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"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "# extension GL_EXT_gpu_shader4 : enable\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "# extension GL_ARB_texture_gather : enable\n"
460 "# define USETEXTUREGATHER\n"
462 "# ifdef GL_AMD_texture_texture4\n"
463 "# extension GL_AMD_texture_texture4 : enable\n"
464 "# define USETEXTUREGATHER\n"
465 "# define textureGather texture4\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "// common definitions between vertex shader and fragment shader:\n"
476 "//#ifdef __GLSL_CG_DATA_TYPES\n"
477 "//# define myhalf half\n"
478 "//# define myhalf2 half2\n"
479 "//# define myhalf3half3\n"
480 "//# define myhalf4 half4\n"
482 "# define myhalf float\n"
483 "# define myhalf2 vec2\n"
484 "# define myhalf3 vec3\n"
485 "# define myhalf4 vec4\n"
488 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "# ifdef VERTEX_SHADER\n"
493 " gl_Position = ftransform();\n"
498 "#ifdef MODE_SHOWDEPTH\n"
499 "# ifdef VERTEX_SHADER\n"
502 " gl_Position = ftransform();\n"
503 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
506 "# ifdef FRAGMENT_SHADER\n"
509 " gl_FragColor = gl_Color;\n"
513 "#else // !MODE_SHOWDEPTH\n"
515 "#ifdef MODE_POSTPROCESS\n"
516 "# ifdef VERTEX_SHADER\n"
519 " gl_FrontColor = gl_Color;\n"
520 " gl_Position = ftransform();\n"
521 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
527 "# ifdef FRAGMENT_SHADER\n"
529 "uniform sampler2D Texture_First;\n"
531 "uniform sampler2D Texture_Second;\n"
533 "#ifdef USEGAMMARAMPS\n"
534 "uniform sampler2D Texture_GammaRamps;\n"
536 "#ifdef USESATURATION\n"
537 "uniform float Saturation;\n"
539 "#ifdef USEVIEWTINT\n"
540 "uniform vec4 TintColor;\n"
542 "//uncomment these if you want to use them:\n"
543 "uniform vec4 UserVec1;\n"
544 "// uniform vec4 UserVec2;\n"
545 "// uniform vec4 UserVec3;\n"
546 "// uniform vec4 UserVec4;\n"
547 "// uniform float ClientTime;\n"
548 "uniform vec2 PixelSize;\n"
551 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#ifdef USEVIEWTINT\n"
556 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
559 "#ifdef USEPOSTPROCESSING\n"
560 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
561 "// 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"
562 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
563 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
564 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
565 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
567 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
570 "#ifdef USESATURATION\n"
571 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
572 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
573 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
574 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
577 "#ifdef USEGAMMARAMPS\n"
578 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
579 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
580 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
587 "#ifdef MODE_GENERIC\n"
588 "# ifdef VERTEX_SHADER\n"
591 " gl_FrontColor = gl_Color;\n"
592 "# ifdef USEDIFFUSE\n"
593 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "# ifdef USESPECULAR\n"
596 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 " gl_Position = ftransform();\n"
601 "# ifdef FRAGMENT_SHADER\n"
603 "# ifdef USEDIFFUSE\n"
604 "uniform sampler2D Texture_First;\n"
606 "# ifdef USESPECULAR\n"
607 "uniform sampler2D Texture_Second;\n"
612 " gl_FragColor = gl_Color;\n"
613 "# ifdef USEDIFFUSE\n"
614 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
617 "# ifdef USESPECULAR\n"
618 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "# ifdef USECOLORMAPPING\n"
621 " gl_FragColor *= tex2;\n"
624 " gl_FragColor += tex2;\n"
626 "# ifdef USEVERTEXTEXTUREBLEND\n"
627 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#else // !MODE_GENERIC\n"
634 "varying vec2 TexCoord;\n"
635 "#ifdef USEVERTEXTEXTUREBLEND\n"
636 "varying vec2 TexCoord2;\n"
638 "varying vec2 TexCoordLightmap;\n"
640 "#ifdef MODE_LIGHTSOURCE\n"
641 "varying vec3 CubeVector;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 LightVector;\n"
647 "#ifdef MODE_LIGHTDIRECTION\n"
648 "varying vec3 LightVector;\n"
651 "varying vec3 EyeVector;\n"
653 "varying vec3 EyeVectorModelSpace;\n"
656 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
657 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
658 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "#ifdef MODE_WATER\n"
661 "varying vec4 ModelViewProjectionPosition;\n"
663 "#ifdef MODE_REFRACTION\n"
664 "varying vec4 ModelViewProjectionPosition;\n"
666 "#ifdef USEREFLECTION\n"
667 "varying vec4 ModelViewProjectionPosition;\n"
674 "// vertex shader specific:\n"
675 "#ifdef VERTEX_SHADER\n"
677 "uniform vec3 LightPosition;\n"
678 "uniform vec3 EyePosition;\n"
679 "uniform vec3 LightDir;\n"
681 "// 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"
685 " gl_FrontColor = gl_Color;\n"
686 " // copy the surface texcoord\n"
687 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
688 "#ifdef USEVERTEXTEXTUREBLEND\n"
689 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#ifndef MODE_LIGHTSOURCE\n"
692 "# ifndef MODE_LIGHTDIRECTION\n"
693 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
697 "#ifdef MODE_LIGHTSOURCE\n"
698 " // transform vertex position into light attenuation/cubemap space\n"
699 " // (-1 to +1 across the light box)\n"
700 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 " // transform unnormalized light direction into tangent space\n"
703 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
704 " // normalize it per pixel)\n"
705 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
706 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
707 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
708 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
711 "#ifdef MODE_LIGHTDIRECTION\n"
712 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
713 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
714 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
717 " // transform unnormalized eye direction into tangent space\n"
719 " vec3 EyeVectorModelSpace;\n"
721 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
722 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
723 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
724 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
727 " VectorS = gl_MultiTexCoord1.xyz;\n"
728 " VectorT = gl_MultiTexCoord2.xyz;\n"
729 " VectorR = gl_MultiTexCoord3.xyz;\n"
732 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
733 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
734 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
735 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
738 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 " gl_Position = ftransform();\n"
742 "#ifdef MODE_WATER\n"
743 " ModelViewProjectionPosition = gl_Position;\n"
745 "#ifdef MODE_REFRACTION\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef USEREFLECTION\n"
749 " ModelViewProjectionPosition = gl_Position;\n"
753 "#endif // VERTEX_SHADER\n"
758 "// fragment shader specific:\n"
759 "#ifdef FRAGMENT_SHADER\n"
761 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
762 "uniform sampler2D Texture_Normal;\n"
763 "uniform sampler2D Texture_Color;\n"
764 "uniform sampler2D Texture_Gloss;\n"
765 "uniform sampler2D Texture_Glow;\n"
766 "uniform sampler2D Texture_SecondaryNormal;\n"
767 "uniform sampler2D Texture_SecondaryColor;\n"
768 "uniform sampler2D Texture_SecondaryGloss;\n"
769 "uniform sampler2D Texture_SecondaryGlow;\n"
770 "uniform sampler2D Texture_Pants;\n"
771 "uniform sampler2D Texture_Shirt;\n"
772 "uniform sampler2D Texture_FogMask;\n"
773 "uniform sampler2D Texture_Lightmap;\n"
774 "uniform sampler2D Texture_Deluxemap;\n"
775 "uniform sampler2D Texture_Refraction;\n"
776 "uniform sampler2D Texture_Reflection;\n"
777 "uniform sampler2D Texture_Attenuation;\n"
778 "uniform samplerCube Texture_Cube;\n"
780 "#define showshadowmap 0\n"
782 "#ifdef USESHADOWMAPRECT\n"
783 "# ifdef USESHADOWSAMPLER\n"
784 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "uniform sampler2DRect Texture_ShadowMapRect;\n"
790 "#ifdef USESHADOWMAP2D\n"
791 "# ifdef USESHADOWSAMPLER\n"
792 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "uniform sampler2D Texture_ShadowMap2D;\n"
798 "#ifdef USESHADOWMAPVSDCT\n"
799 "uniform samplerCube Texture_CubeProjection;\n"
802 "#ifdef USESHADOWMAPCUBE\n"
803 "# ifdef USESHADOWSAMPLER\n"
804 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "uniform samplerCube Texture_ShadowMapCube;\n"
810 "uniform myhalf3 LightColor;\n"
811 "uniform myhalf3 AmbientColor;\n"
812 "uniform myhalf3 DiffuseColor;\n"
813 "uniform myhalf3 SpecularColor;\n"
814 "uniform myhalf3 Color_Pants;\n"
815 "uniform myhalf3 Color_Shirt;\n"
816 "uniform myhalf3 FogColor;\n"
818 "uniform myhalf4 TintColor;\n"
821 "//#ifdef MODE_WATER\n"
822 "uniform vec4 DistortScaleRefractReflect;\n"
823 "uniform vec4 ScreenScaleRefractReflect;\n"
824 "uniform vec4 ScreenCenterRefractReflect;\n"
825 "uniform myhalf4 RefractColor;\n"
826 "uniform myhalf4 ReflectColor;\n"
827 "uniform myhalf ReflectFactor;\n"
828 "uniform myhalf ReflectOffset;\n"
830 "//# ifdef MODE_REFRACTION\n"
831 "//uniform vec4 DistortScaleRefractReflect;\n"
832 "//uniform vec4 ScreenScaleRefractReflect;\n"
833 "//uniform vec4 ScreenCenterRefractReflect;\n"
834 "//uniform myhalf4 RefractColor;\n"
835 "//# ifdef USEREFLECTION\n"
836 "//uniform myhalf4 ReflectColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform vec4 DistortScaleRefractReflect;\n"
841 "//uniform vec4 ScreenScaleRefractReflect;\n"
842 "//uniform vec4 ScreenCenterRefractReflect;\n"
843 "//uniform myhalf4 ReflectColor;\n"
848 "uniform myhalf GlowScale;\n"
849 "uniform myhalf SceneBrightness;\n"
851 "uniform float OffsetMapping_Scale;\n"
852 "uniform float OffsetMapping_Bias;\n"
853 "uniform float FogRangeRecip;\n"
855 "uniform myhalf AmbientScale;\n"
856 "uniform myhalf DiffuseScale;\n"
857 "uniform myhalf SpecularScale;\n"
858 "uniform myhalf SpecularPower;\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
864 " // 14 sample relief mapping: linear search and then binary search\n"
865 " // this basically steps forward a small amount repeatedly until it finds\n"
866 " // itself inside solid, then jitters forward and back using decreasing\n"
867 " // amounts to find the impact\n"
868 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
869 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
870 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 " vec3 RT = vec3(TexCoord, 1);\n"
872 " OffsetVector *= 0.1;\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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) - 0.5);\n"
883 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
884 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
885 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
889 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
890 " // this basically moves forward the full distance, and then backs up based\n"
891 " // on height of samples\n"
892 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
893 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
894 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
895 " TexCoord += OffsetVector;\n"
896 " OffsetVector *= 0.333;\n"
897 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 " return TexCoord;\n"
903 "#endif // USEOFFSETMAPPING\n"
905 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
906 "uniform vec4 ShadowMap_TextureScale;\n"
907 "uniform vec4 ShadowMap_Parameters;\n"
910 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
911 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 " vec3 adir = abs(dir);\n"
914 "# ifndef USESHADOWMAPVSDCT\n"
918 " if (adir.x > adir.y)\n"
920 " if (adir.x > adir.z)\n"
923 " if (dir.x >= 0.0) { tc = vec2(-dir.z, -dir.y); offset = vec2(0.5, 0.5); } // +X\n"
924 " else { tc = vec2( dir.z, -dir.y); offset = vec2(1.5, 0.5); } // -X\n"
929 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
930 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
935 " if (adir.y > adir.z)\n"
938 " if (dir.y >= 0.0) { tc = vec2( dir.x, dir.z); offset = vec2(0.5, 1.5); } // +Y\n"
939 " else { tc = vec2( dir.x, -dir.z); offset = vec2(1.5, 1.5); } // -Y\n"
944 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
945 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
949 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
950 " stc.xy *= ShadowMap_TextureScale.xy;\n"
953 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_Parameters.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
956 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
958 "#ifdef USESHADOWMAPCUBE\n"
959 "vec4 GetShadowMapTCCube(vec3 dir)\n"
961 " vec3 adir = abs(dir);\n"
962 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
966 "#if !showshadowmap\n"
967 "# ifdef USESHADOWMAPRECT\n"
968 "float ShadowMapCompare(vec3 dir)\n"
970 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
972 "# ifdef USESHADOWSAMPLER\n"
974 "# ifdef USESHADOWMAPPCF\n"
975 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
976 " 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"
978 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
983 "# ifdef USESHADOWMAPPCF\n"
984 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
986 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
987 " 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"
988 " 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"
989 " 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"
990 " 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"
991 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
992 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
994 " vec2 offset = fract(shadowmaptc.xy);\n"
995 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
996 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)))\n"
997 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
998 " cols = row2 + mix(row1, row3, offset.y);\n"
999 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1002 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1010 "# ifdef USESHADOWMAP2D\n"
1011 "float ShadowMapCompare(vec3 dir)\n"
1013 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1016 "# ifdef USESHADOWSAMPLER\n"
1017 "# ifdef USESHADOWMAPPCF\n"
1018 "# ifdef GL_EXT_gpu_shader4\n"
1019 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1021 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1023 " 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"
1025 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1028 "# ifdef USESHADOWMAPPCF\n"
1029 "# ifdef USETEXTUREGATHER\n"
1030 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1031 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1032 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1033 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1034 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1035 " cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1036 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1037 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1039 "# ifdef GL_EXT_gpu_shader4\n"
1040 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1041 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1043 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1044 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1046 " 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"
1047 " 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"
1048 " 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"
1049 " 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"
1050 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1051 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1054 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1061 "# ifdef USESHADOWMAPCUBE\n"
1062 "float ShadowMapCompare(vec3 dir)\n"
1064 " // apply depth texture cubemap as light filter\n"
1065 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1067 "# ifdef USESHADOWSAMPLER\n"
1068 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1070 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1077 "#ifdef MODE_WATER\n"
1082 "#ifdef USEOFFSETMAPPING\n"
1083 " // apply offsetmapping\n"
1084 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1085 "#define TexCoord TexCoordOffset\n"
1088 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1089 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1090 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1091 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1092 " // FIXME temporary hack to detect the case that the reflection\n"
1093 " // gets blackened at edges due to leaving the area that contains actual\n"
1095 " // Remove this 'ack once we have a better way to stop this thing from\n"
1097 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1098 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1099 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1100 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1101 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1102 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1103 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1104 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1105 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1106 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1107 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1108 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1111 "#else // !MODE_WATER\n"
1112 "#ifdef MODE_REFRACTION\n"
1114 "// refraction pass\n"
1117 "#ifdef USEOFFSETMAPPING\n"
1118 " // apply offsetmapping\n"
1119 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1120 "#define TexCoord TexCoordOffset\n"
1123 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1124 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1125 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1126 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1127 " // FIXME temporary hack to detect the case that the reflection\n"
1128 " // gets blackened at edges due to leaving the area that contains actual\n"
1130 " // Remove this 'ack once we have a better way to stop this thing from\n"
1132 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1135 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1136 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1137 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1140 "#else // !MODE_REFRACTION\n"
1143 "#ifdef USEOFFSETMAPPING\n"
1144 " // apply offsetmapping\n"
1145 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1146 "#define TexCoord TexCoordOffset\n"
1149 " // combine the diffuse textures (base, pants, shirt)\n"
1150 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1151 "#ifdef USECOLORMAPPING\n"
1152 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1154 "#ifdef USEVERTEXTEXTUREBLEND\n"
1155 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1156 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1157 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1158 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1160 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1163 "#ifdef USEDIFFUSE\n"
1164 " // get the surface normal and the gloss color\n"
1165 "# ifdef USEVERTEXTEXTUREBLEND\n"
1166 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1167 "# ifdef USESPECULAR\n"
1168 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1171 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1172 "# ifdef USESPECULAR\n"
1173 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1180 "#ifdef MODE_LIGHTSOURCE\n"
1181 " // light source\n"
1183 " // calculate surface normal, light normal, and specular normal\n"
1184 " // compute color intensity for the two textures (colormap and glossmap)\n"
1185 " // scale by light color and attenuation as efficiently as possible\n"
1186 " // (do as much scalar math as possible rather than vector math)\n"
1187 "# ifdef USEDIFFUSE\n"
1188 " // get the light normal\n"
1189 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1191 "# ifdef USESPECULAR\n"
1192 "# ifndef USEEXACTSPECULARMATH\n"
1193 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1196 " // calculate directional shading\n"
1197 "# ifdef USEEXACTSPECULARMATH\n"
1198 " 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"
1200 " 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"
1203 "# ifdef USEDIFFUSE\n"
1204 " // calculate directional shading\n"
1205 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1207 " // calculate directionless shading\n"
1208 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1212 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1213 "#if !showshadowmap\n"
1214 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1218 "# ifdef USECUBEFILTER\n"
1219 " // apply light cubemap filter\n"
1220 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1221 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1223 "#endif // MODE_LIGHTSOURCE\n"
1228 "#ifdef MODE_LIGHTDIRECTION\n"
1229 " // directional model lighting\n"
1230 "# ifdef USEDIFFUSE\n"
1231 " // get the light normal\n"
1232 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1234 "# ifdef USESPECULAR\n"
1235 " // calculate directional shading\n"
1236 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1237 "# ifdef USEEXACTSPECULARMATH\n"
1238 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1240 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1241 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1244 "# ifdef USEDIFFUSE\n"
1246 " // calculate directional shading\n"
1247 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1249 " color.rgb *= AmbientColor;\n"
1252 "#endif // MODE_LIGHTDIRECTION\n"
1257 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1258 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1260 " // get the light normal\n"
1261 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1262 " myhalf3 diffusenormal;\n"
1263 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1264 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1265 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1266 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1267 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1268 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1269 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1270 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1271 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1272 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1273 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1274 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1275 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1276 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1277 "# ifdef USESPECULAR\n"
1278 "# ifdef USEEXACTSPECULARMATH\n"
1279 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1281 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1282 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1286 " // apply lightmap color\n"
1287 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1288 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1293 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1294 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1296 " // get the light normal\n"
1297 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1298 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1299 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1300 "# ifdef USESPECULAR\n"
1301 "# ifdef USEEXACTSPECULARMATH\n"
1302 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1304 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1305 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1309 " // apply lightmap color\n"
1310 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1311 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1316 "#ifdef MODE_LIGHTMAP\n"
1317 " // apply lightmap color\n"
1318 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1319 "#endif // MODE_LIGHTMAP\n"
1324 "#ifdef MODE_VERTEXCOLOR\n"
1325 " // apply lightmap color\n"
1326 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1327 "#endif // MODE_VERTEXCOLOR\n"
1332 "#ifdef MODE_FLATCOLOR\n"
1333 "#endif // MODE_FLATCOLOR\n"
1341 " color *= TintColor;\n"
1344 "#ifdef USEVERTEXTEXTUREBLEND\n"
1345 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1347 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1351 " color.rgb *= SceneBrightness;\n"
1353 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1355 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1358 " // 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"
1359 "#ifdef USEREFLECTION\n"
1360 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1361 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1362 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1363 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1364 " // FIXME temporary hack to detect the case that the reflection\n"
1365 " // gets blackened at edges due to leaving the area that contains actual\n"
1367 " // Remove this 'ack once we have a better way to stop this thing from\n"
1369 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1370 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1371 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1372 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1373 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1374 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1377 " gl_FragColor = vec4(color);\n"
1379 "#if showshadowmap\n"
1380 "# ifdef USESHADOWMAPRECT\n"
1381 "# ifdef USESHADOWSAMPLER\n"
1382 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1384 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1387 "# ifdef USESHADOWMAP2D\n"
1388 "# ifdef USESHADOWSAMPLER\n"
1389 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1391 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1395 "# ifdef USESHADOWMAPCUBE\n"
1396 "# ifdef USESHADOWSAMPLER\n"
1397 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1399 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1404 "#endif // !MODE_REFRACTION\n"
1405 "#endif // !MODE_WATER\n"
1407 "#endif // FRAGMENT_SHADER\n"
1409 "#endif // !MODE_GENERIC\n"
1410 "#endif // !MODE_POSTPROCESS\n"
1411 "#endif // !MODE_SHOWDEPTH\n"
1412 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1415 typedef struct shaderpermutationinfo_s
1417 const char *pretext;
1420 shaderpermutationinfo_t;
1422 typedef struct shadermodeinfo_s
1424 const char *vertexfilename;
1425 const char *geometryfilename;
1426 const char *fragmentfilename;
1427 const char *pretext;
1432 typedef enum shaderpermutation_e
1434 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1435 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1436 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1437 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1438 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1439 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1440 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1441 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1442 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1443 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1444 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1445 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1446 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1447 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1448 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1449 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1450 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1451 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1452 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1453 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1454 SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1455 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<16, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1456 SHADERPERMUTATION_LIMIT = 1<<17, ///< size of permutations array
1457 SHADERPERMUTATION_COUNT = 17 ///< size of shaderpermutationinfo array
1459 shaderpermutation_t;
1461 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1462 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1464 {"#define USEDIFFUSE\n", " diffuse"},
1465 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1466 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1467 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1468 {"#define USECUBEFILTER\n", " cubefilter"},
1469 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1470 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1471 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1472 {"#define USEREFLECTION\n", " reflection"},
1473 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1474 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1475 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1476 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1477 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1478 {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1479 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1480 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1483 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1484 typedef enum shadermode_e
1486 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1487 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1488 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1489 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1490 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1491 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1492 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1493 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1494 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1495 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1496 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1497 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1498 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1503 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1504 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1506 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1507 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1508 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1509 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1510 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1511 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1512 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1513 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1514 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1515 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1516 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1517 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1518 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1521 struct r_glsl_permutation_s;
1522 typedef struct r_glsl_permutation_s
1524 /// hash lookup data
1525 struct r_glsl_permutation_s *hashnext;
1527 unsigned int permutation;
1529 /// indicates if we have tried compiling this permutation already
1531 /// 0 if compilation failed
1533 /// locations of detected uniforms in program object, or -1 if not found
1534 int loc_Texture_First;
1535 int loc_Texture_Second;
1536 int loc_Texture_GammaRamps;
1537 int loc_Texture_Normal;
1538 int loc_Texture_Color;
1539 int loc_Texture_Gloss;
1540 int loc_Texture_Glow;
1541 int loc_Texture_SecondaryNormal;
1542 int loc_Texture_SecondaryColor;
1543 int loc_Texture_SecondaryGloss;
1544 int loc_Texture_SecondaryGlow;
1545 int loc_Texture_Pants;
1546 int loc_Texture_Shirt;
1547 int loc_Texture_FogMask;
1548 int loc_Texture_Lightmap;
1549 int loc_Texture_Deluxemap;
1550 int loc_Texture_Attenuation;
1551 int loc_Texture_Cube;
1552 int loc_Texture_Refraction;
1553 int loc_Texture_Reflection;
1554 int loc_Texture_ShadowMapRect;
1555 int loc_Texture_ShadowMapCube;
1556 int loc_Texture_ShadowMap2D;
1557 int loc_Texture_CubeProjection;
1559 int loc_LightPosition;
1560 int loc_EyePosition;
1561 int loc_Color_Pants;
1562 int loc_Color_Shirt;
1563 int loc_FogRangeRecip;
1564 int loc_AmbientScale;
1565 int loc_DiffuseScale;
1566 int loc_SpecularScale;
1567 int loc_SpecularPower;
1569 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1570 int loc_OffsetMapping_Scale;
1572 int loc_AmbientColor;
1573 int loc_DiffuseColor;
1574 int loc_SpecularColor;
1576 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1577 int loc_GammaCoeff; ///< 1 / gamma
1578 int loc_DistortScaleRefractReflect;
1579 int loc_ScreenScaleRefractReflect;
1580 int loc_ScreenCenterRefractReflect;
1581 int loc_RefractColor;
1582 int loc_ReflectColor;
1583 int loc_ReflectFactor;
1584 int loc_ReflectOffset;
1592 int loc_ShadowMap_TextureScale;
1593 int loc_ShadowMap_Parameters;
1595 r_glsl_permutation_t;
1597 #define SHADERPERMUTATION_HASHSIZE 4096
1599 /// information about each possible shader permutation
1600 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1601 /// currently selected permutation
1602 r_glsl_permutation_t *r_glsl_permutation;
1603 /// storage for permutations linked in the hash table
1604 memexpandablearray_t r_glsl_permutationarray;
1606 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1608 //unsigned int hashdepth = 0;
1609 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1610 r_glsl_permutation_t *p;
1611 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1613 if (p->mode == mode && p->permutation == permutation)
1615 //if (hashdepth > 10)
1616 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1621 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1623 p->permutation = permutation;
1624 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1625 r_glsl_permutationhash[mode][hashindex] = p;
1626 //if (hashdepth > 10)
1627 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1631 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1634 if (!filename || !filename[0])
1636 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1639 if (printfromdisknotice)
1640 Con_DPrint("from disk... ");
1641 return shaderstring;
1643 else if (!strcmp(filename, "glsl/default.glsl"))
1645 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1646 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1648 return shaderstring;
1651 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1654 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1655 int vertstrings_count = 0;
1656 int geomstrings_count = 0;
1657 int fragstrings_count = 0;
1658 char *vertexstring, *geometrystring, *fragmentstring;
1659 const char *vertstrings_list[32+3];
1660 const char *geomstrings_list[32+3];
1661 const char *fragstrings_list[32+3];
1662 char permutationname[256];
1669 permutationname[0] = 0;
1670 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1671 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1672 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1674 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1676 // the first pretext is which type of shader to compile as
1677 // (later these will all be bound together as a program object)
1678 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1679 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1680 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1682 // the second pretext is the mode (for example a light source)
1683 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1684 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1685 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1686 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1688 // now add all the permutation pretexts
1689 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1691 if (permutation & (1<<i))
1693 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1694 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1695 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1696 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1700 // keep line numbers correct
1701 vertstrings_list[vertstrings_count++] = "\n";
1702 geomstrings_list[geomstrings_count++] = "\n";
1703 fragstrings_list[fragstrings_count++] = "\n";
1707 // now append the shader text itself
1708 vertstrings_list[vertstrings_count++] = vertexstring;
1709 geomstrings_list[geomstrings_count++] = geometrystring;
1710 fragstrings_list[fragstrings_count++] = fragmentstring;
1712 // if any sources were NULL, clear the respective list
1714 vertstrings_count = 0;
1715 if (!geometrystring)
1716 geomstrings_count = 0;
1717 if (!fragmentstring)
1718 fragstrings_count = 0;
1720 // compile the shader program
1721 if (vertstrings_count + geomstrings_count + fragstrings_count)
1722 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1726 qglUseProgramObjectARB(p->program);CHECKGLERROR
1727 // look up all the uniform variable names we care about, so we don't
1728 // have to look them up every time we set them
1729 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1730 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1731 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1732 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1733 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1734 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1735 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1736 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1737 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1738 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1739 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1740 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1741 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1742 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1743 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1744 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1745 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1746 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1747 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1748 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1749 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1750 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1751 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1752 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1753 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1754 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1756 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1757 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1758 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1759 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1760 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1761 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1762 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1763 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1764 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1766 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1767 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1768 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1769 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1770 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1771 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1772 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1774 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1775 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1776 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1777 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1778 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1779 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1780 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1781 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1782 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1783 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1784 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1785 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1786 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1787 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1788 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1789 // initialize the samplers to refer to the texture units we use
1790 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1791 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1792 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1793 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1794 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1795 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1796 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1797 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1798 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1799 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1800 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1801 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1802 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1803 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1804 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1805 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1806 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1807 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1808 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1809 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1810 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1811 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1812 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1813 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1815 if (developer.integer)
1816 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1819 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1823 Mem_Free(vertexstring);
1825 Mem_Free(geometrystring);
1827 Mem_Free(fragmentstring);
1830 void R_GLSL_Restart_f(void)
1832 unsigned int i, limit;
1833 r_glsl_permutation_t *p;
1834 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1835 for (i = 0;i < limit;i++)
1837 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1839 GL_Backend_FreeProgram(p->program);
1840 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1843 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1846 void R_GLSL_DumpShader_f(void)
1850 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1853 Con_Printf("failed to write to glsl/default.glsl\n");
1857 FS_Print(file, "/* The engine may define the following macros:\n");
1858 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1859 for (i = 0;i < SHADERMODE_COUNT;i++)
1860 FS_Print(file, shadermodeinfo[i].pretext);
1861 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1862 FS_Print(file, shaderpermutationinfo[i].pretext);
1863 FS_Print(file, "*/\n");
1864 FS_Print(file, builtinshaderstring);
1867 Con_Printf("glsl/default.glsl written\n");
1870 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1872 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1873 if (r_glsl_permutation != perm)
1875 r_glsl_permutation = perm;
1876 if (!r_glsl_permutation->program)
1878 if (!r_glsl_permutation->compiled)
1879 R_GLSL_CompilePermutation(perm, mode, permutation);
1880 if (!r_glsl_permutation->program)
1882 // remove features until we find a valid permutation
1884 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1886 // reduce i more quickly whenever it would not remove any bits
1887 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1888 if (!(permutation & j))
1891 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1892 if (!r_glsl_permutation->compiled)
1893 R_GLSL_CompilePermutation(perm, mode, permutation);
1894 if (r_glsl_permutation->program)
1897 if (i >= SHADERPERMUTATION_COUNT)
1899 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");
1900 Cvar_SetValueQuick(&r_glsl, 0);
1901 R_GLSL_Restart_f(); // unload shaders
1902 return; // no bit left to clear
1907 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1911 void R_SetupGenericShader(qboolean usetexture)
1913 if (gl_support_fragment_shader)
1915 if (r_glsl.integer && r_glsl_usegeneric.integer)
1916 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1917 else if (r_glsl_permutation)
1919 r_glsl_permutation = NULL;
1920 qglUseProgramObjectARB(0);CHECKGLERROR
1925 void R_SetupGenericTwoTextureShader(int texturemode)
1927 if (gl_support_fragment_shader)
1929 if (r_glsl.integer && r_glsl_usegeneric.integer)
1930 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))));
1931 else if (r_glsl_permutation)
1933 r_glsl_permutation = NULL;
1934 qglUseProgramObjectARB(0);CHECKGLERROR
1937 if (!r_glsl_permutation)
1939 if (texturemode == GL_DECAL && gl_combine.integer)
1940 texturemode = GL_INTERPOLATE_ARB;
1941 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1945 void R_SetupDepthOrShadowShader(void)
1947 if (gl_support_fragment_shader)
1949 if (r_glsl.integer && r_glsl_usegeneric.integer)
1950 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1951 else if (r_glsl_permutation)
1953 r_glsl_permutation = NULL;
1954 qglUseProgramObjectARB(0);CHECKGLERROR
1959 void R_SetupShowDepthShader(void)
1961 if (gl_support_fragment_shader)
1963 if (r_glsl.integer && r_glsl_usegeneric.integer)
1964 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1965 else if (r_glsl_permutation)
1967 r_glsl_permutation = NULL;
1968 qglUseProgramObjectARB(0);CHECKGLERROR
1973 extern rtexture_t *r_shadow_attenuationgradienttexture;
1974 extern rtexture_t *r_shadow_attenuation2dtexture;
1975 extern rtexture_t *r_shadow_attenuation3dtexture;
1976 extern qboolean r_shadow_usingshadowmaprect;
1977 extern qboolean r_shadow_usingshadowmapcube;
1978 extern qboolean r_shadow_usingshadowmap2d;
1979 extern float r_shadow_shadowmap_texturescale[4];
1980 extern float r_shadow_shadowmap_parameters[4];
1981 extern int r_shadow_shadowmapvsdct;
1982 extern int r_shadow_shadowmapfilter;
1983 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1985 // select a permutation of the lighting shader appropriate to this
1986 // combination of texture, entity, light source, and fogging, only use the
1987 // minimum features necessary to avoid wasting rendering time in the
1988 // fragment shader on features that are not being used
1989 unsigned int permutation = 0;
1990 unsigned int mode = 0;
1991 // TODO: implement geometry-shader based shadow volumes someday
1992 if (r_glsl_offsetmapping.integer)
1994 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1995 if (r_glsl_offsetmapping_reliefmapping.integer)
1996 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1998 if (rsurfacepass == RSURFPASS_BACKGROUND)
2000 // distorted background
2001 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2002 mode = SHADERMODE_WATER;
2004 mode = SHADERMODE_REFRACTION;
2006 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2009 mode = SHADERMODE_LIGHTSOURCE;
2010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2011 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2012 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2013 permutation |= SHADERPERMUTATION_CUBEFILTER;
2014 if (diffusescale > 0)
2015 permutation |= SHADERPERMUTATION_DIFFUSE;
2016 if (specularscale > 0)
2017 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2018 if (r_refdef.fogenabled)
2019 permutation |= SHADERPERMUTATION_FOG;
2020 if (rsurface.texture->colormapping)
2021 permutation |= SHADERPERMUTATION_COLORMAPPING;
2022 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2024 if (r_shadow_usingshadowmaprect)
2025 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2026 if (r_shadow_usingshadowmap2d)
2027 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2028 if (r_shadow_usingshadowmapcube)
2029 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2030 else if(r_shadow_shadowmapvsdct)
2031 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2033 if (r_shadow_shadowmapfilter == 3)
2034 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2035 else if (r_shadow_shadowmapfilter == 2)
2036 permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2037 else if (r_shadow_shadowmapfilter == 1)
2038 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2041 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2043 // unshaded geometry (fullbright or ambient model lighting)
2044 mode = SHADERMODE_FLATCOLOR;
2045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2046 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2047 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2048 permutation |= SHADERPERMUTATION_GLOW;
2049 if (r_refdef.fogenabled)
2050 permutation |= SHADERPERMUTATION_FOG;
2051 if (rsurface.texture->colormapping)
2052 permutation |= SHADERPERMUTATION_COLORMAPPING;
2053 if (r_glsl_offsetmapping.integer)
2055 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2056 if (r_glsl_offsetmapping_reliefmapping.integer)
2057 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2059 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2060 permutation |= SHADERPERMUTATION_REFLECTION;
2062 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2064 // directional model lighting
2065 mode = SHADERMODE_LIGHTDIRECTION;
2066 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2067 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2068 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2069 permutation |= SHADERPERMUTATION_GLOW;
2070 permutation |= SHADERPERMUTATION_DIFFUSE;
2071 if (specularscale > 0)
2072 permutation |= SHADERPERMUTATION_SPECULAR;
2073 if (r_refdef.fogenabled)
2074 permutation |= SHADERPERMUTATION_FOG;
2075 if (rsurface.texture->colormapping)
2076 permutation |= SHADERPERMUTATION_COLORMAPPING;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2078 permutation |= SHADERPERMUTATION_REFLECTION;
2080 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2082 // ambient model lighting
2083 mode = SHADERMODE_LIGHTDIRECTION;
2084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2085 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2086 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2087 permutation |= SHADERPERMUTATION_GLOW;
2088 if (r_refdef.fogenabled)
2089 permutation |= SHADERPERMUTATION_FOG;
2090 if (rsurface.texture->colormapping)
2091 permutation |= SHADERPERMUTATION_COLORMAPPING;
2092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2093 permutation |= SHADERPERMUTATION_REFLECTION;
2098 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2100 // deluxemapping (light direction texture)
2101 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2102 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2104 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2105 permutation |= SHADERPERMUTATION_DIFFUSE;
2106 if (specularscale > 0)
2107 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2109 else if (r_glsl_deluxemapping.integer >= 2)
2111 // fake deluxemapping (uniform light direction in tangentspace)
2112 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2113 permutation |= SHADERPERMUTATION_DIFFUSE;
2114 if (specularscale > 0)
2115 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2117 else if (rsurface.uselightmaptexture)
2119 // ordinary lightmapping (q1bsp, q3bsp)
2120 mode = SHADERMODE_LIGHTMAP;
2124 // ordinary vertex coloring (q3bsp)
2125 mode = SHADERMODE_VERTEXCOLOR;
2127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2128 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2129 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2130 permutation |= SHADERPERMUTATION_GLOW;
2131 if (r_refdef.fogenabled)
2132 permutation |= SHADERPERMUTATION_FOG;
2133 if (rsurface.texture->colormapping)
2134 permutation |= SHADERPERMUTATION_COLORMAPPING;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2136 permutation |= SHADERPERMUTATION_REFLECTION;
2138 if(permutation & SHADERPERMUTATION_SPECULAR)
2139 if(r_shadow_glossexact.integer)
2140 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2141 R_SetupShader_SetPermutation(mode, permutation);
2142 if (mode == SHADERMODE_LIGHTSOURCE)
2144 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2145 if (permutation & SHADERPERMUTATION_DIFFUSE)
2147 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2148 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2149 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2150 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2154 // ambient only is simpler
2155 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]);
2156 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2157 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2158 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2160 // additive passes are only darkened by fog, not tinted
2161 if (r_glsl_permutation->loc_FogColor >= 0)
2162 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2163 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2164 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]);
2168 if (mode == SHADERMODE_LIGHTDIRECTION)
2170 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);
2171 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);
2172 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);
2173 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]);
2177 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2178 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2179 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2181 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]);
2182 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2183 // additive passes are only darkened by fog, not tinted
2184 if (r_glsl_permutation->loc_FogColor >= 0)
2186 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2187 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2189 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2191 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);
2192 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]);
2193 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]);
2194 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2195 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2196 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2197 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2199 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2200 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2201 if (r_glsl_permutation->loc_Color_Pants >= 0)
2203 if (rsurface.texture->currentskinframe->pants)
2204 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2206 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2208 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2210 if (rsurface.texture->currentskinframe->shirt)
2211 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2213 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2215 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2216 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2218 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2222 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2224 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2228 #define SKINFRAME_HASH 1024
2232 int loadsequence; // incremented each level change
2233 memexpandablearray_t array;
2234 skinframe_t *hash[SKINFRAME_HASH];
2237 r_skinframe_t r_skinframe;
2239 void R_SkinFrame_PrepareForPurge(void)
2241 r_skinframe.loadsequence++;
2242 // wrap it without hitting zero
2243 if (r_skinframe.loadsequence >= 200)
2244 r_skinframe.loadsequence = 1;
2247 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2251 // mark the skinframe as used for the purging code
2252 skinframe->loadsequence = r_skinframe.loadsequence;
2255 void R_SkinFrame_Purge(void)
2259 for (i = 0;i < SKINFRAME_HASH;i++)
2261 for (s = r_skinframe.hash[i];s;s = s->next)
2263 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2265 if (s->merged == s->base)
2267 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2268 R_PurgeTexture(s->stain );s->stain = NULL;
2269 R_PurgeTexture(s->merged);s->merged = NULL;
2270 R_PurgeTexture(s->base );s->base = NULL;
2271 R_PurgeTexture(s->pants );s->pants = NULL;
2272 R_PurgeTexture(s->shirt );s->shirt = NULL;
2273 R_PurgeTexture(s->nmap );s->nmap = NULL;
2274 R_PurgeTexture(s->gloss );s->gloss = NULL;
2275 R_PurgeTexture(s->glow );s->glow = NULL;
2276 R_PurgeTexture(s->fog );s->fog = NULL;
2277 s->loadsequence = 0;
2283 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2285 char basename[MAX_QPATH];
2287 Image_StripImageExtension(name, basename, sizeof(basename));
2289 if( last == NULL ) {
2291 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2292 item = r_skinframe.hash[hashindex];
2297 // linearly search through the hash bucket
2298 for( ; item ; item = item->next ) {
2299 if( !strcmp( item->basename, basename ) ) {
2306 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2310 char basename[MAX_QPATH];
2312 Image_StripImageExtension(name, basename, sizeof(basename));
2314 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2315 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2316 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2320 rtexture_t *dyntexture;
2321 // check whether its a dynamic texture
2322 dyntexture = CL_GetDynTexture( basename );
2323 if (!add && !dyntexture)
2325 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2326 memset(item, 0, sizeof(*item));
2327 strlcpy(item->basename, basename, sizeof(item->basename));
2328 item->base = dyntexture; // either NULL or dyntexture handle
2329 item->textureflags = textureflags;
2330 item->comparewidth = comparewidth;
2331 item->compareheight = compareheight;
2332 item->comparecrc = comparecrc;
2333 item->next = r_skinframe.hash[hashindex];
2334 r_skinframe.hash[hashindex] = item;
2336 else if( item->base == NULL )
2338 rtexture_t *dyntexture;
2339 // check whether its a dynamic texture
2340 // 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]
2341 dyntexture = CL_GetDynTexture( basename );
2342 item->base = dyntexture; // either NULL or dyntexture handle
2345 R_SkinFrame_MarkUsed(item);
2349 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2351 unsigned long long avgcolor[5], wsum; \
2359 for(pix = 0; pix < cnt; ++pix) \
2362 for(comp = 0; comp < 3; ++comp) \
2364 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2367 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2369 for(comp = 0; comp < 3; ++comp) \
2370 avgcolor[comp] += getpixel * w; \
2373 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2374 avgcolor[4] += getpixel; \
2376 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2378 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2379 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2380 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2381 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2384 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2386 // FIXME: it should be possible to disable loading various layers using
2387 // cvars, to prevent wasted loading time and memory usage if the user does
2389 qboolean loadnormalmap = true;
2390 qboolean loadgloss = true;
2391 qboolean loadpantsandshirt = true;
2392 qboolean loadglow = true;
2394 unsigned char *pixels;
2395 unsigned char *bumppixels;
2396 unsigned char *basepixels = NULL;
2397 int basepixels_width;
2398 int basepixels_height;
2399 skinframe_t *skinframe;
2403 if (cls.state == ca_dedicated)
2406 // return an existing skinframe if already loaded
2407 // if loading of the first image fails, don't make a new skinframe as it
2408 // would cause all future lookups of this to be missing
2409 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2410 if (skinframe && skinframe->base)
2413 basepixels = loadimagepixelsbgra(name, complain, true);
2414 if (basepixels == NULL)
2417 if (developer_loading.integer)
2418 Con_Printf("loading skin \"%s\"\n", name);
2420 // we've got some pixels to store, so really allocate this new texture now
2422 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2423 skinframe->stain = NULL;
2424 skinframe->merged = NULL;
2425 skinframe->base = r_texture_notexture;
2426 skinframe->pants = NULL;
2427 skinframe->shirt = NULL;
2428 skinframe->nmap = r_texture_blanknormalmap;
2429 skinframe->gloss = NULL;
2430 skinframe->glow = NULL;
2431 skinframe->fog = NULL;
2433 basepixels_width = image_width;
2434 basepixels_height = image_height;
2435 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);
2437 if (textureflags & TEXF_ALPHA)
2439 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2440 if (basepixels[j] < 255)
2442 if (j < basepixels_width * basepixels_height * 4)
2444 // has transparent pixels
2446 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2447 for (j = 0;j < image_width * image_height * 4;j += 4)
2452 pixels[j+3] = basepixels[j+3];
2454 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);
2459 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2460 //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]);
2462 // _norm is the name used by tenebrae and has been adopted as standard
2465 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2467 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);
2471 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2473 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2474 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2475 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);
2477 Mem_Free(bumppixels);
2479 else if (r_shadow_bumpscale_basetexture.value > 0)
2481 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2482 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2483 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);
2487 // _luma is supported for tenebrae compatibility
2488 // (I think it's a very stupid name, but oh well)
2489 // _glow is the preferred name
2490 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;}
2491 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;}
2492 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;}
2493 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;}
2496 Mem_Free(basepixels);
2501 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2504 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2507 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)
2512 for (i = 0;i < width*height;i++)
2513 if (((unsigned char *)&palette[in[i]])[3] > 0)
2515 if (i == width*height)
2518 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2521 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2522 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2525 unsigned char *temp1, *temp2;
2526 skinframe_t *skinframe;
2528 if (cls.state == ca_dedicated)
2531 // if already loaded just return it, otherwise make a new skinframe
2532 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2533 if (skinframe && skinframe->base)
2536 skinframe->stain = NULL;
2537 skinframe->merged = NULL;
2538 skinframe->base = r_texture_notexture;
2539 skinframe->pants = NULL;
2540 skinframe->shirt = NULL;
2541 skinframe->nmap = r_texture_blanknormalmap;
2542 skinframe->gloss = NULL;
2543 skinframe->glow = NULL;
2544 skinframe->fog = NULL;
2546 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2550 if (developer_loading.integer)
2551 Con_Printf("loading 32bit skin \"%s\"\n", name);
2553 if (r_shadow_bumpscale_basetexture.value > 0)
2555 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2556 temp2 = temp1 + width * height * 4;
2557 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2558 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2561 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2562 if (textureflags & TEXF_ALPHA)
2564 for (i = 3;i < width * height * 4;i += 4)
2565 if (skindata[i] < 255)
2567 if (i < width * height * 4)
2569 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2570 memcpy(fogpixels, skindata, width * height * 4);
2571 for (i = 0;i < width * height * 4;i += 4)
2572 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2573 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2574 Mem_Free(fogpixels);
2578 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2579 //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]);
2584 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2587 unsigned char *temp1, *temp2;
2588 unsigned int *palette;
2589 skinframe_t *skinframe;
2591 if (cls.state == ca_dedicated)
2594 // if already loaded just return it, otherwise make a new skinframe
2595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2596 if (skinframe && skinframe->base)
2599 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2601 skinframe->stain = NULL;
2602 skinframe->merged = NULL;
2603 skinframe->base = r_texture_notexture;
2604 skinframe->pants = NULL;
2605 skinframe->shirt = NULL;
2606 skinframe->nmap = r_texture_blanknormalmap;
2607 skinframe->gloss = NULL;
2608 skinframe->glow = NULL;
2609 skinframe->fog = NULL;
2611 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2615 if (developer_loading.integer)
2616 Con_Printf("loading quake skin \"%s\"\n", name);
2618 if (r_shadow_bumpscale_basetexture.value > 0)
2620 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2621 temp2 = temp1 + width * height * 4;
2622 // use either a custom palette or the quake palette
2623 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2624 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2625 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2628 // use either a custom palette, or the quake palette
2629 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2630 if (loadglowtexture)
2631 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2632 if (loadpantsandshirt)
2634 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2635 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2637 if (skinframe->pants || skinframe->shirt)
2638 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
2639 if (textureflags & TEXF_ALPHA)
2641 for (i = 0;i < width * height;i++)
2642 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2644 if (i < width * height)
2645 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2648 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2649 //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]);
2654 skinframe_t *R_SkinFrame_LoadMissing(void)
2656 skinframe_t *skinframe;
2658 if (cls.state == ca_dedicated)
2661 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2662 skinframe->stain = NULL;
2663 skinframe->merged = NULL;
2664 skinframe->base = r_texture_notexture;
2665 skinframe->pants = NULL;
2666 skinframe->shirt = NULL;
2667 skinframe->nmap = r_texture_blanknormalmap;
2668 skinframe->gloss = NULL;
2669 skinframe->glow = NULL;
2670 skinframe->fog = NULL;
2672 skinframe->avgcolor[0] = rand() / RAND_MAX;
2673 skinframe->avgcolor[1] = rand() / RAND_MAX;
2674 skinframe->avgcolor[2] = rand() / RAND_MAX;
2675 skinframe->avgcolor[3] = 1;
2680 void gl_main_start(void)
2684 memset(r_queries, 0, sizeof(r_queries));
2686 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2687 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2689 // set up r_skinframe loading system for textures
2690 memset(&r_skinframe, 0, sizeof(r_skinframe));
2691 r_skinframe.loadsequence = 1;
2692 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2694 r_main_texturepool = R_AllocTexturePool();
2695 R_BuildBlankTextures();
2697 if (gl_texturecubemap)
2700 R_BuildNormalizationCube();
2702 r_texture_fogattenuation = NULL;
2703 r_texture_gammaramps = NULL;
2704 //r_texture_fogintensity = NULL;
2705 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2706 memset(&r_waterstate, 0, sizeof(r_waterstate));
2707 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2708 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2709 memset(&r_svbsp, 0, sizeof (r_svbsp));
2711 r_refdef.fogmasktable_density = 0;
2714 extern rtexture_t *loadingscreentexture;
2715 void gl_main_shutdown(void)
2718 qglDeleteQueriesARB(r_maxqueries, r_queries);
2722 memset(r_queries, 0, sizeof(r_queries));
2724 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2725 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2727 // clear out the r_skinframe state
2728 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2729 memset(&r_skinframe, 0, sizeof(r_skinframe));
2732 Mem_Free(r_svbsp.nodes);
2733 memset(&r_svbsp, 0, sizeof (r_svbsp));
2734 R_FreeTexturePool(&r_main_texturepool);
2735 loadingscreentexture = NULL;
2736 r_texture_blanknormalmap = NULL;
2737 r_texture_white = NULL;
2738 r_texture_grey128 = NULL;
2739 r_texture_black = NULL;
2740 r_texture_whitecube = NULL;
2741 r_texture_normalizationcube = NULL;
2742 r_texture_fogattenuation = NULL;
2743 r_texture_gammaramps = NULL;
2744 //r_texture_fogintensity = NULL;
2745 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2746 memset(&r_waterstate, 0, sizeof(r_waterstate));
2750 extern void CL_ParseEntityLump(char *entitystring);
2751 void gl_main_newmap(void)
2753 // FIXME: move this code to client
2755 char *entities, entname[MAX_QPATH];
2758 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2759 l = (int)strlen(entname) - 4;
2760 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2762 memcpy(entname + l, ".ent", 5);
2763 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2765 CL_ParseEntityLump(entities);
2770 if (cl.worldmodel->brush.entities)
2771 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2775 void GL_Main_Init(void)
2777 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2779 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2780 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2781 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2782 if (gamemode == GAME_NEHAHRA)
2784 Cvar_RegisterVariable (&gl_fogenable);
2785 Cvar_RegisterVariable (&gl_fogdensity);
2786 Cvar_RegisterVariable (&gl_fogred);
2787 Cvar_RegisterVariable (&gl_foggreen);
2788 Cvar_RegisterVariable (&gl_fogblue);
2789 Cvar_RegisterVariable (&gl_fogstart);
2790 Cvar_RegisterVariable (&gl_fogend);
2791 Cvar_RegisterVariable (&gl_skyclip);
2793 Cvar_RegisterVariable(&r_motionblur);
2794 Cvar_RegisterVariable(&r_motionblur_maxblur);
2795 Cvar_RegisterVariable(&r_motionblur_bmin);
2796 Cvar_RegisterVariable(&r_motionblur_vmin);
2797 Cvar_RegisterVariable(&r_motionblur_vmax);
2798 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2799 Cvar_RegisterVariable(&r_motionblur_randomize);
2800 Cvar_RegisterVariable(&r_damageblur);
2801 Cvar_RegisterVariable(&r_animcache);
2802 Cvar_RegisterVariable(&r_depthfirst);
2803 Cvar_RegisterVariable(&r_useinfinitefarclip);
2804 Cvar_RegisterVariable(&r_nearclip);
2805 Cvar_RegisterVariable(&r_showbboxes);
2806 Cvar_RegisterVariable(&r_showsurfaces);
2807 Cvar_RegisterVariable(&r_showtris);
2808 Cvar_RegisterVariable(&r_shownormals);
2809 Cvar_RegisterVariable(&r_showlighting);
2810 Cvar_RegisterVariable(&r_showshadowvolumes);
2811 Cvar_RegisterVariable(&r_showcollisionbrushes);
2812 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2813 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2814 Cvar_RegisterVariable(&r_showdisabledepthtest);
2815 Cvar_RegisterVariable(&r_drawportals);
2816 Cvar_RegisterVariable(&r_drawentities);
2817 Cvar_RegisterVariable(&r_cullentities_trace);
2818 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2819 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2820 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2821 Cvar_RegisterVariable(&r_drawviewmodel);
2822 Cvar_RegisterVariable(&r_speeds);
2823 Cvar_RegisterVariable(&r_fullbrights);
2824 Cvar_RegisterVariable(&r_wateralpha);
2825 Cvar_RegisterVariable(&r_dynamic);
2826 Cvar_RegisterVariable(&r_fullbright);
2827 Cvar_RegisterVariable(&r_shadows);
2828 Cvar_RegisterVariable(&r_shadows_darken);
2829 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2830 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2831 Cvar_RegisterVariable(&r_shadows_throwdistance);
2832 Cvar_RegisterVariable(&r_shadows_throwdirection);
2833 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2834 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2835 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2836 Cvar_RegisterVariable(&r_fog_exp2);
2837 Cvar_RegisterVariable(&r_drawfog);
2838 Cvar_RegisterVariable(&r_textureunits);
2839 Cvar_RegisterVariable(&r_glsl);
2840 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2841 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2842 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2843 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2844 Cvar_RegisterVariable(&r_glsl_postprocess);
2845 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2846 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2847 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2848 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2849 Cvar_RegisterVariable(&r_glsl_usegeneric);
2850 Cvar_RegisterVariable(&r_water);
2851 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2852 Cvar_RegisterVariable(&r_water_clippingplanebias);
2853 Cvar_RegisterVariable(&r_water_refractdistort);
2854 Cvar_RegisterVariable(&r_water_reflectdistort);
2855 Cvar_RegisterVariable(&r_lerpsprites);
2856 Cvar_RegisterVariable(&r_lerpmodels);
2857 Cvar_RegisterVariable(&r_lerplightstyles);
2858 Cvar_RegisterVariable(&r_waterscroll);
2859 Cvar_RegisterVariable(&r_bloom);
2860 Cvar_RegisterVariable(&r_bloom_colorscale);
2861 Cvar_RegisterVariable(&r_bloom_brighten);
2862 Cvar_RegisterVariable(&r_bloom_blur);
2863 Cvar_RegisterVariable(&r_bloom_resolution);
2864 Cvar_RegisterVariable(&r_bloom_colorexponent);
2865 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2866 Cvar_RegisterVariable(&r_hdr);
2867 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2868 Cvar_RegisterVariable(&r_hdr_glowintensity);
2869 Cvar_RegisterVariable(&r_hdr_range);
2870 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2871 Cvar_RegisterVariable(&developer_texturelogging);
2872 Cvar_RegisterVariable(&gl_lightmaps);
2873 Cvar_RegisterVariable(&r_test);
2874 Cvar_RegisterVariable(&r_batchmode);
2875 Cvar_RegisterVariable(&r_glsl_saturation);
2876 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2877 Cvar_SetValue("r_fullbrights", 0);
2878 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2880 Cvar_RegisterVariable(&r_track_sprites);
2881 Cvar_RegisterVariable(&r_track_sprites_flags);
2882 Cvar_RegisterVariable(&r_track_sprites_scalew);
2883 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2886 extern void R_Textures_Init(void);
2887 extern void GL_Draw_Init(void);
2888 extern void GL_Main_Init(void);
2889 extern void R_Shadow_Init(void);
2890 extern void R_Sky_Init(void);
2891 extern void GL_Surf_Init(void);
2892 extern void R_Particles_Init(void);
2893 extern void R_Explosion_Init(void);
2894 extern void gl_backend_init(void);
2895 extern void Sbar_Init(void);
2896 extern void R_LightningBeams_Init(void);
2897 extern void Mod_RenderInit(void);
2899 void Render_Init(void)
2911 R_LightningBeams_Init();
2920 extern char *ENGINE_EXTENSIONS;
2923 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2924 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2925 gl_version = (const char *)qglGetString(GL_VERSION);
2926 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2930 if (!gl_platformextensions)
2931 gl_platformextensions = "";
2933 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2934 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2935 Con_Printf("GL_VERSION: %s\n", gl_version);
2936 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2937 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2939 VID_CheckExtensions();
2941 // LordHavoc: report supported extensions
2942 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2944 // clear to black (loading plaque will be seen over this)
2946 qglClearColor(0,0,0,1);CHECKGLERROR
2947 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2950 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2954 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2956 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2959 p = r_refdef.view.frustum + i;
2964 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2968 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2972 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2976 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2980 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2984 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2988 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2992 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3000 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3004 for (i = 0;i < numplanes;i++)
3011 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3015 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3019 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3023 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3027 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3031 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3035 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3039 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3047 //==================================================================================
3049 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3052 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3053 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3054 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3057 typedef struct r_animcache_entity_s
3064 qboolean wantnormals;
3065 qboolean wanttangents;
3067 r_animcache_entity_t;
3069 typedef struct r_animcache_s
3071 r_animcache_entity_t entity[MAX_EDICTS*2];
3077 static r_animcache_t r_animcachestate;
3079 void R_AnimCache_Free(void)
3082 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3084 r_animcachestate.entity[idx].maxvertices = 0;
3085 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3086 r_animcachestate.entity[idx].vertex3f = NULL;
3087 r_animcachestate.entity[idx].normal3f = NULL;
3088 r_animcachestate.entity[idx].svector3f = NULL;
3089 r_animcachestate.entity[idx].tvector3f = NULL;
3091 r_animcachestate.currentindex = 0;
3092 r_animcachestate.maxindex = 0;
3095 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3099 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3101 if (cache->maxvertices >= numvertices)
3104 // Release existing memory
3105 if (cache->vertex3f)
3106 Mem_Free(cache->vertex3f);
3108 // Pad by 1024 verts
3109 cache->maxvertices = (numvertices + 1023) & ~1023;
3110 arraySize = cache->maxvertices * 3;
3112 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3113 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3114 r_animcachestate.entity[cacheIdx].vertex3f = base;
3115 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3116 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3117 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3119 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3122 void R_AnimCache_NewFrame(void)
3126 if (r_animcache.integer && r_drawentities.integer)
3127 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3128 else if (r_animcachestate.maxindex)
3131 r_animcachestate.currentindex = 0;
3133 for (i = 0;i < r_refdef.scene.numentities;i++)
3134 r_refdef.scene.entities[i]->animcacheindex = -1;
3137 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3139 dp_model_t *model = ent->model;
3140 r_animcache_entity_t *c;
3141 // see if it's already cached this frame
3142 if (ent->animcacheindex >= 0)
3144 // add normals/tangents if needed
3145 c = r_animcachestate.entity + ent->animcacheindex;
3147 wantnormals = false;
3148 if (c->wanttangents)
3149 wanttangents = false;
3150 if (wantnormals || wanttangents)
3151 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3155 // see if this ent is worth caching
3156 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3158 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3160 // assign it a cache entry and make sure the arrays are big enough
3161 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3162 ent->animcacheindex = r_animcachestate.currentindex++;
3163 c = r_animcachestate.entity + ent->animcacheindex;
3164 c->wantnormals = wantnormals;
3165 c->wanttangents = wanttangents;
3166 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3171 void R_AnimCache_CacheVisibleEntities(void)
3174 qboolean wantnormals;
3175 qboolean wanttangents;
3177 if (!r_animcachestate.maxindex)
3180 wantnormals = !r_showsurfaces.integer;
3181 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3183 // TODO: thread this?
3185 for (i = 0;i < r_refdef.scene.numentities;i++)
3187 if (!r_refdef.viewcache.entityvisible[i])
3189 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3193 //==================================================================================
3195 static void R_View_UpdateEntityLighting (void)
3198 entity_render_t *ent;
3199 vec3_t tempdiffusenormal;
3201 for (i = 0;i < r_refdef.scene.numentities;i++)
3203 ent = r_refdef.scene.entities[i];
3205 // skip unseen models
3206 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3210 if (ent->model && ent->model->brush.num_leafs)
3212 // TODO: use modellight for r_ambient settings on world?
3213 VectorSet(ent->modellight_ambient, 0, 0, 0);
3214 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3215 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3219 // fetch the lighting from the worldmodel data
3220 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));
3221 VectorClear(ent->modellight_diffuse);
3222 VectorClear(tempdiffusenormal);
3223 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3226 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3227 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3230 VectorSet(ent->modellight_ambient, 1, 1, 1);
3232 // move the light direction into modelspace coordinates for lighting code
3233 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3234 if(VectorLength2(ent->modellight_lightdir) == 0)
3235 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3236 VectorNormalize(ent->modellight_lightdir);
3240 static void R_View_UpdateEntityVisible (void)
3243 entity_render_t *ent;
3245 if (!r_drawentities.integer)
3248 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3249 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3251 // worldmodel can check visibility
3252 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3253 for (i = 0;i < r_refdef.scene.numentities;i++)
3255 ent = r_refdef.scene.entities[i];
3256 if (!(ent->flags & renderimask))
3257 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)))
3258 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))
3259 r_refdef.viewcache.entityvisible[i] = true;
3261 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3263 for (i = 0;i < r_refdef.scene.numentities;i++)
3265 ent = r_refdef.scene.entities[i];
3266 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3268 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))
3269 ent->last_trace_visibility = realtime;
3270 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3271 r_refdef.viewcache.entityvisible[i] = 0;
3278 // no worldmodel or it can't check visibility
3279 for (i = 0;i < r_refdef.scene.numentities;i++)
3281 ent = r_refdef.scene.entities[i];
3282 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));
3287 /// only used if skyrendermasked, and normally returns false
3288 int R_DrawBrushModelsSky (void)
3291 entity_render_t *ent;
3293 if (!r_drawentities.integer)
3297 for (i = 0;i < r_refdef.scene.numentities;i++)
3299 if (!r_refdef.viewcache.entityvisible[i])
3301 ent = r_refdef.scene.entities[i];
3302 if (!ent->model || !ent->model->DrawSky)
3304 ent->model->DrawSky(ent);
3310 static void R_DrawNoModel(entity_render_t *ent);
3311 static void R_DrawModels(void)
3314 entity_render_t *ent;
3316 if (!r_drawentities.integer)
3319 for (i = 0;i < r_refdef.scene.numentities;i++)
3321 if (!r_refdef.viewcache.entityvisible[i])
3323 ent = r_refdef.scene.entities[i];
3324 r_refdef.stats.entities++;
3325 if (ent->model && ent->model->Draw != NULL)
3326 ent->model->Draw(ent);
3332 static void R_DrawModelsDepth(void)
3335 entity_render_t *ent;
3337 if (!r_drawentities.integer)
3340 for (i = 0;i < r_refdef.scene.numentities;i++)
3342 if (!r_refdef.viewcache.entityvisible[i])
3344 ent = r_refdef.scene.entities[i];
3345 if (ent->model && ent->model->DrawDepth != NULL)
3346 ent->model->DrawDepth(ent);
3350 static void R_DrawModelsDebug(void)
3353 entity_render_t *ent;
3355 if (!r_drawentities.integer)
3358 for (i = 0;i < r_refdef.scene.numentities;i++)
3360 if (!r_refdef.viewcache.entityvisible[i])
3362 ent = r_refdef.scene.entities[i];
3363 if (ent->model && ent->model->DrawDebug != NULL)
3364 ent->model->DrawDebug(ent);
3368 static void R_DrawModelsAddWaterPlanes(void)
3371 entity_render_t *ent;
3373 if (!r_drawentities.integer)
3376 for (i = 0;i < r_refdef.scene.numentities;i++)
3378 if (!r_refdef.viewcache.entityvisible[i])
3380 ent = r_refdef.scene.entities[i];
3381 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3382 ent->model->DrawAddWaterPlanes(ent);
3386 static void R_View_SetFrustum(void)
3389 double slopex, slopey;
3390 vec3_t forward, left, up, origin;
3392 // we can't trust r_refdef.view.forward and friends in reflected scenes
3393 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3396 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3397 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3398 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3399 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3400 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3401 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3402 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3403 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3404 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3405 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3406 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3407 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3411 zNear = r_refdef.nearclip;
3412 nudge = 1.0 - 1.0 / (1<<23);
3413 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3414 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3415 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3416 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3417 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3418 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3419 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3420 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3426 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3427 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3428 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3429 r_refdef.view.frustum[0].dist = m[15] - m[12];
3431 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3432 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3433 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3434 r_refdef.view.frustum[1].dist = m[15] + m[12];
3436 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3437 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3438 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3439 r_refdef.view.frustum[2].dist = m[15] - m[13];
3441 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3442 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3443 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3444 r_refdef.view.frustum[3].dist = m[15] + m[13];
3446 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3447 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3448 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3449 r_refdef.view.frustum[4].dist = m[15] - m[14];
3451 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3452 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3453 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3454 r_refdef.view.frustum[5].dist = m[15] + m[14];
3457 if (r_refdef.view.useperspective)
3459 slopex = 1.0 / r_refdef.view.frustum_x;
3460 slopey = 1.0 / r_refdef.view.frustum_y;
3461 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3462 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3463 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3464 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3465 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3467 // Leaving those out was a mistake, those were in the old code, and they
3468 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3469 // I couldn't reproduce it after adding those normalizations. --blub
3470 VectorNormalize(r_refdef.view.frustum[0].normal);
3471 VectorNormalize(r_refdef.view.frustum[1].normal);
3472 VectorNormalize(r_refdef.view.frustum[2].normal);
3473 VectorNormalize(r_refdef.view.frustum[3].normal);
3475 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3476 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]);
3477 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]);
3478 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]);
3479 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]);
3481 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3482 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3483 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3484 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3485 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3489 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3490 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3491 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3492 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3493 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3494 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3495 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3496 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3497 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3498 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3500 r_refdef.view.numfrustumplanes = 5;
3502 if (r_refdef.view.useclipplane)
3504 r_refdef.view.numfrustumplanes = 6;
3505 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3508 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3509 PlaneClassify(r_refdef.view.frustum + i);
3511 // LordHavoc: note to all quake engine coders, Quake had a special case
3512 // for 90 degrees which assumed a square view (wrong), so I removed it,
3513 // Quake2 has it disabled as well.
3515 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3516 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3517 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3518 //PlaneClassify(&frustum[0]);
3520 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3521 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3522 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3523 //PlaneClassify(&frustum[1]);
3525 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3526 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3527 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3528 //PlaneClassify(&frustum[2]);
3530 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3531 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3532 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3533 //PlaneClassify(&frustum[3]);
3536 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3537 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3538 //PlaneClassify(&frustum[4]);
3541 void R_View_Update(void)
3543 R_View_SetFrustum();
3544 R_View_WorldVisibility(r_refdef.view.useclipplane);
3545 R_View_UpdateEntityVisible();
3546 R_View_UpdateEntityLighting();
3549 void R_SetupView(qboolean allowwaterclippingplane)
3551 const double *customclipplane = NULL;
3553 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3555 // LordHavoc: couldn't figure out how to make this approach the
3556 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3557 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3558 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3559 dist = r_refdef.view.clipplane.dist;
3560 plane[0] = r_refdef.view.clipplane.normal[0];
3561 plane[1] = r_refdef.view.clipplane.normal[1];
3562 plane[2] = r_refdef.view.clipplane.normal[2];
3564 customclipplane = plane;
3567 if (!r_refdef.view.useperspective)
3568 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);
3569 else if (gl_stencil && r_useinfinitefarclip.integer)
3570 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);
3572 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);
3573 R_SetViewport(&r_refdef.view.viewport);
3576 void R_ResetViewRendering2D(void)
3578 r_viewport_t viewport;
3581 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3582 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);
3583 R_SetViewport(&viewport);
3584 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3585 GL_Color(1, 1, 1, 1);
3586 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3587 GL_BlendFunc(GL_ONE, GL_ZERO);
3588 GL_AlphaTest(false);
3589 GL_ScissorTest(false);
3590 GL_DepthMask(false);
3591 GL_DepthRange(0, 1);
3592 GL_DepthTest(false);
3593 R_Mesh_Matrix(&identitymatrix);
3594 R_Mesh_ResetTextureState();
3595 GL_PolygonOffset(0, 0);
3596 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3597 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3598 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3599 qglStencilMask(~0);CHECKGLERROR
3600 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3601 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3602 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3603 R_SetupGenericShader(true);
3606 void R_ResetViewRendering3D(void)
3611 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3612 GL_Color(1, 1, 1, 1);
3613 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3614 GL_BlendFunc(GL_ONE, GL_ZERO);
3615 GL_AlphaTest(false);
3616 GL_ScissorTest(true);
3618 GL_DepthRange(0, 1);
3620 R_Mesh_Matrix(&identitymatrix);
3621 R_Mesh_ResetTextureState();
3622 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3623 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3624 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3625 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3626 qglStencilMask(~0);CHECKGLERROR
3627 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3628 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3629 GL_CullFace(r_refdef.view.cullface_back);
3630 R_SetupGenericShader(true);
3633 void R_RenderScene(void);
3634 void R_RenderWaterPlanes(void);
3636 static void R_Water_StartFrame(void)
3639 int waterwidth, waterheight, texturewidth, textureheight;
3640 r_waterstate_waterplane_t *p;
3642 // set waterwidth and waterheight to the water resolution that will be
3643 // used (often less than the screen resolution for faster rendering)
3644 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3645 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3647 // calculate desired texture sizes
3648 // can't use water if the card does not support the texture size
3649 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3650 texturewidth = textureheight = waterwidth = waterheight = 0;
3651 else if (gl_support_arb_texture_non_power_of_two)
3653 texturewidth = waterwidth;
3654 textureheight = waterheight;
3658 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3659 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3662 // allocate textures as needed
3663 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3665 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3666 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3668 if (p->texture_refraction)
3669 R_FreeTexture(p->texture_refraction);
3670 p->texture_refraction = NULL;
3671 if (p->texture_reflection)
3672 R_FreeTexture(p->texture_reflection);
3673 p->texture_reflection = NULL;
3675 memset(&r_waterstate, 0, sizeof(r_waterstate));
3676 r_waterstate.waterwidth = waterwidth;
3677 r_waterstate.waterheight = waterheight;
3678 r_waterstate.texturewidth = texturewidth;
3679 r_waterstate.textureheight = textureheight;
3682 // when doing a reduced render (HDR) we want to use a smaller area
3683 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3684 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3686 if (r_waterstate.waterwidth)
3688 r_waterstate.enabled = true;
3690 // set up variables that will be used in shader setup
3691 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3692 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3693 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3694 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3697 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698 r_waterstate.numwaterplanes = 0;
3701 void R_Water_AddWaterPlane(msurface_t *surface)
3703 int triangleindex, planeindex;
3709 r_waterstate_waterplane_t *p;
3710 texture_t *t = R_GetCurrentTexture(surface->texture);
3711 // just use the first triangle with a valid normal for any decisions
3712 VectorClear(normal);
3713 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3715 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3716 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3717 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3718 TriangleNormal(vert[0], vert[1], vert[2], normal);
3719 if (VectorLength2(normal) >= 0.001)
3723 VectorCopy(normal, plane.normal);
3724 VectorNormalize(plane.normal);
3725 plane.dist = DotProduct(vert[0], plane.normal);
3726 PlaneClassify(&plane);
3727 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3729 // skip backfaces (except if nocullface is set)
3730 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3732 VectorNegate(plane.normal, plane.normal);
3734 PlaneClassify(&plane);
3738 // find a matching plane if there is one
3739 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3740 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3742 if (planeindex >= r_waterstate.maxwaterplanes)
3743 return; // nothing we can do, out of planes
3745 // if this triangle does not fit any known plane rendered this frame, add one
3746 if (planeindex >= r_waterstate.numwaterplanes)
3748 // store the new plane
3749 r_waterstate.numwaterplanes++;
3751 // clear materialflags and pvs
3752 p->materialflags = 0;
3753 p->pvsvalid = false;
3755 // merge this surface's materialflags into the waterplane
3756 p->materialflags |= t->currentmaterialflags;
3757 // merge this surface's PVS into the waterplane
3758 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3759 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3760 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3762 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3767 static void R_Water_ProcessPlanes(void)
3769 r_refdef_view_t originalview;
3770 r_refdef_view_t myview;
3772 r_waterstate_waterplane_t *p;
3774 originalview = r_refdef.view;
3776 // make sure enough textures are allocated
3777 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3779 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3781 if (!p->texture_refraction)
3782 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);
3783 if (!p->texture_refraction)
3787 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3789 if (!p->texture_reflection)
3790 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);
3791 if (!p->texture_reflection)
3797 r_refdef.view = originalview;
3798 r_refdef.view.showdebug = false;
3799 r_refdef.view.width = r_waterstate.waterwidth;
3800 r_refdef.view.height = r_waterstate.waterheight;
3801 r_refdef.view.useclipplane = true;
3802 myview = r_refdef.view;
3803 r_waterstate.renderingscene = true;
3804 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3806 // render the normal view scene and copy into texture
3807 // (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)
3808 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3810 r_refdef.view = myview;
3811 r_refdef.view.clipplane = p->plane;
3812 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3813 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3814 PlaneClassify(&r_refdef.view.clipplane);
3816 R_ResetViewRendering3D();
3817 R_ClearScreen(r_refdef.fogenabled);
3821 // copy view into the screen texture
3822 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3823 GL_ActiveTexture(0);
3825 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
3828 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3830 r_refdef.view = myview;
3831 // render reflected scene and copy into texture
3832 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3833 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3834 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3835 r_refdef.view.clipplane = p->plane;
3836 // reverse the cullface settings for this render
3837 r_refdef.view.cullface_front = GL_FRONT;
3838 r_refdef.view.cullface_back = GL_BACK;
3839 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3841 r_refdef.view.usecustompvs = true;
3843 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3845 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3848 R_ResetViewRendering3D();
3849 R_ClearScreen(r_refdef.fogenabled);
3853 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3854 GL_ActiveTexture(0);
3856 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
3859 r_waterstate.renderingscene = false;
3860 r_refdef.view = originalview;
3861 R_ResetViewRendering3D();
3862 R_ClearScreen(r_refdef.fogenabled);
3866 r_refdef.view = originalview;
3867 r_waterstate.renderingscene = false;
3868 Cvar_SetValueQuick(&r_water, 0);
3869 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3873 void R_Bloom_StartFrame(void)
3875 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3877 // set bloomwidth and bloomheight to the bloom resolution that will be
3878 // used (often less than the screen resolution for faster rendering)
3879 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3880 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3881 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3882 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3883 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3885 // calculate desired texture sizes
3886 if (gl_support_arb_texture_non_power_of_two)
3888 screentexturewidth = r_refdef.view.width;
3889 screentextureheight = r_refdef.view.height;
3890 bloomtexturewidth = r_bloomstate.bloomwidth;
3891 bloomtextureheight = r_bloomstate.bloomheight;
3895 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3896 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3897 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3898 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3901 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))
3903 Cvar_SetValueQuick(&r_hdr, 0);
3904 Cvar_SetValueQuick(&r_bloom, 0);
3905 Cvar_SetValueQuick(&r_motionblur, 0);
3906 Cvar_SetValueQuick(&r_damageblur, 0);
3909 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)))
3910 screentexturewidth = screentextureheight = 0;
3911 if (!r_hdr.integer && !r_bloom.integer)
3912 bloomtexturewidth = bloomtextureheight = 0;
3914 // allocate textures as needed
3915 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3917 if (r_bloomstate.texture_screen)
3918 R_FreeTexture(r_bloomstate.texture_screen);
3919 r_bloomstate.texture_screen = NULL;
3920 r_bloomstate.screentexturewidth = screentexturewidth;
3921 r_bloomstate.screentextureheight = screentextureheight;
3922 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3923 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);
3925 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3927 if (r_bloomstate.texture_bloom)
3928 R_FreeTexture(r_bloomstate.texture_bloom);
3929 r_bloomstate.texture_bloom = NULL;
3930 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3931 r_bloomstate.bloomtextureheight = bloomtextureheight;
3932 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3933 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);
3936 // when doing a reduced render (HDR) we want to use a smaller area
3937 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3938 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3939 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3940 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3941 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3943 // set up a texcoord array for the full resolution screen image
3944 // (we have to keep this around to copy back during final render)
3945 r_bloomstate.screentexcoord2f[0] = 0;
3946 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3947 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3948 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3949 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3950 r_bloomstate.screentexcoord2f[5] = 0;
3951 r_bloomstate.screentexcoord2f[6] = 0;
3952 r_bloomstate.screentexcoord2f[7] = 0;
3954 // set up a texcoord array for the reduced resolution bloom image
3955 // (which will be additive blended over the screen image)
3956 r_bloomstate.bloomtexcoord2f[0] = 0;
3957 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3958 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3959 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3960 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3961 r_bloomstate.bloomtexcoord2f[5] = 0;
3962 r_bloomstate.bloomtexcoord2f[6] = 0;
3963 r_bloomstate.bloomtexcoord2f[7] = 0;
3965 if (r_hdr.integer || r_bloom.integer)
3967 r_bloomstate.enabled = true;
3968 r_bloomstate.hdr = r_hdr.integer != 0;
3971 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);
3974 void R_Bloom_CopyBloomTexture(float colorscale)
3976 r_refdef.stats.bloom++;
3978 // scale down screen texture to the bloom texture size
3980 R_SetViewport(&r_bloomstate.viewport);
3981 GL_BlendFunc(GL_ONE, GL_ZERO);
3982 GL_Color(colorscale, colorscale, colorscale, 1);
3983 // TODO: optimize with multitexture or GLSL
3984 R_SetupGenericShader(true);
3985 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3986 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3987 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3988 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3990 // we now have a bloom image in the framebuffer
3991 // copy it into the bloom image texture for later processing
3992 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3993 GL_ActiveTexture(0);
3995 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
3996 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
3999 void R_Bloom_CopyHDRTexture(void)
4001 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4002 GL_ActiveTexture(0);
4004 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
4005 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4008 void R_Bloom_MakeTexture(void)
4011 float xoffset, yoffset, r, brighten;
4013 r_refdef.stats.bloom++;
4015 R_ResetViewRendering2D();
4016 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4017 R_Mesh_ColorPointer(NULL, 0, 0);
4018 R_SetupGenericShader(true);
4020 // we have a bloom image in the framebuffer
4022 R_SetViewport(&r_bloomstate.viewport);
4024 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4027 r = bound(0, r_bloom_colorexponent.value / x, 1);
4028 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4029 GL_Color(r, r, r, 1);
4030 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4031 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4032 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4033 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4035 // copy the vertically blurred bloom view to a texture
4036 GL_ActiveTexture(0);
4038 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4039 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4042 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4043 brighten = r_bloom_brighten.value;
4045 brighten *= r_hdr_range.value;
4046 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4047 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4049 for (dir = 0;dir < 2;dir++)
4051 // blend on at multiple vertical offsets to achieve a vertical blur
4052 // TODO: do offset blends using GLSL
4053 GL_BlendFunc(GL_ONE, GL_ZERO);
4054 for (x = -range;x <= range;x++)
4056 if (!dir){xoffset = 0;yoffset = x;}
4057 else {xoffset = x;yoffset = 0;}
4058 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4059 yoffset /= (float)r_bloomstate.bloomtextureheight;
4060 // compute a texcoord array with the specified x and y offset
4061 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4062 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4063 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4064 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4065 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4066 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4067 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4068 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4069 // this r value looks like a 'dot' particle, fading sharply to
4070 // black at the edges
4071 // (probably not realistic but looks good enough)
4072 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4073 //r = (dir ? 1.0f : brighten)/(range*2+1);
4074 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4075 GL_Color(r, r, r, 1);
4076 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4077 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4078 GL_BlendFunc(GL_ONE, GL_ONE);
4081 // copy the vertically blurred bloom view to a texture
4082 GL_ActiveTexture(0);
4084 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4085 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4088 // apply subtract last
4089 // (just like it would be in a GLSL shader)
4090 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4092 GL_BlendFunc(GL_ONE, GL_ZERO);
4093 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4094 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4095 GL_Color(1, 1, 1, 1);
4096 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4097 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4099 GL_BlendFunc(GL_ONE, GL_ONE);
4100 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4101 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4102 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4103 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4104 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4105 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4106 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4108 // copy the darkened bloom view to a texture
4109 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4110 GL_ActiveTexture(0);
4112 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4113 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4117 void R_HDR_RenderBloomTexture(void)
4119 int oldwidth, oldheight;
4120 float oldcolorscale;
4122 oldcolorscale = r_refdef.view.colorscale;
4123 oldwidth = r_refdef.view.width;
4124 oldheight = r_refdef.view.height;
4125 r_refdef.view.width = r_bloomstate.bloomwidth;
4126 r_refdef.view.height = r_bloomstate.bloomheight;
4128 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4129 // TODO: add exposure compensation features
4130 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4132 r_refdef.view.showdebug = false;
4133 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4135 R_ResetViewRendering3D();
4137 R_ClearScreen(r_refdef.fogenabled);
4138 if (r_timereport_active)
4139 R_TimeReport("HDRclear");
4142 if (r_timereport_active)
4143 R_TimeReport("visibility");
4145 // only do secondary renders with HDR if r_hdr is 2 or higher
4146 r_waterstate.numwaterplanes = 0;
4147 if (r_waterstate.enabled && r_hdr.integer >= 2)
4148 R_RenderWaterPlanes();
4150 r_refdef.view.showdebug = true;
4152 r_waterstate.numwaterplanes = 0;
4154 R_ResetViewRendering2D();
4156 R_Bloom_CopyHDRTexture();
4157 R_Bloom_MakeTexture();
4159 // restore the view settings
4160 r_refdef.view.width = oldwidth;
4161 r_refdef.view.height = oldheight;
4162 r_refdef.view.colorscale = oldcolorscale;
4164 R_ResetViewRendering3D();
4166 R_ClearScreen(r_refdef.fogenabled);
4167 if (r_timereport_active)
4168 R_TimeReport("viewclear");
4171 static void R_BlendView(void)
4173 if (r_bloomstate.texture_screen)
4175 // make sure the buffer is available
4176 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4178 R_ResetViewRendering2D();
4179 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4180 R_Mesh_ColorPointer(NULL, 0, 0);
4181 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4182 GL_ActiveTexture(0);CHECKGLERROR
4184 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4186 // declare variables
4188 static float avgspeed;
4190 speed = VectorLength(cl.movement_velocity);
4192 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4193 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4195 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4196 speed = bound(0, speed, 1);
4197 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4199 // calculate values into a standard alpha
4200 cl.motionbluralpha = 1 - exp(-
4202 (r_motionblur.value * speed / 80)
4204 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4207 max(0.0001, cl.time - cl.oldtime) // fps independent
4210 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4211 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4213 if (cl.motionbluralpha > 0)
4215 R_SetupGenericShader(true);
4216 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4217 GL_Color(1, 1, 1, cl.motionbluralpha);
4218 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4219 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4220 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4221 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4225 // copy view into the screen texture
4226 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
4227 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4230 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4232 unsigned int permutation =
4233 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4234 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4235 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4236 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4237 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4239 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4241 // render simple bloom effect
4242 // copy the screen and shrink it and darken it for the bloom process
4243 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4244 // make the bloom texture
4245 R_Bloom_MakeTexture();
4248 R_ResetViewRendering2D();
4249 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4250 R_Mesh_ColorPointer(NULL, 0, 0);
4251 GL_Color(1, 1, 1, 1);
4252 GL_BlendFunc(GL_ONE, GL_ZERO);
4253 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4254 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4255 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4256 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4257 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4258 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4259 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4260 if (r_glsl_permutation->loc_TintColor >= 0)
4261 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4262 if (r_glsl_permutation->loc_ClientTime >= 0)
4263 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4264 if (r_glsl_permutation->loc_PixelSize >= 0)
4265 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4266 if (r_glsl_permutation->loc_UserVec1 >= 0)
4268 float a=0, b=0, c=0, d=0;
4269 #if _MSC_VER >= 1400
4270 #define sscanf sscanf_s
4272 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4273 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4275 if (r_glsl_permutation->loc_UserVec2 >= 0)
4277 float a=0, b=0, c=0, d=0;
4278 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4279 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4281 if (r_glsl_permutation->loc_UserVec3 >= 0)
4283 float a=0, b=0, c=0, d=0;
4284 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4285 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4287 if (r_glsl_permutation->loc_UserVec4 >= 0)
4289 float a=0, b=0, c=0, d=0;
4290 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4291 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4293 if (r_glsl_permutation->loc_Saturation >= 0)
4294 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4295 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4296 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4302 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4304 // render high dynamic range bloom effect
4305 // the bloom texture was made earlier this render, so we just need to
4306 // blend it onto the screen...
4307 R_ResetViewRendering2D();
4308 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4309 R_Mesh_ColorPointer(NULL, 0, 0);
4310 R_SetupGenericShader(true);
4311 GL_Color(1, 1, 1, 1);
4312 GL_BlendFunc(GL_ONE, GL_ONE);
4313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4314 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4315 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4316 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4318 else if (r_bloomstate.texture_bloom)
4320 // render simple bloom effect
4321 // copy the screen and shrink it and darken it for the bloom process
4322 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4323 // make the bloom texture
4324 R_Bloom_MakeTexture();
4325 // put the original screen image back in place and blend the bloom
4327 R_ResetViewRendering2D();
4328 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4329 R_Mesh_ColorPointer(NULL, 0, 0);
4330 GL_Color(1, 1, 1, 1);
4331 GL_BlendFunc(GL_ONE, GL_ZERO);
4332 // do both in one pass if possible
4333 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4334 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4335 if (r_textureunits.integer >= 2 && gl_combine.integer)
4337 R_SetupGenericTwoTextureShader(GL_ADD);
4338 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4339 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4343 R_SetupGenericShader(true);
4344 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4345 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4346 // now blend on the bloom texture
4347 GL_BlendFunc(GL_ONE, GL_ONE);
4348 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4349 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4351 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4352 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4354 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4356 // apply a color tint to the whole view
4357 R_ResetViewRendering2D();
4358 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4359 R_Mesh_ColorPointer(NULL, 0, 0);
4360 R_SetupGenericShader(false);
4361 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4362 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4363 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4367 matrix4x4_t r_waterscrollmatrix;
4369 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4371 if (r_refdef.fog_density)
4373 r_refdef.fogcolor[0] = r_refdef.fog_red;
4374 r_refdef.fogcolor[1] = r_refdef.fog_green;
4375 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4379 VectorCopy(r_refdef.fogcolor, fogvec);
4380 // color.rgb *= ContrastBoost * SceneBrightness;
4381 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4382 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4383 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4384 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4389 void R_UpdateVariables(void)
4393 r_refdef.scene.ambient = r_ambient.value;
4395 r_refdef.farclip = 4096;
4396 if (r_refdef.scene.worldmodel)
4397 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4398 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4400 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4401 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4402 r_refdef.polygonfactor = 0;
4403 r_refdef.polygonoffset = 0;
4404 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4405 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4407 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4408 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4409 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4410 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4411 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4412 if (r_showsurfaces.integer)
4414 r_refdef.scene.rtworld = false;
4415 r_refdef.scene.rtworldshadows = false;
4416 r_refdef.scene.rtdlight = false;
4417 r_refdef.scene.rtdlightshadows = false;
4418 r_refdef.lightmapintensity = 0;
4421 if (gamemode == GAME_NEHAHRA)
4423 if (gl_fogenable.integer)
4425 r_refdef.oldgl_fogenable = true;
4426 r_refdef.fog_density = gl_fogdensity.value;
4427 r_refdef.fog_red = gl_fogred.value;
4428 r_refdef.fog_green = gl_foggreen.value;
4429 r_refdef.fog_blue = gl_fogblue.value;
4430 r_refdef.fog_alpha = 1;
4431 r_refdef.fog_start = 0;
4432 r_refdef.fog_end = gl_skyclip.value;
4434 else if (r_refdef.oldgl_fogenable)
4436 r_refdef.oldgl_fogenable = false;
4437 r_refdef.fog_density = 0;
4438 r_refdef.fog_red = 0;
4439 r_refdef.fog_green = 0;
4440 r_refdef.fog_blue = 0;
4441 r_refdef.fog_alpha = 0;
4442 r_refdef.fog_start = 0;
4443 r_refdef.fog_end = 0;
4447 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4448 r_refdef.fog_start = max(0, r_refdef.fog_start);
4449 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4451 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4453 if (r_refdef.fog_density && r_drawfog.integer)
4455 r_refdef.fogenabled = true;
4456 // this is the point where the fog reaches 0.9986 alpha, which we
4457 // consider a good enough cutoff point for the texture
4458 // (0.9986 * 256 == 255.6)
4459 if (r_fog_exp2.integer)
4460 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4462 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4463 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4464 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4465 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4466 // fog color was already set
4467 // update the fog texture
4468 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)
4469 R_BuildFogTexture();
4472 r_refdef.fogenabled = false;
4474 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4476 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4478 // build GLSL gamma texture
4479 #define RAMPWIDTH 256
4480 unsigned short ramp[RAMPWIDTH * 3];
4481 unsigned char rampbgr[RAMPWIDTH][4];
4484 r_texture_gammaramps_serial = vid_gammatables_serial;
4486 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4487 for(i = 0; i < RAMPWIDTH; ++i)
4489 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4490 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4491 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4494 if (r_texture_gammaramps)
4496 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4500 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);
4506 // remove GLSL gamma texture
4510 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4511 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4517 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4518 if( scenetype != r_currentscenetype ) {
4519 // store the old scenetype
4520 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4521 r_currentscenetype = scenetype;
4522 // move in the new scene
4523 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4532 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4534 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4535 if( scenetype == r_currentscenetype ) {
4536 return &r_refdef.scene;
4538 return &r_scenes_store[ scenetype ];
4547 void R_RenderView(void)
4549 if (r_timereport_active)
4550 R_TimeReport("start");
4551 r_frame++; // used only by R_GetCurrentTexture
4552 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4554 R_AnimCache_NewFrame();
4556 if (r_refdef.view.isoverlay)
4558 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4559 GL_Clear( GL_DEPTH_BUFFER_BIT );
4560 R_TimeReport("depthclear");
4562 r_refdef.view.showdebug = false;
4564 r_waterstate.enabled = false;
4565 r_waterstate.numwaterplanes = 0;
4573 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4574 return; //Host_Error ("R_RenderView: NULL worldmodel");
4576 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4578 // break apart the view matrix into vectors for various purposes
4579 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4580 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4581 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4582 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4583 // make an inverted copy of the view matrix for tracking sprites
4584 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4586 R_Shadow_UpdateWorldLightSelection();
4588 R_Bloom_StartFrame();
4589 R_Water_StartFrame();
4592 if (r_timereport_active)
4593 R_TimeReport("viewsetup");
4595 R_ResetViewRendering3D();
4597 if (r_refdef.view.clear || r_refdef.fogenabled)
4599 R_ClearScreen(r_refdef.fogenabled);
4600 if (r_timereport_active)
4601 R_TimeReport("viewclear");
4603 r_refdef.view.clear = true;
4605 // this produces a bloom texture to be used in R_BlendView() later
4607 R_HDR_RenderBloomTexture();
4609 r_refdef.view.showdebug = true;
4612 if (r_timereport_active)
4613 R_TimeReport("visibility");
4615 r_waterstate.numwaterplanes = 0;
4616 if (r_waterstate.enabled)
4617 R_RenderWaterPlanes();
4620 r_waterstate.numwaterplanes = 0;
4623 if (r_timereport_active)
4624 R_TimeReport("blendview");
4626 GL_Scissor(0, 0, vid.width, vid.height);
4627 GL_ScissorTest(false);
4631 void R_RenderWaterPlanes(void)
4633 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4635 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4636 if (r_timereport_active)
4637 R_TimeReport("waterworld");
4640 // don't let sound skip if going slow
4641 if (r_refdef.scene.extraupdate)
4644 R_DrawModelsAddWaterPlanes();
4645 if (r_timereport_active)
4646 R_TimeReport("watermodels");
4648 if (r_waterstate.numwaterplanes)
4650 R_Water_ProcessPlanes();
4651 if (r_timereport_active)
4652 R_TimeReport("waterscenes");
4656 extern void R_DrawLightningBeams (void);
4657 extern void VM_CL_AddPolygonsToMeshQueue (void);
4658 extern void R_DrawPortals (void);
4659 extern cvar_t cl_locs_show;
4660 static void R_DrawLocs(void);
4661 static void R_DrawEntityBBoxes(void);
4662 void R_RenderScene(void)
4664 r_refdef.stats.renders++;
4668 // don't let sound skip if going slow
4669 if (r_refdef.scene.extraupdate)
4672 R_MeshQueue_BeginScene();
4676 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);
4678 if (cl.csqc_vidvars.drawworld)
4680 // don't let sound skip if going slow
4681 if (r_refdef.scene.extraupdate)
4684 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4686 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4687 if (r_timereport_active)
4688 R_TimeReport("worldsky");
4691 if (R_DrawBrushModelsSky() && r_timereport_active)
4692 R_TimeReport("bmodelsky");
4695 R_AnimCache_CacheVisibleEntities();
4697 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4699 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4700 if (r_timereport_active)
4701 R_TimeReport("worlddepth");
4703 if (r_depthfirst.integer >= 2)
4705 R_DrawModelsDepth();
4706 if (r_timereport_active)
4707 R_TimeReport("modeldepth");
4710 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4712 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4713 if (r_timereport_active)
4714 R_TimeReport("world");
4717 // don't let sound skip if going slow
4718 if (r_refdef.scene.extraupdate)
4722 if (r_timereport_active)
4723 R_TimeReport("models");
4725 // don't let sound skip if going slow
4726 if (r_refdef.scene.extraupdate)
4729 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4731 R_DrawModelShadows();
4732 R_ResetViewRendering3D();
4733 // don't let sound skip if going slow
4734 if (r_refdef.scene.extraupdate)
4738 R_ShadowVolumeLighting(false);
4739 if (r_timereport_active)
4740 R_TimeReport("rtlights");
4742 // don't let sound skip if going slow
4743 if (r_refdef.scene.extraupdate)
4746 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4748 R_DrawModelShadows();
4749 R_ResetViewRendering3D();
4750 // don't let sound skip if going slow
4751 if (r_refdef.scene.extraupdate)
4755 if (cl.csqc_vidvars.drawworld)
4757 R_DrawLightningBeams();
4758 if (r_timereport_active)
4759 R_TimeReport("lightning");
4762 if (r_timereport_active)
4763 R_TimeReport("decals");
4766 if (r_timereport_active)
4767 R_TimeReport("particles");
4770 if (r_timereport_active)
4771 R_TimeReport("explosions");
4774 R_SetupGenericShader(true);
4775 VM_CL_AddPolygonsToMeshQueue();
4777 if (r_refdef.view.showdebug)
4779 if (cl_locs_show.integer)
4782 if (r_timereport_active)
4783 R_TimeReport("showlocs");
4786 if (r_drawportals.integer)
4789 if (r_timereport_active)
4790 R_TimeReport("portals");
4793 if (r_showbboxes.value > 0)
4795 R_DrawEntityBBoxes();
4796 if (r_timereport_active)
4797 R_TimeReport("bboxes");
4801 R_SetupGenericShader(true);
4802 R_MeshQueue_RenderTransparent();
4803 if (r_timereport_active)
4804 R_TimeReport("drawtrans");
4806 R_SetupGenericShader(true);
4808 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))
4810 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4811 if (r_timereport_active)
4812 R_TimeReport("worlddebug");
4813 R_DrawModelsDebug();
4814 if (r_timereport_active)
4815 R_TimeReport("modeldebug");
4818 R_SetupGenericShader(true);
4820 if (cl.csqc_vidvars.drawworld)
4823 if (r_timereport_active)
4824 R_TimeReport("coronas");
4827 // don't let sound skip if going slow
4828 if (r_refdef.scene.extraupdate)
4831 R_ResetViewRendering2D();
4834 static const unsigned short bboxelements[36] =
4844 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4847 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4848 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4849 GL_DepthMask(false);
4850 GL_DepthRange(0, 1);
4851 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4852 R_Mesh_Matrix(&identitymatrix);
4853 R_Mesh_ResetTextureState();
4855 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4856 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4857 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4858 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4859 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4860 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4861 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4862 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4863 R_FillColors(color4f, 8, cr, cg, cb, ca);
4864 if (r_refdef.fogenabled)
4866 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4868 f1 = FogPoint_World(v);
4870 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4871 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4872 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4875 R_Mesh_VertexPointer(vertex3f, 0, 0);
4876 R_Mesh_ColorPointer(color4f, 0, 0);
4877 R_Mesh_ResetTextureState();
4878 R_SetupGenericShader(false);
4879 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4882 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4886 prvm_edict_t *edict;
4887 prvm_prog_t *prog_save = prog;
4889 // this function draws bounding boxes of server entities
4893 GL_CullFace(GL_NONE);
4894 R_SetupGenericShader(false);
4898 for (i = 0;i < numsurfaces;i++)
4900 edict = PRVM_EDICT_NUM(surfacelist[i]);
4901 switch ((int)edict->fields.server->solid)
4903 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4904 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4905 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4906 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4907 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4908 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4910 color[3] *= r_showbboxes.value;
4911 color[3] = bound(0, color[3], 1);
4912 GL_DepthTest(!r_showdisabledepthtest.integer);
4913 GL_CullFace(r_refdef.view.cullface_front);
4914 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4920 static void R_DrawEntityBBoxes(void)
4923 prvm_edict_t *edict;
4925 prvm_prog_t *prog_save = prog;
4927 // this function draws bounding boxes of server entities
4933 for (i = 0;i < prog->num_edicts;i++)
4935 edict = PRVM_EDICT_NUM(i);
4936 if (edict->priv.server->free)
4938 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4939 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4941 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4943 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4944 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4950 unsigned short nomodelelements[24] =
4962 float nomodelvertex3f[6*3] =
4972 float nomodelcolor4f[6*4] =
4974 0.0f, 0.0f, 0.5f, 1.0f,
4975 0.0f, 0.0f, 0.5f, 1.0f,
4976 0.0f, 0.5f, 0.0f, 1.0f,
4977 0.0f, 0.5f, 0.0f, 1.0f,
4978 0.5f, 0.0f, 0.0f, 1.0f,
4979 0.5f, 0.0f, 0.0f, 1.0f
4982 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4987 // this is only called once per entity so numsurfaces is always 1, and
4988 // surfacelist is always {0}, so this code does not handle batches
4989 R_Mesh_Matrix(&ent->matrix);
4991 if (ent->flags & EF_ADDITIVE)
4993 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4994 GL_DepthMask(false);
4996 else if (ent->alpha < 1)
4998 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4999 GL_DepthMask(false);
5003 GL_BlendFunc(GL_ONE, GL_ZERO);
5006 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5007 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5008 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5009 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5010 R_SetupGenericShader(false);
5011 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5012 if (r_refdef.fogenabled)
5015 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5016 R_Mesh_ColorPointer(color4f, 0, 0);
5017 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5018 f1 = FogPoint_World(org);
5020 for (i = 0, c = color4f;i < 6;i++, c += 4)
5022 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5023 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5024 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5028 else if (ent->alpha != 1)
5030 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5031 R_Mesh_ColorPointer(color4f, 0, 0);
5032 for (i = 0, c = color4f;i < 6;i++, c += 4)
5036 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5037 R_Mesh_ResetTextureState();
5038 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5041 void R_DrawNoModel(entity_render_t *ent)
5044 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5045 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5046 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5048 // R_DrawNoModelCallback(ent, 0);
5051 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5053 vec3_t right1, right2, diff, normal;
5055 VectorSubtract (org2, org1, normal);
5057 // calculate 'right' vector for start
5058 VectorSubtract (r_refdef.view.origin, org1, diff);
5059 CrossProduct (normal, diff, right1);
5060 VectorNormalize (right1);
5062 // calculate 'right' vector for end
5063 VectorSubtract (r_refdef.view.origin, org2, diff);
5064 CrossProduct (normal, diff, right2);
5065 VectorNormalize (right2);
5067 vert[ 0] = org1[0] + width * right1[0];
5068 vert[ 1] = org1[1] + width * right1[1];
5069 vert[ 2] = org1[2] + width * right1[2];
5070 vert[ 3] = org1[0] - width * right1[0];
5071 vert[ 4] = org1[1] - width * right1[1];
5072 vert[ 5] = org1[2] - width * right1[2];
5073 vert[ 6] = org2[0] - width * right2[0];
5074 vert[ 7] = org2[1] - width * right2[1];
5075 vert[ 8] = org2[2] - width * right2[2];
5076 vert[ 9] = org2[0] + width * right2[0];
5077 vert[10] = org2[1] + width * right2[1];
5078 vert[11] = org2[2] + width * right2[2];
5081 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5083 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)
5085 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5089 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5090 fog = FogPoint_World(origin);
5092 R_Mesh_Matrix(&identitymatrix);
5093 GL_BlendFunc(blendfunc1, blendfunc2);
5095 GL_CullFace(GL_NONE);
5097 GL_DepthMask(false);
5098 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5099 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5100 GL_DepthTest(!depthdisable);
5102 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5103 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5104 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5105 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5106 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5107 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5108 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5109 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5110 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5111 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5112 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5113 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5115 R_Mesh_VertexPointer(vertex3f, 0, 0);
5116 R_Mesh_ColorPointer(NULL, 0, 0);
5117 R_Mesh_ResetTextureState();
5118 R_SetupGenericShader(true);
5119 R_Mesh_TexBind(0, R_GetTexture(texture));
5120 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5121 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5122 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5123 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5125 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5127 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5128 GL_BlendFunc(blendfunc1, GL_ONE);
5130 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5131 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5135 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5140 VectorSet(v, x, y, z);
5141 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5142 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5144 if (i == mesh->numvertices)
5146 if (mesh->numvertices < mesh->maxvertices)
5148 VectorCopy(v, vertex3f);
5149 mesh->numvertices++;
5151 return mesh->numvertices;
5157 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5161 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5162 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5163 e = mesh->element3i + mesh->numtriangles * 3;
5164 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5166 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5167 if (mesh->numtriangles < mesh->maxtriangles)
5172 mesh->numtriangles++;
5174 element[1] = element[2];
5178 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5182 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5183 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5184 e = mesh->element3i + mesh->numtriangles * 3;
5185 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5187 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5188 if (mesh->numtriangles < mesh->maxtriangles)
5193 mesh->numtriangles++;
5195 element[1] = element[2];
5199 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5200 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5202 int planenum, planenum2;
5205 mplane_t *plane, *plane2;
5207 double temppoints[2][256*3];
5208 // figure out how large a bounding box we need to properly compute this brush
5210 for (w = 0;w < numplanes;w++)
5211 maxdist = max(maxdist, planes[w].dist);
5212 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5213 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5214 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5218 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5219 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5221 if (planenum2 == planenum)
5223 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);
5226 if (tempnumpoints < 3)
5228 // generate elements forming a triangle fan for this polygon
5229 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5233 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)
5235 texturelayer_t *layer;
5236 layer = t->currentlayers + t->currentnumlayers++;
5238 layer->depthmask = depthmask;
5239 layer->blendfunc1 = blendfunc1;
5240 layer->blendfunc2 = blendfunc2;
5241 layer->texture = texture;
5242 layer->texmatrix = *matrix;
5243 layer->color[0] = r * r_refdef.view.colorscale;
5244 layer->color[1] = g * r_refdef.view.colorscale;
5245 layer->color[2] = b * r_refdef.view.colorscale;
5246 layer->color[3] = a;
5249 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5252 index = parms[2] + r_refdef.scene.time * parms[3];
5253 index -= floor(index);
5257 case Q3WAVEFUNC_NONE:
5258 case Q3WAVEFUNC_NOISE:
5259 case Q3WAVEFUNC_COUNT:
5262 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5263 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5264 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5265 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5266 case Q3WAVEFUNC_TRIANGLE:
5268 f = index - floor(index);
5279 return (float)(parms[0] + parms[1] * f);
5282 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5287 matrix4x4_t matrix, temp;
5288 switch(tcmod->tcmod)
5292 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5293 matrix = r_waterscrollmatrix;
5295 matrix = identitymatrix;
5297 case Q3TCMOD_ENTITYTRANSLATE:
5298 // this is used in Q3 to allow the gamecode to control texcoord
5299 // scrolling on the entity, which is not supported in darkplaces yet.
5300 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5302 case Q3TCMOD_ROTATE:
5303 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5304 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5305 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5308 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5310 case Q3TCMOD_SCROLL:
5311 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5313 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5314 w = (int) tcmod->parms[0];
5315 h = (int) tcmod->parms[1];
5316 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5318 idx = (int) floor(f * w * h);
5319 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5321 case Q3TCMOD_STRETCH:
5322 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5323 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5325 case Q3TCMOD_TRANSFORM:
5326 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5327 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5328 VectorSet(tcmat + 6, 0 , 0 , 1);
5329 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5330 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5332 case Q3TCMOD_TURBULENT:
5333 // this is handled in the RSurf_PrepareVertices function
5334 matrix = identitymatrix;
5338 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5341 texture_t *R_GetCurrentTexture(texture_t *t)
5344 const entity_render_t *ent = rsurface.entity;
5345 dp_model_t *model = ent->model;
5346 q3shaderinfo_layer_tcmod_t *tcmod;
5348 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5349 return t->currentframe;
5350 t->update_lastrenderframe = r_frame;
5351 t->update_lastrenderentity = (void *)ent;
5353 // switch to an alternate material if this is a q1bsp animated material
5355 texture_t *texture = t;
5356 int s = ent->skinnum;
5357 if ((unsigned int)s >= (unsigned int)model->numskins)
5359 if (model->skinscenes)
5361 if (model->skinscenes[s].framecount > 1)
5362 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5364 s = model->skinscenes[s].firstframe;
5367 t = t + s * model->num_surfaces;
5370 // use an alternate animation if the entity's frame is not 0,
5371 // and only if the texture has an alternate animation
5372 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5373 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5375 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5377 texture->currentframe = t;
5380 // update currentskinframe to be a qw skin or animation frame
5381 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"))
5383 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5385 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5386 if (developer_loading.integer)
5387 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5388 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);
5390 t->currentskinframe = r_qwskincache_skinframe[i];
5391 if (t->currentskinframe == NULL)
5392 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5394 else if (t->numskinframes >= 2)
5395 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5396 if (t->backgroundnumskinframes >= 2)
5397 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5399 t->currentmaterialflags = t->basematerialflags;
5400 t->currentalpha = ent->alpha;
5401 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5402 t->currentalpha *= r_wateralpha.value;
5403 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5404 t->currentalpha *= t->r_water_wateralpha;
5405 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5406 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5407 if (!(ent->flags & RENDER_LIGHT))
5408 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5409 else if (rsurface.modeltexcoordlightmap2f == NULL)
5411 // pick a model lighting mode
5412 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5413 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5415 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5417 if (ent->effects & EF_ADDITIVE)
5418 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5419 else if (t->currentalpha < 1)
5420 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5421 if (ent->effects & EF_DOUBLESIDED)
5422 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5423 if (ent->effects & EF_NODEPTHTEST)
5424 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5425 if (ent->flags & RENDER_VIEWMODEL)
5426 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5427 if (t->backgroundnumskinframes)
5428 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5429 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5431 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5432 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5435 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5437 // there is no tcmod
5438 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5440 t->currenttexmatrix = r_waterscrollmatrix;
5441 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5445 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5446 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5449 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5450 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5451 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5452 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5454 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5455 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5456 t->glosstexture = r_texture_black;
5457 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5458 t->backgroundglosstexture = r_texture_black;
5459 t->specularpower = r_shadow_glossexponent.value;
5460 // TODO: store reference values for these in the texture?
5461 t->specularscale = 0;
5462 if (r_shadow_gloss.integer > 0)
5464 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5466 if (r_shadow_glossintensity.value > 0)
5468 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5469 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5470 t->specularscale = r_shadow_glossintensity.value;
5473 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5475 t->glosstexture = r_texture_white;
5476 t->backgroundglosstexture = r_texture_white;
5477 t->specularscale = r_shadow_gloss2intensity.value;
5481 // lightmaps mode looks bad with dlights using actual texturing, so turn
5482 // off the colormap and glossmap, but leave the normalmap on as it still
5483 // accurately represents the shading involved
5484 if (gl_lightmaps.integer)
5486 t->basetexture = r_texture_grey128;
5487 t->backgroundbasetexture = NULL;
5488 t->specularscale = 0;
5489 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5492 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5493 VectorClear(t->dlightcolor);
5494 t->currentnumlayers = 0;
5495 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5498 int blendfunc1, blendfunc2;
5500 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5502 blendfunc1 = GL_SRC_ALPHA;
5503 blendfunc2 = GL_ONE;
5505 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5507 blendfunc1 = GL_SRC_ALPHA;
5508 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5510 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5512 blendfunc1 = t->customblendfunc[0];
5513 blendfunc2 = t->customblendfunc[1];
5517 blendfunc1 = GL_ONE;
5518 blendfunc2 = GL_ZERO;
5520 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5521 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5522 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5523 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5525 // fullbright is not affected by r_refdef.lightmapintensity
5526 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]);
5527 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5528 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]);
5529 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5530 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]);
5534 vec3_t ambientcolor;
5536 // set the color tint used for lights affecting this surface
5537 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5539 // q3bsp has no lightmap updates, so the lightstylevalue that
5540 // would normally be baked into the lightmap must be
5541 // applied to the color
5542 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5543 if (ent->model->type == mod_brushq3)
5544 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5545 colorscale *= r_refdef.lightmapintensity;
5546 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5547 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5548 // basic lit geometry
5549 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]);
5550 // add pants/shirt if needed
5551 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5552 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]);
5553 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5554 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]);
5555 // now add ambient passes if needed
5556 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5558 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]);
5559 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5560 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]);
5561 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5562 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]);
5565 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5566 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]);
5567 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5569 // if this is opaque use alpha blend which will darken the earlier
5572 // if this is an alpha blended material, all the earlier passes
5573 // were darkened by fog already, so we only need to add the fog
5574 // color ontop through the fog mask texture
5576 // if this is an additive blended material, all the earlier passes
5577 // were darkened by fog already, and we should not add fog color
5578 // (because the background was not darkened, there is no fog color
5579 // that was lost behind it).
5580 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]);
5584 return t->currentframe;
5587 rsurfacestate_t rsurface;
5589 void R_Mesh_ResizeArrays(int newvertices)
5592 if (rsurface.array_size >= newvertices)
5594 if (rsurface.array_modelvertex3f)
5595 Mem_Free(rsurface.array_modelvertex3f);
5596 rsurface.array_size = (newvertices + 1023) & ~1023;
5597 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5598 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5599 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5600 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5601 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5602 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5603 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5604 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5605 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5606 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5607 rsurface.array_color4f = base + rsurface.array_size * 27;
5608 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5611 void RSurf_ActiveWorldEntity(void)
5613 dp_model_t *model = r_refdef.scene.worldmodel;
5614 //if (rsurface.entity == r_refdef.scene.worldentity)
5616 rsurface.entity = r_refdef.scene.worldentity;
5617 if (rsurface.array_size < model->surfmesh.num_vertices)
5618 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5619 rsurface.matrix = identitymatrix;
5620 rsurface.inversematrix = identitymatrix;
5621 R_Mesh_Matrix(&identitymatrix);
5622 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5623 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5624 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5625 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5626 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5627 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5628 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5629 rsurface.frameblend[0].lerp = 1;
5630 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5631 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5632 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5633 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5634 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5635 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5636 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5637 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5638 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5639 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5640 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5641 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5642 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5643 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5644 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5645 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5646 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5647 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5648 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5649 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5650 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5651 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5652 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5653 rsurface.modelelement3i = model->surfmesh.data_element3i;
5654 rsurface.modelelement3s = model->surfmesh.data_element3s;
5655 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5656 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5657 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5658 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5659 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5660 rsurface.modelsurfaces = model->data_surfaces;
5661 rsurface.generatedvertex = false;
5662 rsurface.vertex3f = rsurface.modelvertex3f;
5663 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5664 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5665 rsurface.svector3f = rsurface.modelsvector3f;
5666 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5667 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5668 rsurface.tvector3f = rsurface.modeltvector3f;
5669 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5670 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5671 rsurface.normal3f = rsurface.modelnormal3f;
5672 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5673 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5674 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5677 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5679 dp_model_t *model = ent->model;
5680 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5682 rsurface.entity = (entity_render_t *)ent;
5683 if (rsurface.array_size < model->surfmesh.num_vertices)
5684 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5685 rsurface.matrix = ent->matrix;
5686 rsurface.inversematrix = ent->inversematrix;
5687 R_Mesh_Matrix(&rsurface.matrix);
5688 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5689 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5690 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5691 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5692 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5693 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5694 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5695 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5696 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5697 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5698 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5699 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5700 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5701 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5702 if (ent->model->brush.submodel)
5704 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5705 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5707 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5709 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5711 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5712 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5713 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5714 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5716 else if (wanttangents)
5718 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5719 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5720 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5721 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5722 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5724 else if (wantnormals)
5726 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5727 rsurface.modelsvector3f = NULL;
5728 rsurface.modeltvector3f = NULL;
5729 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5730 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5734 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5735 rsurface.modelsvector3f = NULL;
5736 rsurface.modeltvector3f = NULL;
5737 rsurface.modelnormal3f = NULL;
5738 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5740 rsurface.modelvertex3f_bufferobject = 0;
5741 rsurface.modelvertex3f_bufferoffset = 0;
5742 rsurface.modelsvector3f_bufferobject = 0;
5743 rsurface.modelsvector3f_bufferoffset = 0;
5744 rsurface.modeltvector3f_bufferobject = 0;
5745 rsurface.modeltvector3f_bufferoffset = 0;
5746 rsurface.modelnormal3f_bufferobject = 0;
5747 rsurface.modelnormal3f_bufferoffset = 0;
5748 rsurface.generatedvertex = true;
5752 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5753 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5754 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5755 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5756 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5757 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5758 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5759 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5760 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5761 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5762 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5763 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5764 rsurface.generatedvertex = false;
5766 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5767 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5768 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5769 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5770 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5771 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5772 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5773 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5774 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5775 rsurface.modelelement3i = model->surfmesh.data_element3i;
5776 rsurface.modelelement3s = model->surfmesh.data_element3s;
5777 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5778 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5779 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5780 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5781 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5782 rsurface.modelsurfaces = model->data_surfaces;
5783 rsurface.vertex3f = rsurface.modelvertex3f;
5784 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5785 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5786 rsurface.svector3f = rsurface.modelsvector3f;
5787 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5788 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5789 rsurface.tvector3f = rsurface.modeltvector3f;
5790 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5791 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5792 rsurface.normal3f = rsurface.modelnormal3f;
5793 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5794 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5795 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5798 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5799 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5802 int texturesurfaceindex;
5807 const float *v1, *in_tc;
5809 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5811 q3shaderinfo_deform_t *deform;
5812 // 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
5813 if (rsurface.generatedvertex)
5815 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5816 generatenormals = true;
5817 for (i = 0;i < Q3MAXDEFORMS;i++)
5819 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5821 generatetangents = true;
5822 generatenormals = true;
5824 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5825 generatenormals = true;
5827 if (generatenormals && !rsurface.modelnormal3f)
5829 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5830 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5831 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5832 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5834 if (generatetangents && !rsurface.modelsvector3f)
5836 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5837 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5838 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5839 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5840 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5841 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5842 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);
5845 rsurface.vertex3f = rsurface.modelvertex3f;
5846 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5847 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5848 rsurface.svector3f = rsurface.modelsvector3f;
5849 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5850 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5851 rsurface.tvector3f = rsurface.modeltvector3f;
5852 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5853 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5854 rsurface.normal3f = rsurface.modelnormal3f;
5855 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5856 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5857 // if vertices are deformed (sprite flares and things in maps, possibly
5858 // water waves, bulges and other deformations), generate them into
5859 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5860 // (may be static model data or generated data for an animated model, or
5861 // the previous deform pass)
5862 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5864 switch (deform->deform)
5867 case Q3DEFORM_PROJECTIONSHADOW:
5868 case Q3DEFORM_TEXT0:
5869 case Q3DEFORM_TEXT1:
5870 case Q3DEFORM_TEXT2:
5871 case Q3DEFORM_TEXT3:
5872 case Q3DEFORM_TEXT4:
5873 case Q3DEFORM_TEXT5:
5874 case Q3DEFORM_TEXT6:
5875 case Q3DEFORM_TEXT7:
5878 case Q3DEFORM_AUTOSPRITE:
5879 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5880 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5881 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5882 VectorNormalize(newforward);
5883 VectorNormalize(newright);
5884 VectorNormalize(newup);
5885 // make deformed versions of only the model vertices used by the specified surfaces
5886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5888 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5889 // a single autosprite surface can contain multiple sprites...
5890 for (j = 0;j < surface->num_vertices - 3;j += 4)
5892 VectorClear(center);
5893 for (i = 0;i < 4;i++)
5894 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5895 VectorScale(center, 0.25f, center);
5896 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5897 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5898 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5899 for (i = 0;i < 4;i++)
5901 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5902 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5905 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);
5906 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);
5908 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5909 rsurface.vertex3f_bufferobject = 0;
5910 rsurface.vertex3f_bufferoffset = 0;
5911 rsurface.svector3f = rsurface.array_deformedsvector3f;
5912 rsurface.svector3f_bufferobject = 0;
5913 rsurface.svector3f_bufferoffset = 0;
5914 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5915 rsurface.tvector3f_bufferobject = 0;
5916 rsurface.tvector3f_bufferoffset = 0;
5917 rsurface.normal3f = rsurface.array_deformednormal3f;
5918 rsurface.normal3f_bufferobject = 0;
5919 rsurface.normal3f_bufferoffset = 0;
5921 case Q3DEFORM_AUTOSPRITE2:
5922 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5923 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5924 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5925 VectorNormalize(newforward);
5926 VectorNormalize(newright);
5927 VectorNormalize(newup);
5928 // make deformed versions of only the model vertices used by the specified surfaces
5929 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5931 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5932 const float *v1, *v2;
5942 memset(shortest, 0, sizeof(shortest));
5943 // a single autosprite surface can contain multiple sprites...
5944 for (j = 0;j < surface->num_vertices - 3;j += 4)
5946 VectorClear(center);
5947 for (i = 0;i < 4;i++)
5948 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5949 VectorScale(center, 0.25f, center);
5950 // find the two shortest edges, then use them to define the
5951 // axis vectors for rotating around the central axis
5952 for (i = 0;i < 6;i++)
5954 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5955 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5957 Debug_PolygonBegin(NULL, 0);
5958 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5959 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);
5960 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5963 l = VectorDistance2(v1, v2);
5964 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5966 l += (1.0f / 1024.0f);
5967 if (shortest[0].length2 > l || i == 0)
5969 shortest[1] = shortest[0];
5970 shortest[0].length2 = l;
5971 shortest[0].v1 = v1;
5972 shortest[0].v2 = v2;
5974 else if (shortest[1].length2 > l || i == 1)
5976 shortest[1].length2 = l;
5977 shortest[1].v1 = v1;
5978 shortest[1].v2 = v2;
5981 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5982 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5984 Debug_PolygonBegin(NULL, 0);
5985 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5986 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);
5987 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5990 // this calculates the right vector from the shortest edge
5991 // and the up vector from the edge midpoints
5992 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5993 VectorNormalize(right);
5994 VectorSubtract(end, start, up);
5995 VectorNormalize(up);
5996 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5997 VectorSubtract(rsurface.modelorg, center, forward);
5998 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5999 VectorNegate(forward, forward);
6000 VectorReflect(forward, 0, up, forward);
6001 VectorNormalize(forward);
6002 CrossProduct(up, forward, newright);
6003 VectorNormalize(newright);
6005 Debug_PolygonBegin(NULL, 0);
6006 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);
6007 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6008 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6012 Debug_PolygonBegin(NULL, 0);
6013 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6014 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6015 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6018 // rotate the quad around the up axis vector, this is made
6019 // especially easy by the fact we know the quad is flat,
6020 // so we only have to subtract the center position and
6021 // measure distance along the right vector, and then
6022 // multiply that by the newright vector and add back the
6024 // we also need to subtract the old position to undo the
6025 // displacement from the center, which we do with a
6026 // DotProduct, the subtraction/addition of center is also
6027 // optimized into DotProducts here
6028 l = DotProduct(right, center);
6029 for (i = 0;i < 4;i++)
6031 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6032 f = DotProduct(right, v1) - l;
6033 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6036 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);
6037 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);
6039 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6040 rsurface.vertex3f_bufferobject = 0;
6041 rsurface.vertex3f_bufferoffset = 0;
6042 rsurface.svector3f = rsurface.array_deformedsvector3f;
6043 rsurface.svector3f_bufferobject = 0;
6044 rsurface.svector3f_bufferoffset = 0;
6045 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6046 rsurface.tvector3f_bufferobject = 0;
6047 rsurface.tvector3f_bufferoffset = 0;
6048 rsurface.normal3f = rsurface.array_deformednormal3f;
6049 rsurface.normal3f_bufferobject = 0;
6050 rsurface.normal3f_bufferoffset = 0;
6052 case Q3DEFORM_NORMAL:
6053 // deform the normals to make reflections wavey
6054 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6056 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6057 for (j = 0;j < surface->num_vertices;j++)
6060 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6061 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6062 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6063 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6064 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6065 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6066 VectorNormalize(normal);
6068 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);
6070 rsurface.svector3f = rsurface.array_deformedsvector3f;
6071 rsurface.svector3f_bufferobject = 0;
6072 rsurface.svector3f_bufferoffset = 0;
6073 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6074 rsurface.tvector3f_bufferobject = 0;
6075 rsurface.tvector3f_bufferoffset = 0;
6076 rsurface.normal3f = rsurface.array_deformednormal3f;
6077 rsurface.normal3f_bufferobject = 0;
6078 rsurface.normal3f_bufferoffset = 0;
6081 // deform vertex array to make wavey water and flags and such
6082 waveparms[0] = deform->waveparms[0];
6083 waveparms[1] = deform->waveparms[1];
6084 waveparms[2] = deform->waveparms[2];
6085 waveparms[3] = deform->waveparms[3];
6086 // this is how a divisor of vertex influence on deformation
6087 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6088 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6089 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6091 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6092 for (j = 0;j < surface->num_vertices;j++)
6094 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6095 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6096 // if the wavefunc depends on time, evaluate it per-vertex
6099 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6100 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6102 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6105 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6106 rsurface.vertex3f_bufferobject = 0;
6107 rsurface.vertex3f_bufferoffset = 0;
6109 case Q3DEFORM_BULGE:
6110 // deform vertex array to make the surface have moving bulges
6111 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6113 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6114 for (j = 0;j < surface->num_vertices;j++)
6116 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6117 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6120 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6121 rsurface.vertex3f_bufferobject = 0;
6122 rsurface.vertex3f_bufferoffset = 0;
6125 // deform vertex array
6126 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6127 VectorScale(deform->parms, scale, waveparms);
6128 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6130 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6131 for (j = 0;j < surface->num_vertices;j++)
6132 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6134 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6135 rsurface.vertex3f_bufferobject = 0;
6136 rsurface.vertex3f_bufferoffset = 0;
6140 // generate texcoords based on the chosen texcoord source
6141 switch(rsurface.texture->tcgen.tcgen)
6144 case Q3TCGEN_TEXTURE:
6145 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6146 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6147 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6149 case Q3TCGEN_LIGHTMAP:
6150 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6151 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6152 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6154 case Q3TCGEN_VECTOR:
6155 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6157 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6158 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)
6160 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6161 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6164 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6165 rsurface.texcoordtexture2f_bufferobject = 0;
6166 rsurface.texcoordtexture2f_bufferoffset = 0;
6168 case Q3TCGEN_ENVIRONMENT:
6169 // make environment reflections using a spheremap
6170 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6172 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6173 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6174 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6175 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6176 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6178 // identical to Q3A's method, but executed in worldspace so
6179 // carried models can be shiny too
6181 float viewer[3], d, reflected[3], worldreflected[3];
6183 VectorSubtract(rsurface.modelorg, vertex, viewer);
6184 // VectorNormalize(viewer);
6186 d = DotProduct(normal, viewer);
6188 reflected[0] = normal[0]*2*d - viewer[0];
6189 reflected[1] = normal[1]*2*d - viewer[1];
6190 reflected[2] = normal[2]*2*d - viewer[2];
6191 // note: this is proportinal to viewer, so we can normalize later
6193 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6194 VectorNormalize(worldreflected);
6196 // note: this sphere map only uses world x and z!
6197 // so positive and negative y will LOOK THE SAME.
6198 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6199 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6202 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6203 rsurface.texcoordtexture2f_bufferobject = 0;
6204 rsurface.texcoordtexture2f_bufferoffset = 0;
6207 // the only tcmod that needs software vertex processing is turbulent, so
6208 // check for it here and apply the changes if needed
6209 // and we only support that as the first one
6210 // (handling a mixture of turbulent and other tcmods would be problematic
6211 // without punting it entirely to a software path)
6212 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6214 amplitude = rsurface.texture->tcmods[0].parms[1];
6215 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6216 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6218 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6219 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)
6221 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6222 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6225 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6226 rsurface.texcoordtexture2f_bufferobject = 0;
6227 rsurface.texcoordtexture2f_bufferoffset = 0;
6229 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6230 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6231 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6232 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6235 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6238 const msurface_t *surface = texturesurfacelist[0];
6239 const msurface_t *surface2;
6244 // TODO: lock all array ranges before render, rather than on each surface
6245 if (texturenumsurfaces == 1)
6247 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6248 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);
6250 else if (r_batchmode.integer == 2)
6252 #define MAXBATCHTRIANGLES 4096
6253 int batchtriangles = 0;
6254 int batchelements[MAXBATCHTRIANGLES*3];
6255 for (i = 0;i < texturenumsurfaces;i = j)
6257 surface = texturesurfacelist[i];
6259 if (surface->num_triangles > MAXBATCHTRIANGLES)
6261 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);
6264 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6265 batchtriangles = surface->num_triangles;
6266 firstvertex = surface->num_firstvertex;
6267 endvertex = surface->num_firstvertex + surface->num_vertices;
6268 for (;j < texturenumsurfaces;j++)
6270 surface2 = texturesurfacelist[j];
6271 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6273 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6274 batchtriangles += surface2->num_triangles;
6275 firstvertex = min(firstvertex, surface2->num_firstvertex);
6276 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6278 surface2 = texturesurfacelist[j-1];
6279 numvertices = endvertex - firstvertex;
6280 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6283 else if (r_batchmode.integer == 1)
6285 for (i = 0;i < texturenumsurfaces;i = j)
6287 surface = texturesurfacelist[i];
6288 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6289 if (texturesurfacelist[j] != surface2)
6291 surface2 = texturesurfacelist[j-1];
6292 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6293 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6294 GL_LockArrays(surface->num_firstvertex, numvertices);
6295 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6300 for (i = 0;i < texturenumsurfaces;i++)
6302 surface = texturesurfacelist[i];
6303 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6304 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);
6309 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6311 int i, planeindex, vertexindex;
6315 r_waterstate_waterplane_t *p, *bestp;
6316 msurface_t *surface;
6317 if (r_waterstate.renderingscene)
6319 for (i = 0;i < texturenumsurfaces;i++)
6321 surface = texturesurfacelist[i];
6322 if (lightmaptexunit >= 0)
6323 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6324 if (deluxemaptexunit >= 0)
6325 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6326 // pick the closest matching water plane
6329 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6332 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6334 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6335 d += fabs(PlaneDiff(vert, &p->plane));
6337 if (bestd > d || !bestp)
6345 if (refractiontexunit >= 0)
6346 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6347 if (reflectiontexunit >= 0)
6348 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6352 if (refractiontexunit >= 0)
6353 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6354 if (reflectiontexunit >= 0)
6355 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6357 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6358 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);
6362 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6366 const msurface_t *surface = texturesurfacelist[0];
6367 const msurface_t *surface2;
6372 // TODO: lock all array ranges before render, rather than on each surface
6373 if (texturenumsurfaces == 1)
6375 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6376 if (deluxemaptexunit >= 0)
6377 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6378 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6379 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);
6381 else if (r_batchmode.integer == 2)
6383 #define MAXBATCHTRIANGLES 4096
6384 int batchtriangles = 0;
6385 int batchelements[MAXBATCHTRIANGLES*3];
6386 for (i = 0;i < texturenumsurfaces;i = j)
6388 surface = texturesurfacelist[i];
6389 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6390 if (deluxemaptexunit >= 0)
6391 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6393 if (surface->num_triangles > MAXBATCHTRIANGLES)
6395 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);
6398 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6399 batchtriangles = surface->num_triangles;
6400 firstvertex = surface->num_firstvertex;
6401 endvertex = surface->num_firstvertex + surface->num_vertices;
6402 for (;j < texturenumsurfaces;j++)
6404 surface2 = texturesurfacelist[j];
6405 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6407 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6408 batchtriangles += surface2->num_triangles;
6409 firstvertex = min(firstvertex, surface2->num_firstvertex);
6410 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6412 surface2 = texturesurfacelist[j-1];
6413 numvertices = endvertex - firstvertex;
6414 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6417 else if (r_batchmode.integer == 1)
6420 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6421 for (i = 0;i < texturenumsurfaces;i = j)
6423 surface = texturesurfacelist[i];
6424 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6425 if (texturesurfacelist[j] != surface2)
6427 Con_Printf(" %i", j - i);
6430 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6432 for (i = 0;i < texturenumsurfaces;i = j)
6434 surface = texturesurfacelist[i];
6435 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6436 if (deluxemaptexunit >= 0)
6437 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6438 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6439 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6442 Con_Printf(" %i", j - i);
6444 surface2 = texturesurfacelist[j-1];
6445 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6446 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6447 GL_LockArrays(surface->num_firstvertex, numvertices);
6448 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6456 for (i = 0;i < texturenumsurfaces;i++)
6458 surface = texturesurfacelist[i];
6459 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6460 if (deluxemaptexunit >= 0)
6461 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6462 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6463 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);
6468 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6471 int texturesurfaceindex;
6472 if (r_showsurfaces.integer == 2)
6474 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6476 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6477 for (j = 0;j < surface->num_triangles;j++)
6479 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6480 GL_Color(f, f, f, 1);
6481 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6487 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6489 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6490 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6491 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);
6492 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6493 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);
6498 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6500 int texturesurfaceindex;
6503 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6505 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6506 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)
6514 rsurface.lightmapcolor4f = rsurface.array_color4f;
6515 rsurface.lightmapcolor4f_bufferobject = 0;
6516 rsurface.lightmapcolor4f_bufferoffset = 0;
6519 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6521 int texturesurfaceindex;
6525 if (rsurface.lightmapcolor4f)
6527 // generate color arrays for the surfaces in this list
6528 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6530 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6531 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)
6533 f = FogPoint_Model(v);
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)
6548 f = FogPoint_Model(v);
6556 rsurface.lightmapcolor4f = rsurface.array_color4f;
6557 rsurface.lightmapcolor4f_bufferobject = 0;
6558 rsurface.lightmapcolor4f_bufferoffset = 0;
6561 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6563 int texturesurfaceindex;
6567 if (!rsurface.lightmapcolor4f)
6569 // generate color arrays for the surfaces in this list
6570 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6572 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6573 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)
6575 f = FogPoint_Model(v);
6576 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6577 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6578 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6582 rsurface.lightmapcolor4f = rsurface.array_color4f;
6583 rsurface.lightmapcolor4f_bufferobject = 0;
6584 rsurface.lightmapcolor4f_bufferoffset = 0;
6587 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6589 int texturesurfaceindex;
6592 if (!rsurface.lightmapcolor4f)
6594 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6596 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6597 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)
6605 rsurface.lightmapcolor4f = rsurface.array_color4f;
6606 rsurface.lightmapcolor4f_bufferobject = 0;
6607 rsurface.lightmapcolor4f_bufferoffset = 0;
6610 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6612 int texturesurfaceindex;
6615 if (!rsurface.lightmapcolor4f)
6617 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6619 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6620 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)
6622 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6623 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6624 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6628 rsurface.lightmapcolor4f = rsurface.array_color4f;
6629 rsurface.lightmapcolor4f_bufferobject = 0;
6630 rsurface.lightmapcolor4f_bufferoffset = 0;
6633 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6636 rsurface.lightmapcolor4f = NULL;
6637 rsurface.lightmapcolor4f_bufferobject = 0;
6638 rsurface.lightmapcolor4f_bufferoffset = 0;
6639 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6640 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6641 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6642 GL_Color(r, g, b, a);
6643 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6646 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6648 // TODO: optimize applyfog && applycolor case
6649 // just apply fog if necessary, and tint the fog color array if necessary
6650 rsurface.lightmapcolor4f = NULL;
6651 rsurface.lightmapcolor4f_bufferobject = 0;
6652 rsurface.lightmapcolor4f_bufferoffset = 0;
6653 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6654 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6655 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6656 GL_Color(r, g, b, a);
6657 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6660 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6662 int texturesurfaceindex;
6666 if (texturesurfacelist[0]->lightmapinfo)
6668 // generate color arrays for the surfaces in this list
6669 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6671 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6672 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6674 if (surface->lightmapinfo->samples)
6676 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6677 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6678 VectorScale(lm, scale, c);
6679 if (surface->lightmapinfo->styles[1] != 255)
6681 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6683 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6684 VectorMA(c, scale, lm, c);
6685 if (surface->lightmapinfo->styles[2] != 255)
6688 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6689 VectorMA(c, scale, lm, c);
6690 if (surface->lightmapinfo->styles[3] != 255)
6693 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6694 VectorMA(c, scale, lm, c);
6704 rsurface.lightmapcolor4f = rsurface.array_color4f;
6705 rsurface.lightmapcolor4f_bufferobject = 0;
6706 rsurface.lightmapcolor4f_bufferoffset = 0;
6710 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6711 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6712 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6714 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6715 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6716 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6717 GL_Color(r, g, b, a);
6718 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6721 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6723 int texturesurfaceindex;
6726 float *v, *c, *c2, alpha;
6727 vec3_t ambientcolor;
6728 vec3_t diffusecolor;
6732 VectorCopy(rsurface.modellight_lightdir, lightdir);
6733 f = 0.5f * r_refdef.lightmapintensity;
6734 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6735 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6736 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6737 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6738 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6739 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6741 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6743 // generate color arrays for the surfaces in this list
6744 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6746 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6747 int numverts = surface->num_vertices;
6748 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6749 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6750 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6751 // q3-style directional shading
6752 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6754 if ((f = DotProduct(c2, lightdir)) > 0)
6755 VectorMA(ambientcolor, f, diffusecolor, c);
6757 VectorCopy(ambientcolor, c);
6765 rsurface.lightmapcolor4f = rsurface.array_color4f;
6766 rsurface.lightmapcolor4f_bufferobject = 0;
6767 rsurface.lightmapcolor4f_bufferoffset = 0;
6768 *applycolor = false;
6772 *r = ambientcolor[0];
6773 *g = ambientcolor[1];
6774 *b = ambientcolor[2];
6775 rsurface.lightmapcolor4f = NULL;
6776 rsurface.lightmapcolor4f_bufferobject = 0;
6777 rsurface.lightmapcolor4f_bufferoffset = 0;
6781 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6783 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6784 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6785 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6786 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6787 GL_Color(r, g, b, a);
6788 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6791 void RSurf_SetupDepthAndCulling(void)
6793 // submodels are biased to avoid z-fighting with world surfaces that they
6794 // may be exactly overlapping (avoids z-fighting artifacts on certain
6795 // doors and things in Quake maps)
6796 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6797 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6798 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6799 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6802 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6804 // transparent sky would be ridiculous
6805 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6807 R_SetupGenericShader(false);
6810 skyrendernow = false;
6811 // we have to force off the water clipping plane while rendering sky
6815 // restore entity matrix
6816 R_Mesh_Matrix(&rsurface.matrix);
6818 RSurf_SetupDepthAndCulling();
6820 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6821 // skymasking on them, and Quake3 never did sky masking (unlike
6822 // software Quake and software Quake2), so disable the sky masking
6823 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6824 // and skymasking also looks very bad when noclipping outside the
6825 // level, so don't use it then either.
6826 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6828 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6829 R_Mesh_ColorPointer(NULL, 0, 0);
6830 R_Mesh_ResetTextureState();
6831 if (skyrendermasked)
6833 R_SetupDepthOrShadowShader();
6834 // depth-only (masking)
6835 GL_ColorMask(0,0,0,0);
6836 // just to make sure that braindead drivers don't draw
6837 // anything despite that colormask...
6838 GL_BlendFunc(GL_ZERO, GL_ONE);
6842 R_SetupGenericShader(false);
6844 GL_BlendFunc(GL_ONE, GL_ZERO);
6846 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6847 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6848 if (skyrendermasked)
6849 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6851 R_Mesh_ResetTextureState();
6852 GL_Color(1, 1, 1, 1);
6855 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6857 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6860 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6861 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6862 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6863 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6864 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6865 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6866 if (rsurface.texture->backgroundcurrentskinframe)
6868 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6869 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6870 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6871 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6873 if(rsurface.texture->colormapping)
6875 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6876 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6878 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6879 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6880 R_Mesh_ColorPointer(NULL, 0, 0);
6882 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6884 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6886 // render background
6887 GL_BlendFunc(GL_ONE, GL_ZERO);
6889 GL_AlphaTest(false);
6891 GL_Color(1, 1, 1, 1);
6892 R_Mesh_ColorPointer(NULL, 0, 0);
6894 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6895 if (r_glsl_permutation)
6897 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6898 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6899 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6900 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6901 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6902 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6903 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);
6905 GL_LockArrays(0, 0);
6907 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6908 GL_DepthMask(false);
6909 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6910 R_Mesh_ColorPointer(NULL, 0, 0);
6912 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6913 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6914 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6917 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6918 if (!r_glsl_permutation)
6921 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6922 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6923 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6924 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6925 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6926 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6928 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6930 GL_BlendFunc(GL_ONE, GL_ZERO);
6932 GL_AlphaTest(false);
6936 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6937 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6938 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6941 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6943 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6944 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);
6946 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6950 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6951 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);
6953 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6955 GL_LockArrays(0, 0);
6958 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6960 // OpenGL 1.3 path - anything not completely ancient
6961 int texturesurfaceindex;
6962 qboolean applycolor;
6966 const texturelayer_t *layer;
6967 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6969 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6972 int layertexrgbscale;
6973 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6975 if (layerindex == 0)
6979 GL_AlphaTest(false);
6980 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6983 GL_DepthMask(layer->depthmask && writedepth);
6984 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6985 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6987 layertexrgbscale = 4;
6988 VectorScale(layer->color, 0.25f, layercolor);
6990 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6992 layertexrgbscale = 2;
6993 VectorScale(layer->color, 0.5f, layercolor);
6997 layertexrgbscale = 1;
6998 VectorScale(layer->color, 1.0f, layercolor);
7000 layercolor[3] = layer->color[3];
7001 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7002 R_Mesh_ColorPointer(NULL, 0, 0);
7003 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7004 switch (layer->type)
7006 case TEXTURELAYERTYPE_LITTEXTURE:
7007 memset(&m, 0, sizeof(m));
7008 m.tex[0] = R_GetTexture(r_texture_white);
7009 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7010 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7011 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7012 m.tex[1] = R_GetTexture(layer->texture);
7013 m.texmatrix[1] = layer->texmatrix;
7014 m.texrgbscale[1] = layertexrgbscale;
7015 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7016 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7017 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7018 R_Mesh_TextureState(&m);
7019 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7020 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7021 else if (rsurface.uselightmaptexture)
7022 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7024 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7026 case TEXTURELAYERTYPE_TEXTURE:
7027 memset(&m, 0, sizeof(m));
7028 m.tex[0] = R_GetTexture(layer->texture);
7029 m.texmatrix[0] = layer->texmatrix;
7030 m.texrgbscale[0] = layertexrgbscale;
7031 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7032 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7033 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7034 R_Mesh_TextureState(&m);
7035 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7037 case TEXTURELAYERTYPE_FOG:
7038 memset(&m, 0, sizeof(m));
7039 m.texrgbscale[0] = layertexrgbscale;
7042 m.tex[0] = R_GetTexture(layer->texture);
7043 m.texmatrix[0] = layer->texmatrix;
7044 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7045 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7046 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7048 R_Mesh_TextureState(&m);
7049 // generate a color array for the fog pass
7050 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7051 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7055 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7056 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)
7058 f = 1 - FogPoint_Model(v);
7059 c[0] = layercolor[0];
7060 c[1] = layercolor[1];
7061 c[2] = layercolor[2];
7062 c[3] = f * layercolor[3];
7065 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7068 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7070 GL_LockArrays(0, 0);
7073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7075 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7076 GL_AlphaTest(false);
7080 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7082 // OpenGL 1.1 - crusty old voodoo path
7083 int texturesurfaceindex;
7087 const texturelayer_t *layer;
7088 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7090 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7094 if (layerindex == 0)
7098 GL_AlphaTest(false);
7099 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7102 GL_DepthMask(layer->depthmask && writedepth);
7103 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7104 R_Mesh_ColorPointer(NULL, 0, 0);
7105 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7106 switch (layer->type)
7108 case TEXTURELAYERTYPE_LITTEXTURE:
7109 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7111 // two-pass lit texture with 2x rgbscale
7112 // first the lightmap pass
7113 memset(&m, 0, sizeof(m));
7114 m.tex[0] = R_GetTexture(r_texture_white);
7115 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7116 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7117 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7118 R_Mesh_TextureState(&m);
7119 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7120 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7121 else if (rsurface.uselightmaptexture)
7122 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7124 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7125 GL_LockArrays(0, 0);
7126 // then apply the texture to it
7127 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7128 memset(&m, 0, sizeof(m));
7129 m.tex[0] = R_GetTexture(layer->texture);
7130 m.texmatrix[0] = layer->texmatrix;
7131 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7132 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7133 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7134 R_Mesh_TextureState(&m);
7135 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);
7139 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7140 memset(&m, 0, sizeof(m));
7141 m.tex[0] = R_GetTexture(layer->texture);
7142 m.texmatrix[0] = layer->texmatrix;
7143 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7144 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7145 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7146 R_Mesh_TextureState(&m);
7147 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7148 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);
7150 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);
7153 case TEXTURELAYERTYPE_TEXTURE:
7154 // singletexture unlit texture with transparency support
7155 memset(&m, 0, sizeof(m));
7156 m.tex[0] = R_GetTexture(layer->texture);
7157 m.texmatrix[0] = layer->texmatrix;
7158 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7159 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7160 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7161 R_Mesh_TextureState(&m);
7162 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);
7164 case TEXTURELAYERTYPE_FOG:
7165 // singletexture fogging
7166 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7169 memset(&m, 0, sizeof(m));
7170 m.tex[0] = R_GetTexture(layer->texture);
7171 m.texmatrix[0] = layer->texmatrix;
7172 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7173 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7174 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7175 R_Mesh_TextureState(&m);
7178 R_Mesh_ResetTextureState();
7179 // generate a color array for the fog pass
7180 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7184 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7185 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)
7187 f = 1 - FogPoint_Model(v);
7188 c[0] = layer->color[0];
7189 c[1] = layer->color[1];
7190 c[2] = layer->color[2];
7191 c[3] = f * layer->color[3];
7194 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7197 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7199 GL_LockArrays(0, 0);
7202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7204 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7205 GL_AlphaTest(false);
7209 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7213 GL_AlphaTest(false);
7214 R_Mesh_ColorPointer(NULL, 0, 0);
7215 R_Mesh_ResetTextureState();
7216 R_SetupGenericShader(false);
7218 if(rsurface.texture && rsurface.texture->currentskinframe)
7220 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7221 c[3] *= rsurface.texture->currentalpha;
7231 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7233 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7234 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7235 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7238 // brighten it up (as texture value 127 means "unlit")
7239 c[0] *= 2 * r_refdef.view.colorscale;
7240 c[1] *= 2 * r_refdef.view.colorscale;
7241 c[2] *= 2 * r_refdef.view.colorscale;
7243 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7244 c[3] *= r_wateralpha.value;
7246 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7249 GL_DepthMask(false);
7251 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7253 GL_BlendFunc(GL_ONE, GL_ONE);
7254 GL_DepthMask(false);
7256 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7258 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7259 GL_DepthMask(false);
7261 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7263 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7264 GL_DepthMask(false);
7268 GL_BlendFunc(GL_ONE, GL_ZERO);
7269 GL_DepthMask(writedepth);
7272 rsurface.lightmapcolor4f = NULL;
7274 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7276 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7278 rsurface.lightmapcolor4f = NULL;
7279 rsurface.lightmapcolor4f_bufferobject = 0;
7280 rsurface.lightmapcolor4f_bufferoffset = 0;
7282 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7284 qboolean applycolor = true;
7287 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7289 r_refdef.lightmapintensity = 1;
7290 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7291 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7295 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7297 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7298 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7299 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7302 if(!rsurface.lightmapcolor4f)
7303 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7305 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7306 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7307 if(r_refdef.fogenabled)
7308 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7310 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7311 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7314 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7317 RSurf_SetupDepthAndCulling();
7318 if (r_showsurfaces.integer == 3)
7319 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7320 else if (r_glsl.integer && gl_support_fragment_shader)
7321 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7322 else if (gl_combine.integer && r_textureunits.integer >= 2)
7323 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7325 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7329 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7332 RSurf_SetupDepthAndCulling();
7333 if (r_showsurfaces.integer == 3)
7334 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7335 else if (r_glsl.integer && gl_support_fragment_shader)
7336 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7337 else if (gl_combine.integer && r_textureunits.integer >= 2)
7338 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7340 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7344 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7347 int texturenumsurfaces, endsurface;
7349 msurface_t *surface;
7350 msurface_t *texturesurfacelist[1024];
7352 // if the model is static it doesn't matter what value we give for
7353 // wantnormals and wanttangents, so this logic uses only rules applicable
7354 // to a model, knowing that they are meaningless otherwise
7355 if (ent == r_refdef.scene.worldentity)
7356 RSurf_ActiveWorldEntity();
7357 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7358 RSurf_ActiveModelEntity(ent, false, false);
7360 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7362 for (i = 0;i < numsurfaces;i = j)
7365 surface = rsurface.modelsurfaces + surfacelist[i];
7366 texture = surface->texture;
7367 rsurface.texture = R_GetCurrentTexture(texture);
7368 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7369 // scan ahead until we find a different texture
7370 endsurface = min(i + 1024, numsurfaces);
7371 texturenumsurfaces = 0;
7372 texturesurfacelist[texturenumsurfaces++] = surface;
7373 for (;j < endsurface;j++)
7375 surface = rsurface.modelsurfaces + surfacelist[j];
7376 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7378 texturesurfacelist[texturenumsurfaces++] = surface;
7380 // render the range of surfaces
7381 if (ent == r_refdef.scene.worldentity)
7382 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7384 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7386 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7387 GL_AlphaTest(false);
7390 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7392 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7396 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7398 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7400 RSurf_SetupDepthAndCulling();
7401 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7402 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7404 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7406 RSurf_SetupDepthAndCulling();
7407 GL_AlphaTest(false);
7408 R_Mesh_ColorPointer(NULL, 0, 0);
7409 R_Mesh_ResetTextureState();
7410 R_SetupGenericShader(false);
7411 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7413 GL_BlendFunc(GL_ONE, GL_ZERO);
7414 GL_Color(0, 0, 0, 1);
7415 GL_DepthTest(writedepth);
7416 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7418 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7420 RSurf_SetupDepthAndCulling();
7421 GL_AlphaTest(false);
7422 R_Mesh_ColorPointer(NULL, 0, 0);
7423 R_Mesh_ResetTextureState();
7424 R_SetupGenericShader(false);
7425 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7427 GL_BlendFunc(GL_ONE, GL_ZERO);
7429 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7431 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7432 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7433 else if (!rsurface.texture->currentnumlayers)
7435 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7437 // transparent surfaces get pushed off into the transparent queue
7438 int surfacelistindex;
7439 const msurface_t *surface;
7440 vec3_t tempcenter, center;
7441 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7443 surface = texturesurfacelist[surfacelistindex];
7444 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7445 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7446 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7447 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7448 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7453 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7454 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7459 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7463 // break the surface list down into batches by texture and use of lightmapping
7464 for (i = 0;i < numsurfaces;i = j)
7467 // texture is the base texture pointer, rsurface.texture is the
7468 // current frame/skin the texture is directing us to use (for example
7469 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7470 // use skin 1 instead)
7471 texture = surfacelist[i]->texture;
7472 rsurface.texture = R_GetCurrentTexture(texture);
7473 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7474 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7476 // if this texture is not the kind we want, skip ahead to the next one
7477 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7481 // simply scan ahead until we find a different texture or lightmap state
7482 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7484 // render the range of surfaces
7485 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7489 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7494 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7496 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7498 RSurf_SetupDepthAndCulling();
7499 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7500 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7502 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7504 RSurf_SetupDepthAndCulling();
7505 GL_AlphaTest(false);
7506 R_Mesh_ColorPointer(NULL, 0, 0);
7507 R_Mesh_ResetTextureState();
7508 R_SetupGenericShader(false);
7509 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7511 GL_BlendFunc(GL_ONE, GL_ZERO);
7512 GL_Color(0, 0, 0, 1);
7513 GL_DepthTest(writedepth);
7514 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7516 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7518 RSurf_SetupDepthAndCulling();
7519 GL_AlphaTest(false);
7520 R_Mesh_ColorPointer(NULL, 0, 0);
7521 R_Mesh_ResetTextureState();
7522 R_SetupGenericShader(false);
7523 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7525 GL_BlendFunc(GL_ONE, GL_ZERO);
7527 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7529 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7530 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7531 else if (!rsurface.texture->currentnumlayers)
7533 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7535 // transparent surfaces get pushed off into the transparent queue
7536 int surfacelistindex;
7537 const msurface_t *surface;
7538 vec3_t tempcenter, center;
7539 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7541 surface = texturesurfacelist[surfacelistindex];
7542 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7543 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7544 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7545 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7546 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7551 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7552 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7557 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7561 // break the surface list down into batches by texture and use of lightmapping
7562 for (i = 0;i < numsurfaces;i = j)
7565 // texture is the base texture pointer, rsurface.texture is the
7566 // current frame/skin the texture is directing us to use (for example
7567 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7568 // use skin 1 instead)
7569 texture = surfacelist[i]->texture;
7570 rsurface.texture = R_GetCurrentTexture(texture);
7571 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7572 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7574 // if this texture is not the kind we want, skip ahead to the next one
7575 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7579 // simply scan ahead until we find a different texture or lightmap state
7580 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7582 // render the range of surfaces
7583 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7587 float locboxvertex3f[6*4*3] =
7589 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7590 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7591 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7592 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7593 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7594 1,0,0, 0,0,0, 0,1,0, 1,1,0
7597 unsigned short locboxelements[6*2*3] =
7607 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7610 cl_locnode_t *loc = (cl_locnode_t *)ent;
7612 float vertex3f[6*4*3];
7614 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7615 GL_DepthMask(false);
7616 GL_DepthRange(0, 1);
7617 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7619 GL_CullFace(GL_NONE);
7620 R_Mesh_Matrix(&identitymatrix);
7622 R_Mesh_VertexPointer(vertex3f, 0, 0);
7623 R_Mesh_ColorPointer(NULL, 0, 0);
7624 R_Mesh_ResetTextureState();
7625 R_SetupGenericShader(false);
7628 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7629 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7630 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7631 surfacelist[0] < 0 ? 0.5f : 0.125f);
7633 if (VectorCompare(loc->mins, loc->maxs))
7635 VectorSet(size, 2, 2, 2);
7636 VectorMA(loc->mins, -0.5f, size, mins);
7640 VectorCopy(loc->mins, mins);
7641 VectorSubtract(loc->maxs, loc->mins, size);
7644 for (i = 0;i < 6*4*3;)
7645 for (j = 0;j < 3;j++, i++)
7646 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7648 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7651 void R_DrawLocs(void)
7654 cl_locnode_t *loc, *nearestloc;
7656 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7657 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7659 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7660 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7664 void R_DrawDebugModel(entity_render_t *ent)
7666 int i, j, k, l, flagsmask;
7667 const int *elements;
7669 msurface_t *surface;
7670 dp_model_t *model = ent->model;
7673 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7675 R_Mesh_ColorPointer(NULL, 0, 0);
7676 R_Mesh_ResetTextureState();
7677 R_SetupGenericShader(false);
7678 GL_DepthRange(0, 1);
7679 GL_DepthTest(!r_showdisabledepthtest.integer);
7680 GL_DepthMask(false);
7681 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7683 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7685 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7686 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7688 if (brush->colbrushf && brush->colbrushf->numtriangles)
7690 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7691 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);
7692 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7695 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7697 if (surface->num_collisiontriangles)
7699 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7700 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);
7701 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7706 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7708 if (r_showtris.integer || r_shownormals.integer)
7710 if (r_showdisabledepthtest.integer)
7712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7713 GL_DepthMask(false);
7717 GL_BlendFunc(GL_ONE, GL_ZERO);
7720 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7722 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7724 rsurface.texture = R_GetCurrentTexture(surface->texture);
7725 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7727 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7728 if (r_showtris.value > 0)
7730 if (!rsurface.texture->currentlayers->depthmask)
7731 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7732 else if (ent == r_refdef.scene.worldentity)
7733 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7735 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7736 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7737 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7738 R_Mesh_ColorPointer(NULL, 0, 0);
7739 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7740 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7741 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7742 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);
7743 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7746 if (r_shownormals.value < 0)
7749 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7751 VectorCopy(rsurface.vertex3f + l * 3, v);
7752 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7753 qglVertex3f(v[0], v[1], v[2]);
7754 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7755 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7756 qglVertex3f(v[0], v[1], v[2]);
7761 if (r_shownormals.value > 0)
7764 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7766 VectorCopy(rsurface.vertex3f + l * 3, v);
7767 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7768 qglVertex3f(v[0], v[1], v[2]);
7769 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7770 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7771 qglVertex3f(v[0], v[1], v[2]);
7776 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7778 VectorCopy(rsurface.vertex3f + l * 3, v);
7779 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7780 qglVertex3f(v[0], v[1], v[2]);
7781 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7782 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7783 qglVertex3f(v[0], v[1], v[2]);
7788 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7790 VectorCopy(rsurface.vertex3f + l * 3, v);
7791 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7792 qglVertex3f(v[0], v[1], v[2]);
7793 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7794 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7795 qglVertex3f(v[0], v[1], v[2]);
7802 rsurface.texture = NULL;
7806 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7807 int r_maxsurfacelist = 0;
7808 msurface_t **r_surfacelist = NULL;
7809 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7811 int i, j, endj, f, flagsmask;
7813 dp_model_t *model = r_refdef.scene.worldmodel;
7814 msurface_t *surfaces;
7815 unsigned char *update;
7816 int numsurfacelist = 0;
7820 if (r_maxsurfacelist < model->num_surfaces)
7822 r_maxsurfacelist = model->num_surfaces;
7824 Mem_Free(r_surfacelist);
7825 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7828 RSurf_ActiveWorldEntity();
7830 surfaces = model->data_surfaces;
7831 update = model->brushq1.lightmapupdateflags;
7833 // update light styles on this submodel
7834 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7836 model_brush_lightstyleinfo_t *style;
7837 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7839 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7841 int *list = style->surfacelist;
7842 style->value = r_refdef.scene.lightstylevalue[style->style];
7843 for (j = 0;j < style->numsurfaces;j++)
7844 update[list[j]] = true;
7849 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7853 R_DrawDebugModel(r_refdef.scene.worldentity);
7854 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7860 rsurface.uselightmaptexture = false;
7861 rsurface.texture = NULL;
7862 rsurface.rtlight = NULL;
7864 // add visible surfaces to draw list
7865 for (i = 0;i < model->nummodelsurfaces;i++)
7867 j = model->sortedmodelsurfaces[i];
7868 if (r_refdef.viewcache.world_surfacevisible[j])
7869 r_surfacelist[numsurfacelist++] = surfaces + j;
7871 // update lightmaps if needed
7873 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7874 if (r_refdef.viewcache.world_surfacevisible[j])
7876 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7877 // don't do anything if there were no surfaces
7878 if (!numsurfacelist)
7880 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7883 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7884 GL_AlphaTest(false);
7886 // add to stats if desired
7887 if (r_speeds.integer && !skysurfaces && !depthonly)
7889 r_refdef.stats.world_surfaces += numsurfacelist;
7890 for (j = 0;j < numsurfacelist;j++)
7891 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7893 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7896 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7898 int i, j, endj, f, flagsmask;
7900 dp_model_t *model = ent->model;
7901 msurface_t *surfaces;
7902 unsigned char *update;
7903 int numsurfacelist = 0;
7907 if (r_maxsurfacelist < model->num_surfaces)
7909 r_maxsurfacelist = model->num_surfaces;
7911 Mem_Free(r_surfacelist);
7912 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7915 // if the model is static it doesn't matter what value we give for
7916 // wantnormals and wanttangents, so this logic uses only rules applicable
7917 // to a model, knowing that they are meaningless otherwise
7918 if (ent == r_refdef.scene.worldentity)
7919 RSurf_ActiveWorldEntity();
7920 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7921 RSurf_ActiveModelEntity(ent, false, false);
7923 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7925 surfaces = model->data_surfaces;
7926 update = model->brushq1.lightmapupdateflags;
7928 // update light styles
7929 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7931 model_brush_lightstyleinfo_t *style;
7932 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7934 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7936 int *list = style->surfacelist;
7937 style->value = r_refdef.scene.lightstylevalue[style->style];
7938 for (j = 0;j < style->numsurfaces;j++)
7939 update[list[j]] = true;
7944 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7948 R_DrawDebugModel(ent);
7949 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7955 rsurface.uselightmaptexture = false;
7956 rsurface.texture = NULL;
7957 rsurface.rtlight = NULL;
7959 // add visible surfaces to draw list
7960 for (i = 0;i < model->nummodelsurfaces;i++)
7961 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7962 // don't do anything if there were no surfaces
7963 if (!numsurfacelist)
7965 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7968 // update lightmaps if needed
7970 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7972 R_BuildLightMap(ent, surfaces + j);
7973 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7974 GL_AlphaTest(false);
7976 // add to stats if desired
7977 if (r_speeds.integer && !skysurfaces && !depthonly)
7979 r_refdef.stats.entities_surfaces += numsurfacelist;
7980 for (j = 0;j < numsurfacelist;j++)
7981 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7983 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity