;i < texturenumsurfaces;i = j)
6463 surface = texturesurfacelist[i];
6464 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6465 if (texturesurfacelist[j] != surface2)
6467 Con_Printf(" %i", j - i);
6470 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6472 for (i = 0;i < texturenumsurfaces;i = j)
6474 surface = texturesurfacelist[i];
6475 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6476 if (deluxemaptexunit >= 0)
6477 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6478 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6479 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6482 Con_Printf(" %i", j - i);
6484 surface2 = texturesurfacelist[j-1];
6485 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6486 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6487 GL_LockArrays(surface->num_firstvertex, numvertices);
6488 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6496 for (i = 0;i < texturenumsurfaces;i++)
6498 surface = texturesurfacelist[i];
6499 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6500 if (deluxemaptexunit >= 0)
6501 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6502 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6503 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);
6508 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6511 int texturesurfaceindex;
6512 if (r_showsurfaces.integer == 2)
6514 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6516 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6517 for (j = 0;j < surface->num_triangles;j++)
6519 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6520 GL_Color(f, f, f, 1);
6521 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6527 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6529 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6530 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6531 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);
6532 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6533 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);
6538 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6540 int texturesurfaceindex;
6543 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6545 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6546 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)
6554 rsurface.lightmapcolor4f = rsurface.array_color4f;
6555 rsurface.lightmapcolor4f_bufferobject = 0;
6556 rsurface.lightmapcolor4f_bufferoffset = 0;
6559 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6561 int texturesurfaceindex;
6565 if (rsurface.lightmapcolor4f)
6567 // generate color arrays for the surfaces in this list
6568 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6570 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6571 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)
6573 f = FogPoint_Model(v);
6583 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6585 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6586 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)
6588 f = FogPoint_Model(v);
6596 rsurface.lightmapcolor4f = rsurface.array_color4f;
6597 rsurface.lightmapcolor4f_bufferobject = 0;
6598 rsurface.lightmapcolor4f_bufferoffset = 0;
6601 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6603 int texturesurfaceindex;
6607 if (!rsurface.lightmapcolor4f)
6609 // generate color arrays for the surfaces in this list
6610 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6612 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6613 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)
6615 f = FogPoint_Model(v);
6616 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6617 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6618 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6622 rsurface.lightmapcolor4f = rsurface.array_color4f;
6623 rsurface.lightmapcolor4f_bufferobject = 0;
6624 rsurface.lightmapcolor4f_bufferoffset = 0;
6627 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6629 int texturesurfaceindex;
6632 if (!rsurface.lightmapcolor4f)
6634 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6636 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6637 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)
6645 rsurface.lightmapcolor4f = rsurface.array_color4f;
6646 rsurface.lightmapcolor4f_bufferobject = 0;
6647 rsurface.lightmapcolor4f_bufferoffset = 0;
6650 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6652 int texturesurfaceindex;
6655 if (!rsurface.lightmapcolor4f)
6657 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6659 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6660 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)
6662 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6663 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6664 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6668 rsurface.lightmapcolor4f = rsurface.array_color4f;
6669 rsurface.lightmapcolor4f_bufferobject = 0;
6670 rsurface.lightmapcolor4f_bufferoffset = 0;
6673 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6676 rsurface.lightmapcolor4f = NULL;
6677 rsurface.lightmapcolor4f_bufferobject = 0;
6678 rsurface.lightmapcolor4f_bufferoffset = 0;
6679 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6680 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6681 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6682 GL_Color(r, g, b, a);
6683 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6686 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6688 // TODO: optimize applyfog && applycolor case
6689 // just apply fog if necessary, and tint the fog color array if necessary
6690 rsurface.lightmapcolor4f = NULL;
6691 rsurface.lightmapcolor4f_bufferobject = 0;
6692 rsurface.lightmapcolor4f_bufferoffset = 0;
6693 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6694 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6695 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6696 GL_Color(r, g, b, a);
6697 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6700 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6702 int texturesurfaceindex;
6706 if (texturesurfacelist[0]->lightmapinfo)
6708 // generate color arrays for the surfaces in this list
6709 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6711 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6712 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6714 if (surface->lightmapinfo->samples)
6716 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6717 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6718 VectorScale(lm, scale, c);
6719 if (surface->lightmapinfo->styles[1] != 255)
6721 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6723 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6724 VectorMA(c, scale, lm, c);
6725 if (surface->lightmapinfo->styles[2] != 255)
6728 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6729 VectorMA(c, scale, lm, c);
6730 if (surface->lightmapinfo->styles[3] != 255)
6733 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6734 VectorMA(c, scale, lm, c);
6744 rsurface.lightmapcolor4f = rsurface.array_color4f;
6745 rsurface.lightmapcolor4f_bufferobject = 0;
6746 rsurface.lightmapcolor4f_bufferoffset = 0;
6750 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6751 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6752 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6754 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6755 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6756 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6757 GL_Color(r, g, b, a);
6758 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6761 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6763 int texturesurfaceindex;
6766 float *v, *c, *c2, alpha;
6767 vec3_t ambientcolor;
6768 vec3_t diffusecolor;
6772 VectorCopy(rsurface.modellight_lightdir, lightdir);
6773 f = 0.5f * r_refdef.lightmapintensity;
6774 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6775 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6776 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6777 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6778 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6779 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6781 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6783 // generate color arrays for the surfaces in this list
6784 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6786 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6787 int numverts = surface->num_vertices;
6788 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6789 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6790 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6791 // q3-style directional shading
6792 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6794 if ((f = DotProduct(c2, lightdir)) > 0)
6795 VectorMA(ambientcolor, f, diffusecolor, c);
6797 VectorCopy(ambientcolor, c);
6805 rsurface.lightmapcolor4f = rsurface.array_color4f;
6806 rsurface.lightmapcolor4f_bufferobject = 0;
6807 rsurface.lightmapcolor4f_bufferoffset = 0;
6808 *applycolor = false;
6812 *r = ambientcolor[0];
6813 *g = ambientcolor[1];
6814 *b = ambientcolor[2];
6815 rsurface.lightmapcolor4f = NULL;
6816 rsurface.lightmapcolor4f_bufferobject = 0;
6817 rsurface.lightmapcolor4f_bufferoffset = 0;
6821 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6823 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6824 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6825 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6826 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6827 GL_Color(r, g, b, a);
6828 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6831 void RSurf_SetupDepthAndCulling(void)
6833 // submodels are biased to avoid z-fighting with world surfaces that they
6834 // may be exactly overlapping (avoids z-fighting artifacts on certain
6835 // doors and things in Quake maps)
6836 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6837 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6838 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6839 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6842 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6844 // transparent sky would be ridiculous
6845 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6847 R_SetupGenericShader(false);
6850 skyrendernow = false;
6851 // we have to force off the water clipping plane while rendering sky
6855 // restore entity matrix
6856 R_Mesh_Matrix(&rsurface.matrix);
6858 RSurf_SetupDepthAndCulling();
6860 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6861 // skymasking on them, and Quake3 never did sky masking (unlike
6862 // software Quake and software Quake2), so disable the sky masking
6863 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6864 // and skymasking also looks very bad when noclipping outside the
6865 // level, so don't use it then either.
6866 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6868 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6869 R_Mesh_ColorPointer(NULL, 0, 0);
6870 R_Mesh_ResetTextureState();
6871 if (skyrendermasked)
6873 R_SetupDepthOrShadowShader();
6874 // depth-only (masking)
6875 GL_ColorMask(0,0,0,0);
6876 // just to make sure that braindead drivers don't draw
6877 // anything despite that colormask...
6878 GL_BlendFunc(GL_ZERO, GL_ONE);
6882 R_SetupGenericShader(false);
6884 GL_BlendFunc(GL_ONE, GL_ZERO);
6886 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6887 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6888 if (skyrendermasked)
6889 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6891 R_Mesh_ResetTextureState();
6892 GL_Color(1, 1, 1, 1);
6895 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6897 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6900 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6901 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6902 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6903 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6904 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6905 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6906 if (rsurface.texture->backgroundcurrentskinframe)
6908 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6909 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6910 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6911 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6913 if(rsurface.texture->colormapping)
6915 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6916 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6918 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6919 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6920 R_Mesh_ColorPointer(NULL, 0, 0);
6922 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6924 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6926 // render background
6927 GL_BlendFunc(GL_ONE, GL_ZERO);
6929 GL_AlphaTest(false);
6931 GL_Color(1, 1, 1, 1);
6932 R_Mesh_ColorPointer(NULL, 0, 0);
6934 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6935 if (r_glsl_permutation)
6937 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6938 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6939 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6940 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6941 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6942 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6943 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);
6945 GL_LockArrays(0, 0);
6947 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6948 GL_DepthMask(false);
6949 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6950 R_Mesh_ColorPointer(NULL, 0, 0);
6952 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6953 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6954 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6957 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6958 if (!r_glsl_permutation)
6961 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6962 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6963 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6964 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6965 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6966 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6968 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6970 GL_BlendFunc(GL_ONE, GL_ZERO);
6972 GL_AlphaTest(false);
6976 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6977 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6978 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6981 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6983 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6984 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);
6986 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6990 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6991 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);
6993 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6995 GL_LockArrays(0, 0);
6998 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7000 // OpenGL 1.3 path - anything not completely ancient
7001 int texturesurfaceindex;
7002 qboolean applycolor;
7006 const texturelayer_t *layer;
7007 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7009 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7012 int layertexrgbscale;
7013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7015 if (layerindex == 0)
7019 GL_AlphaTest(false);
7020 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7023 GL_DepthMask(layer->depthmask && writedepth);
7024 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7025 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7027 layertexrgbscale = 4;
7028 VectorScale(layer->color, 0.25f, layercolor);
7030 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7032 layertexrgbscale = 2;
7033 VectorScale(layer->color, 0.5f, layercolor);
7037 layertexrgbscale = 1;
7038 VectorScale(layer->color, 1.0f, layercolor);
7040 layercolor[3] = layer->color[3];
7041 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7042 R_Mesh_ColorPointer(NULL, 0, 0);
7043 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7044 switch (layer->type)
7046 case TEXTURELAYERTYPE_LITTEXTURE:
7047 memset(&m, 0, sizeof(m));
7048 m.tex[0] = R_GetTexture(r_texture_white);
7049 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7050 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7051 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7052 m.tex[1] = R_GetTexture(layer->texture);
7053 m.texmatrix[1] = layer->texmatrix;
7054 m.texrgbscale[1] = layertexrgbscale;
7055 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7056 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7057 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7058 R_Mesh_TextureState(&m);
7059 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7060 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7061 else if (rsurface.uselightmaptexture)
7062 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7064 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7066 case TEXTURELAYERTYPE_TEXTURE:
7067 memset(&m, 0, sizeof(m));
7068 m.tex[0] = R_GetTexture(layer->texture);
7069 m.texmatrix[0] = layer->texmatrix;
7070 m.texrgbscale[0] = layertexrgbscale;
7071 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7072 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7073 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7074 R_Mesh_TextureState(&m);
7075 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7077 case TEXTURELAYERTYPE_FOG:
7078 memset(&m, 0, sizeof(m));
7079 m.texrgbscale[0] = layertexrgbscale;
7082 m.tex[0] = R_GetTexture(layer->texture);
7083 m.texmatrix[0] = layer->texmatrix;
7084 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7085 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7086 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7088 R_Mesh_TextureState(&m);
7089 // generate a color array for the fog pass
7090 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7091 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7095 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7096 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)
7098 f = 1 - FogPoint_Model(v);
7099 c[0] = layercolor[0];
7100 c[1] = layercolor[1];
7101 c[2] = layercolor[2];
7102 c[3] = f * layercolor[3];
7105 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7108 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7110 GL_LockArrays(0, 0);
7113 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7115 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7116 GL_AlphaTest(false);
7120 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7122 // OpenGL 1.1 - crusty old voodoo path
7123 int texturesurfaceindex;
7127 const texturelayer_t *layer;
7128 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7130 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7134 if (layerindex == 0)
7138 GL_AlphaTest(false);
7139 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7142 GL_DepthMask(layer->depthmask && writedepth);
7143 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7144 R_Mesh_ColorPointer(NULL, 0, 0);
7145 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7146 switch (layer->type)
7148 case TEXTURELAYERTYPE_LITTEXTURE:
7149 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7151 // two-pass lit texture with 2x rgbscale
7152 // first the lightmap pass
7153 memset(&m, 0, sizeof(m));
7154 m.tex[0] = R_GetTexture(r_texture_white);
7155 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7156 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7157 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7158 R_Mesh_TextureState(&m);
7159 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7160 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7161 else if (rsurface.uselightmaptexture)
7162 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7164 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7165 GL_LockArrays(0, 0);
7166 // then apply the texture to it
7167 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7168 memset(&m, 0, sizeof(m));
7169 m.tex[0] = R_GetTexture(layer->texture);
7170 m.texmatrix[0] = layer->texmatrix;
7171 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7172 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7173 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7174 R_Mesh_TextureState(&m);
7175 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);
7179 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7180 memset(&m, 0, sizeof(m));
7181 m.tex[0] = R_GetTexture(layer->texture);
7182 m.texmatrix[0] = layer->texmatrix;
7183 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7184 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7185 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7186 R_Mesh_TextureState(&m);
7187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7188 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);
7190 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);
7193 case TEXTURELAYERTYPE_TEXTURE:
7194 // singletexture unlit texture with transparency support
7195 memset(&m, 0, sizeof(m));
7196 m.tex[0] = R_GetTexture(layer->texture);
7197 m.texmatrix[0] = layer->texmatrix;
7198 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7199 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7200 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7201 R_Mesh_TextureState(&m);
7202 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);
7204 case TEXTURELAYERTYPE_FOG:
7205 // singletexture fogging
7206 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7209 memset(&m, 0, sizeof(m));
7210 m.tex[0] = R_GetTexture(layer->texture);
7211 m.texmatrix[0] = layer->texmatrix;
7212 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7213 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7214 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7215 R_Mesh_TextureState(&m);
7218 R_Mesh_ResetTextureState();
7219 // generate a color array for the fog pass
7220 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7224 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7225 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)
7227 f = 1 - FogPoint_Model(v);
7228 c[0] = layer->color[0];
7229 c[1] = layer->color[1];
7230 c[2] = layer->color[2];
7231 c[3] = f * layer->color[3];
7234 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7237 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7239 GL_LockArrays(0, 0);
7242 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7244 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7245 GL_AlphaTest(false);
7249 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7253 GL_AlphaTest(false);
7254 R_Mesh_ColorPointer(NULL, 0, 0);
7255 R_Mesh_ResetTextureState();
7256 R_SetupGenericShader(false);
7258 if(rsurface.texture && rsurface.texture->currentskinframe)
7260 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7261 c[3] *= rsurface.texture->currentalpha;
7271 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7273 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7274 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7275 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7278 // brighten it up (as texture value 127 means "unlit")
7279 c[0] *= 2 * r_refdef.view.colorscale;
7280 c[1] *= 2 * r_refdef.view.colorscale;
7281 c[2] *= 2 * r_refdef.view.colorscale;
7283 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7284 c[3] *= r_wateralpha.value;
7286 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7288 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7289 GL_DepthMask(false);
7291 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7293 GL_BlendFunc(GL_ONE, GL_ONE);
7294 GL_DepthMask(false);
7296 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7298 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7299 GL_DepthMask(false);
7301 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7303 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7304 GL_DepthMask(false);
7308 GL_BlendFunc(GL_ONE, GL_ZERO);
7309 GL_DepthMask(writedepth);
7312 rsurface.lightmapcolor4f = NULL;
7314 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7316 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7318 rsurface.lightmapcolor4f = NULL;
7319 rsurface.lightmapcolor4f_bufferobject = 0;
7320 rsurface.lightmapcolor4f_bufferoffset = 0;
7322 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7324 qboolean applycolor = true;
7327 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7329 r_refdef.lightmapintensity = 1;
7330 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7331 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7335 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7337 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7338 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7339 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7342 if(!rsurface.lightmapcolor4f)
7343 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7345 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7346 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7347 if(r_refdef.fogenabled)
7348 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7350 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7351 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7354 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7357 RSurf_SetupDepthAndCulling();
7358 if (r_showsurfaces.integer == 3)
7359 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7360 else if (r_glsl.integer && gl_support_fragment_shader)
7361 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7362 else if (gl_combine.integer && r_textureunits.integer >= 2)
7363 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7365 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7369 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7372 RSurf_SetupDepthAndCulling();
7373 if (r_showsurfaces.integer == 3)
7374 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7375 else if (r_glsl.integer && gl_support_fragment_shader)
7376 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7377 else if (gl_combine.integer && r_textureunits.integer >= 2)
7378 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7380 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7384 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7387 int texturenumsurfaces, endsurface;
7389 msurface_t *surface;
7390 msurface_t *texturesurfacelist[1024];
7392 // if the model is static it doesn't matter what value we give for
7393 // wantnormals and wanttangents, so this logic uses only rules applicable
7394 // to a model, knowing that they are meaningless otherwise
7395 if (ent == r_refdef.scene.worldentity)
7396 RSurf_ActiveWorldEntity();
7397 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7398 RSurf_ActiveModelEntity(ent, false, false);
7400 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7402 for (i = 0;i < numsurfaces;i = j)
7405 surface = rsurface.modelsurfaces + surfacelist[i];
7406 texture = surface->texture;
7407 rsurface.texture = R_GetCurrentTexture(texture);
7408 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7409 // scan ahead until we find a different texture
7410 endsurface = min(i + 1024, numsurfaces);
7411 texturenumsurfaces = 0;
7412 texturesurfacelist[texturenumsurfaces++] = surface;
7413 for (;j < endsurface;j++)
7415 surface = rsurface.modelsurfaces + surfacelist[j];
7416 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7418 texturesurfacelist[texturenumsurfaces++] = surface;
7420 // render the range of surfaces
7421 if (ent == r_refdef.scene.worldentity)
7422 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7424 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7426 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7427 GL_AlphaTest(false);
7430 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7432 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7436 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7438 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7440 RSurf_SetupDepthAndCulling();
7441 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7442 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7444 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7446 RSurf_SetupDepthAndCulling();
7447 GL_AlphaTest(false);
7448 R_Mesh_ColorPointer(NULL, 0, 0);
7449 R_Mesh_ResetTextureState();
7450 R_SetupGenericShader(false);
7451 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7453 GL_BlendFunc(GL_ONE, GL_ZERO);
7454 GL_Color(0, 0, 0, 1);
7455 GL_DepthTest(writedepth);
7456 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7458 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7460 RSurf_SetupDepthAndCulling();
7461 GL_AlphaTest(false);
7462 R_Mesh_ColorPointer(NULL, 0, 0);
7463 R_Mesh_ResetTextureState();
7464 R_SetupGenericShader(false);
7465 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7467 GL_BlendFunc(GL_ONE, GL_ZERO);
7469 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7471 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7472 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7473 else if (!rsurface.texture->currentnumlayers)
7475 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7477 // transparent surfaces get pushed off into the transparent queue
7478 int surfacelistindex;
7479 const msurface_t *surface;
7480 vec3_t tempcenter, center;
7481 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7483 surface = texturesurfacelist[surfacelistindex];
7484 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7485 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7486 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7487 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7488 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7493 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7494 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7499 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7503 // break the surface list down into batches by texture and use of lightmapping
7504 for (i = 0;i < numsurfaces;i = j)
7507 // texture is the base texture pointer, rsurface.texture is the
7508 // current frame/skin the texture is directing us to use (for example
7509 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7510 // use skin 1 instead)
7511 texture = surfacelist[i]->texture;
7512 rsurface.texture = R_GetCurrentTexture(texture);
7513 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7514 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7516 // if this texture is not the kind we want, skip ahead to the next one
7517 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7521 // simply scan ahead until we find a different texture or lightmap state
7522 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7524 // render the range of surfaces
7525 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7529 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7534 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7536 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7538 RSurf_SetupDepthAndCulling();
7539 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7540 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7542 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7544 RSurf_SetupDepthAndCulling();
7545 GL_AlphaTest(false);
7546 R_Mesh_ColorPointer(NULL, 0, 0);
7547 R_Mesh_ResetTextureState();
7548 R_SetupGenericShader(false);
7549 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7551 GL_BlendFunc(GL_ONE, GL_ZERO);
7552 GL_Color(0, 0, 0, 1);
7553 GL_DepthTest(writedepth);
7554 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7556 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7558 RSurf_SetupDepthAndCulling();
7559 GL_AlphaTest(false);
7560 R_Mesh_ColorPointer(NULL, 0, 0);
7561 R_Mesh_ResetTextureState();
7562 R_SetupGenericShader(false);
7563 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7565 GL_BlendFunc(GL_ONE, GL_ZERO);
7567 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7569 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7570 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7571 else if (!rsurface.texture->currentnumlayers)
7573 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7575 // transparent surfaces get pushed off into the transparent queue
7576 int surfacelistindex;
7577 const msurface_t *surface;
7578 vec3_t tempcenter, center;
7579 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7581 surface = texturesurfacelist[surfacelistindex];
7582 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7583 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7584 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7585 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7586 if (queueentity->transparent_offset) // transparent offset
7588 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7589 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7590 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7592 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7597 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7598 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7603 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7607 // break the surface list down into batches by texture and use of lightmapping
7608 for (i = 0;i < numsurfaces;i = j)
7611 // texture is the base texture pointer, rsurface.texture is the
7612 // current frame/skin the texture is directing us to use (for example
7613 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7614 // use skin 1 instead)
7615 texture = surfacelist[i]->texture;
7616 rsurface.texture = R_GetCurrentTexture(texture);
7617 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7618 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7620 // if this texture is not the kind we want, skip ahead to the next one
7621 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7625 // simply scan ahead until we find a different texture or lightmap state
7626 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7628 // render the range of surfaces
7629 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7633 float locboxvertex3f[6*4*3] =
7635 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7636 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7637 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7638 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7639 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7640 1,0,0, 0,0,0, 0,1,0, 1,1,0
7643 unsigned short locboxelements[6*2*3] =
7653 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7656 cl_locnode_t *loc = (cl_locnode_t *)ent;
7658 float vertex3f[6*4*3];
7660 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7661 GL_DepthMask(false);
7662 GL_DepthRange(0, 1);
7663 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7665 GL_CullFace(GL_NONE);
7666 R_Mesh_Matrix(&identitymatrix);
7668 R_Mesh_VertexPointer(vertex3f, 0, 0);
7669 R_Mesh_ColorPointer(NULL, 0, 0);
7670 R_Mesh_ResetTextureState();
7671 R_SetupGenericShader(false);
7674 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7675 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7676 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7677 surfacelist[0] < 0 ? 0.5f : 0.125f);
7679 if (VectorCompare(loc->mins, loc->maxs))
7681 VectorSet(size, 2, 2, 2);
7682 VectorMA(loc->mins, -0.5f, size, mins);
7686 VectorCopy(loc->mins, mins);
7687 VectorSubtract(loc->maxs, loc->mins, size);
7690 for (i = 0;i < 6*4*3;)
7691 for (j = 0;j < 3;j++, i++)
7692 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7694 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7697 void R_DrawLocs(void)
7700 cl_locnode_t *loc, *nearestloc;
7702 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7703 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7705 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7706 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7710 void R_DrawDebugModel(entity_render_t *ent)
7712 int i, j, k, l, flagsmask;
7713 const int *elements;
7715 msurface_t *surface;
7716 dp_model_t *model = ent->model;
7719 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7721 R_Mesh_ColorPointer(NULL, 0, 0);
7722 R_Mesh_ResetTextureState();
7723 R_SetupGenericShader(false);
7724 GL_DepthRange(0, 1);
7725 GL_DepthTest(!r_showdisabledepthtest.integer);
7726 GL_DepthMask(false);
7727 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7729 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7731 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7732 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7734 if (brush->colbrushf && brush->colbrushf->numtriangles)
7736 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7737 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);
7738 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7741 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7743 if (surface->num_collisiontriangles)
7745 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7746 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);
7747 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7752 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7754 if (r_showtris.integer || r_shownormals.integer)
7756 if (r_showdisabledepthtest.integer)
7758 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7759 GL_DepthMask(false);
7763 GL_BlendFunc(GL_ONE, GL_ZERO);
7766 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7768 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7770 rsurface.texture = R_GetCurrentTexture(surface->texture);
7771 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7773 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7774 if (r_showtris.value > 0)
7776 if (!rsurface.texture->currentlayers->depthmask)
7777 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7778 else if (ent == r_refdef.scene.worldentity)
7779 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7781 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7782 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7783 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7784 R_Mesh_ColorPointer(NULL, 0, 0);
7785 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7786 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7787 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7788 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);
7789 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7792 if (r_shownormals.value < 0)
7795 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7797 VectorCopy(rsurface.vertex3f + l * 3, v);
7798 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7799 qglVertex3f(v[0], v[1], v[2]);
7800 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7801 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7802 qglVertex3f(v[0], v[1], v[2]);
7807 if (r_shownormals.value > 0)
7810 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7812 VectorCopy(rsurface.vertex3f + l * 3, v);
7813 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7814 qglVertex3f(v[0], v[1], v[2]);
7815 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7816 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7817 qglVertex3f(v[0], v[1], v[2]);
7822 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7824 VectorCopy(rsurface.vertex3f + l * 3, v);
7825 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7826 qglVertex3f(v[0], v[1], v[2]);
7827 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7828 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7829 qglVertex3f(v[0], v[1], v[2]);
7834 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7836 VectorCopy(rsurface.vertex3f + l * 3, v);
7837 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7838 qglVertex3f(v[0], v[1], v[2]);
7839 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7840 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7841 qglVertex3f(v[0], v[1], v[2]);
7848 rsurface.texture = NULL;
7852 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7853 int r_maxsurfacelist = 0;
7854 msurface_t **r_surfacelist = NULL;
7855 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7857 int i, j, endj, f, flagsmask;
7859 dp_model_t *model = r_refdef.scene.worldmodel;
7860 msurface_t *surfaces;
7861 unsigned char *update;
7862 int numsurfacelist = 0;
7866 if (r_maxsurfacelist < model->num_surfaces)
7868 r_maxsurfacelist = model->num_surfaces;
7870 Mem_Free(r_surfacelist);
7871 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7874 RSurf_ActiveWorldEntity();
7876 surfaces = model->data_surfaces;
7877 update = model->brushq1.lightmapupdateflags;
7879 // update light styles on this submodel
7880 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7882 model_brush_lightstyleinfo_t *style;
7883 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7885 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7887 int *list = style->surfacelist;
7888 style->value = r_refdef.scene.lightstylevalue[style->style];
7889 for (j = 0;j < style->numsurfaces;j++)
7890 update[list[j]] = true;
7895 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7899 R_DrawDebugModel(r_refdef.scene.worldentity);
7900 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7906 rsurface.uselightmaptexture = false;
7907 rsurface.texture = NULL;
7908 rsurface.rtlight = NULL;
7910 // add visible surfaces to draw list
7911 for (i = 0;i < model->nummodelsurfaces;i++)
7913 j = model->sortedmodelsurfaces[i];
7914 if (r_refdef.viewcache.world_surfacevisible[j])
7915 r_surfacelist[numsurfacelist++] = surfaces + j;
7917 // update lightmaps if needed
7919 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7920 if (r_refdef.viewcache.world_surfacevisible[j])
7922 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7923 // don't do anything if there were no surfaces
7924 if (!numsurfacelist)
7926 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7929 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7930 GL_AlphaTest(false);
7932 // add to stats if desired
7933 if (r_speeds.integer && !skysurfaces && !depthonly)
7935 r_refdef.stats.world_surfaces += numsurfacelist;
7936 for (j = 0;j < numsurfacelist;j++)
7937 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7939 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7942 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7944 int i, j, endj, f, flagsmask;
7946 dp_model_t *model = ent->model;
7947 msurface_t *surfaces;
7948 unsigned char *update;
7949 int numsurfacelist = 0;
7953 if (r_maxsurfacelist < model->num_surfaces)
7955 r_maxsurfacelist = model->num_surfaces;
7957 Mem_Free(r_surfacelist);
7958 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7961 // if the model is static it doesn't matter what value we give for
7962 // wantnormals and wanttangents, so this logic uses only rules applicable
7963 // to a model, knowing that they are meaningless otherwise
7964 if (ent == r_refdef.scene.worldentity)
7965 RSurf_ActiveWorldEntity();
7966 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7967 RSurf_ActiveModelEntity(ent, false, false);
7969 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7971 surfaces = model->data_surfaces;
7972 update = model->brushq1.lightmapupdateflags;
7974 // update light styles
7975 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7977 model_brush_lightstyleinfo_t *style;
7978 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7980 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7982 int *list = style->surfacelist;
7983 style->value = r_refdef.scene.lightstylevalue[style->style];
7984 for (j = 0;j < style->numsurfaces;j++)
7985 update[list[j]] = true;
7990 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7994 R_DrawDebugModel(ent);
7995 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8001 rsurface.uselightmaptexture = false;
8002 rsurface.texture = NULL;
8003 rsurface.rtlight = NULL;
8005 // add visible surfaces to draw list
8006 for (i = 0;i < model->nummodelsurfaces;i++)
8007 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8008 // don't do anything if there were no surfaces
8009 if (!numsurfacelist)
8011 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8014 // update lightmaps if needed
8016 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8018 R_BuildLightMap(ent, surfaces + j);
8019 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8020 GL_AlphaTest(false);
8022 // add to stats if desired
8023 if (r_speeds.integer && !skysurfaces && !depthonly)
8025 r_refdef.stats.entities_surfaces += numsurfacelist;
8026 for (j = 0;j < numsurfacelist;j++)
8027 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8029 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity