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"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
48 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
50 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"};
51 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
52 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
53 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
54 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)"};
55 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
56 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
57 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"};
58 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"};
59 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
60 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"};
61 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"};
62 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"};
63 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
64 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
65 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
66 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
67 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
68 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
69 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
70 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
71 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
72 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
73 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
74 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
75 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
78 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"};
79 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"};
80 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
81 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
83 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
84 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
85 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
86 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
87 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
88 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
89 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
90 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
92 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)"};
94 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
95 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
96 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)"};
97 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
98 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
99 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
100 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
101 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)"};
102 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)"};
103 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)"};
104 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)"};
105 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)"};
107 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)"};
108 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
109 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"};
110 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
111 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
113 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
114 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
115 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
116 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
118 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
119 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
120 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
121 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
122 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
123 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
124 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
126 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
127 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
128 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
129 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)"};
131 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"};
133 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"};
135 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
137 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
138 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
139 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"};
140 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
141 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
142 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
143 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
145 extern cvar_t v_glslgamma;
147 extern qboolean v_flipped_state;
149 static struct r_bloomstate_s
154 int bloomwidth, bloomheight;
156 int screentexturewidth, screentextureheight;
157 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
159 int bloomtexturewidth, bloomtextureheight;
160 rtexture_t *texture_bloom;
162 // arrays for rendering the screen passes
163 float screentexcoord2f[8];
164 float bloomtexcoord2f[8];
165 float offsettexcoord2f[8];
169 r_waterstate_t r_waterstate;
171 /// shadow volume bsp struct with automatically growing nodes buffer
174 rtexture_t *r_texture_blanknormalmap;
175 rtexture_t *r_texture_white;
176 rtexture_t *r_texture_grey128;
177 rtexture_t *r_texture_black;
178 rtexture_t *r_texture_notexture;
179 rtexture_t *r_texture_whitecube;
180 rtexture_t *r_texture_normalizationcube;
181 rtexture_t *r_texture_fogattenuation;
182 rtexture_t *r_texture_gammaramps;
183 unsigned int r_texture_gammaramps_serial;
184 //rtexture_t *r_texture_fogintensity;
186 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
187 unsigned int r_numqueries;
188 unsigned int r_maxqueries;
190 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
191 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
193 /// vertex coordinates for a quad that covers the screen exactly
194 const static float r_screenvertex3f[12] =
202 extern void R_DrawModelShadows(void);
204 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
207 for (i = 0;i < verts;i++)
218 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
221 for (i = 0;i < verts;i++)
231 // FIXME: move this to client?
234 if (gamemode == GAME_NEHAHRA)
236 Cvar_Set("gl_fogenable", "0");
237 Cvar_Set("gl_fogdensity", "0.2");
238 Cvar_Set("gl_fogred", "0.3");
239 Cvar_Set("gl_foggreen", "0.3");
240 Cvar_Set("gl_fogblue", "0.3");
242 r_refdef.fog_density = 0;
243 r_refdef.fog_red = 0;
244 r_refdef.fog_green = 0;
245 r_refdef.fog_blue = 0;
246 r_refdef.fog_alpha = 1;
247 r_refdef.fog_start = 0;
248 r_refdef.fog_end = 0;
251 float FogForDistance(vec_t dist)
253 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
254 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
257 float FogPoint_World(const vec3_t p)
259 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
262 float FogPoint_Model(const vec3_t p)
264 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
267 static void R_BuildBlankTextures(void)
269 unsigned char data[4];
270 data[2] = 128; // normal X
271 data[1] = 128; // normal Y
272 data[0] = 255; // normal Z
273 data[3] = 128; // height
274 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 static void R_BuildNoTexture(void)
295 unsigned char pix[16][16][4];
296 // this makes a light grey/dark grey checkerboard texture
297 for (y = 0;y < 16;y++)
299 for (x = 0;x < 16;x++)
301 if ((y < 8) ^ (x < 8))
317 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
320 static void R_BuildWhiteCube(void)
322 unsigned char data[6*1*1*4];
323 memset(data, 255, sizeof(data));
324 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
327 static void R_BuildNormalizationCube(void)
331 vec_t s, t, intensity;
333 unsigned char data[6][NORMSIZE][NORMSIZE][4];
334 for (side = 0;side < 6;side++)
336 for (y = 0;y < NORMSIZE;y++)
338 for (x = 0;x < NORMSIZE;x++)
340 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 intensity = 127.0f / sqrt(DotProduct(v, v));
377 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
378 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
380 data[side][y][x][3] = 255;
384 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
387 static void R_BuildFogTexture(void)
391 unsigned char data1[FOGWIDTH][4];
392 //unsigned char data2[FOGWIDTH][4];
395 r_refdef.fogmasktable_start = r_refdef.fog_start;
396 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
397 r_refdef.fogmasktable_range = r_refdef.fogrange;
398 r_refdef.fogmasktable_density = r_refdef.fog_density;
400 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
401 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
403 d = (x * r - r_refdef.fogmasktable_start);
404 if(developer.integer >= 100)
405 Con_Printf("%f ", d);
407 if (r_fog_exp2.integer)
408 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
410 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
411 if(developer.integer >= 100)
412 Con_Printf(" : %f ", alpha);
413 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
414 if(developer.integer >= 100)
415 Con_Printf(" = %f\n", alpha);
416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
419 for (x = 0;x < FOGWIDTH;x++)
421 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426 //data2[x][0] = 255 - b;
427 //data2[x][1] = 255 - b;
428 //data2[x][2] = 255 - b;
431 if (r_texture_fogattenuation)
433 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
434 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
438 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);
439 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
443 static const char *builtinshaderstring =
444 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
445 "// written by Forest 'LordHavoc' Hale\n"
447 "// common definitions between vertex shader and fragment shader:\n"
449 "//#ifdef __GLSL_CG_DATA_TYPES\n"
450 "//# define myhalf half\n"
451 "//# define myhalf2 half2\n"
452 "//# define myhalf3 half3\n"
453 "//# define myhalf4 half4\n"
455 "# define myhalf float\n"
456 "# define myhalf2 vec2\n"
457 "# define myhalf3 vec3\n"
458 "# define myhalf4 vec4\n"
461 "#ifdef MODE_DEPTH_OR_SHADOW\n"
463 "# ifdef VERTEX_SHADER\n"
466 " gl_Position = ftransform();\n"
472 "#ifdef MODE_POSTPROCESS\n"
473 "# ifdef VERTEX_SHADER\n"
476 " gl_FrontColor = gl_Color;\n"
477 " gl_Position = ftransform();\n"
478 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
480 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
484 "# ifdef FRAGMENT_SHADER\n"
486 "uniform sampler2D Texture_First;\n"
488 "uniform sampler2D Texture_Second;\n"
490 "#ifdef USEGAMMARAMPS\n"
491 "uniform sampler2D Texture_GammaRamps;\n"
493 "#ifdef USESATURATION\n"
494 "uniform float Saturation;\n"
496 "#ifdef USEVERTEXTEXTUREBLEND\n"
497 "uniform vec4 TintColor;\n"
499 "#ifdef USECOLORMOD\n"
500 "uniform vec3 Gamma;\n"
502 "//uncomment these if you want to use them:\n"
503 "uniform vec4 UserVec1;\n"
504 "// uniform vec4 UserVec2;\n"
505 "// uniform vec4 UserVec3;\n"
506 "// uniform vec4 UserVec4;\n"
507 "// uniform float ClientTime;\n"
508 "uniform vec2 PixelSize;\n"
511 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
513 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
515 "#ifdef USEVERTEXTEXTUREBLEND\n"
516 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
519 "#ifdef USEPOSTPROCESSING\n"
520 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
521 "// 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"
522 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
523 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
524 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
525 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
526 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
527 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
530 "#ifdef USESATURATION\n"
531 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
532 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
533 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
534 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
537 "#ifdef USEGAMMARAMPS\n"
538 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
539 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
540 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
547 "#ifdef MODE_GENERIC\n"
548 "# ifdef VERTEX_SHADER\n"
551 " gl_FrontColor = gl_Color;\n"
552 "# ifdef USEDIFFUSE\n"
553 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
555 "# ifdef USESPECULAR\n"
556 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
558 " gl_Position = ftransform();\n"
561 "# ifdef FRAGMENT_SHADER\n"
563 "# ifdef USEDIFFUSE\n"
564 "uniform sampler2D Texture_First;\n"
566 "# ifdef USESPECULAR\n"
567 "uniform sampler2D Texture_Second;\n"
572 " gl_FragColor = gl_Color;\n"
573 "# ifdef USEDIFFUSE\n"
574 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
577 "# ifdef USESPECULAR\n"
578 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
580 "# ifdef USECOLORMAPPING\n"
581 " gl_FragColor *= tex2;\n"
584 " gl_FragColor += tex2;\n"
586 "# ifdef USEVERTEXTEXTUREBLEND\n"
587 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
592 "#else // !MODE_GENERIC\n"
594 "varying vec2 TexCoord;\n"
595 "#ifdef USEVERTEXTEXTUREBLEND\n"
596 "varying vec2 TexCoord2;\n"
598 "varying vec2 TexCoordLightmap;\n"
600 "#ifdef MODE_LIGHTSOURCE\n"
601 "varying vec3 CubeVector;\n"
604 "#ifdef MODE_LIGHTSOURCE\n"
605 "varying vec3 LightVector;\n"
607 "#ifdef MODE_LIGHTDIRECTION\n"
608 "varying vec3 LightVector;\n"
611 "varying vec3 EyeVector;\n"
613 "varying vec3 EyeVectorModelSpace;\n"
616 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
617 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
618 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
620 "#ifdef MODE_WATER\n"
621 "varying vec4 ModelViewProjectionPosition;\n"
623 "#ifdef MODE_REFRACTION\n"
624 "varying vec4 ModelViewProjectionPosition;\n"
626 "#ifdef USEREFLECTION\n"
627 "varying vec4 ModelViewProjectionPosition;\n"
634 "// vertex shader specific:\n"
635 "#ifdef VERTEX_SHADER\n"
637 "uniform vec3 LightPosition;\n"
638 "uniform vec3 EyePosition;\n"
639 "uniform vec3 LightDir;\n"
641 "// 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"
645 " gl_FrontColor = gl_Color;\n"
646 " // copy the surface texcoord\n"
647 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
648 "#ifdef USEVERTEXTEXTUREBLEND\n"
649 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
651 "#ifndef MODE_LIGHTSOURCE\n"
652 "# ifndef MODE_LIGHTDIRECTION\n"
653 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
657 "#ifdef MODE_LIGHTSOURCE\n"
658 " // transform vertex position into light attenuation/cubemap space\n"
659 " // (-1 to +1 across the light box)\n"
660 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
662 " // transform unnormalized light direction into tangent space\n"
663 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
664 " // normalize it per pixel)\n"
665 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
666 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
667 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
668 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
671 "#ifdef MODE_LIGHTDIRECTION\n"
672 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
673 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
674 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
677 " // transform unnormalized eye direction into tangent space\n"
679 " vec3 EyeVectorModelSpace;\n"
681 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
682 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
683 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
684 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
686 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
687 " VectorS = gl_MultiTexCoord1.xyz;\n"
688 " VectorT = gl_MultiTexCoord2.xyz;\n"
689 " VectorR = gl_MultiTexCoord3.xyz;\n"
692 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
693 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
694 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
695 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
698 "// transform vertex to camera space, using ftransform to match non-VS\n"
700 " gl_Position = ftransform();\n"
702 "#ifdef MODE_WATER\n"
703 " ModelViewProjectionPosition = gl_Position;\n"
705 "#ifdef MODE_REFRACTION\n"
706 " ModelViewProjectionPosition = gl_Position;\n"
708 "#ifdef USEREFLECTION\n"
709 " ModelViewProjectionPosition = gl_Position;\n"
713 "#endif // VERTEX_SHADER\n"
718 "// fragment shader specific:\n"
719 "#ifdef FRAGMENT_SHADER\n"
721 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
722 "uniform sampler2D Texture_Normal;\n"
723 "uniform sampler2D Texture_Color;\n"
724 "uniform sampler2D Texture_Gloss;\n"
725 "uniform sampler2D Texture_Glow;\n"
726 "uniform sampler2D Texture_SecondaryNormal;\n"
727 "uniform sampler2D Texture_SecondaryColor;\n"
728 "uniform sampler2D Texture_SecondaryGloss;\n"
729 "uniform sampler2D Texture_SecondaryGlow;\n"
730 "uniform sampler2D Texture_Pants;\n"
731 "uniform sampler2D Texture_Shirt;\n"
732 "uniform sampler2D Texture_FogMask;\n"
733 "uniform sampler2D Texture_Lightmap;\n"
734 "uniform sampler2D Texture_Deluxemap;\n"
735 "uniform sampler2D Texture_Refraction;\n"
736 "uniform sampler2D Texture_Reflection;\n"
737 "uniform sampler2D Texture_Attenuation;\n"
738 "uniform samplerCube Texture_Cube;\n"
740 "uniform myhalf3 LightColor;\n"
741 "uniform myhalf3 AmbientColor;\n"
742 "uniform myhalf3 DiffuseColor;\n"
743 "uniform myhalf3 SpecularColor;\n"
744 "uniform myhalf3 Color_Pants;\n"
745 "uniform myhalf3 Color_Shirt;\n"
746 "uniform myhalf3 FogColor;\n"
748 "uniform myhalf4 TintColor;\n"
751 "//#ifdef MODE_WATER\n"
752 "uniform vec4 DistortScaleRefractReflect;\n"
753 "uniform vec4 ScreenScaleRefractReflect;\n"
754 "uniform vec4 ScreenCenterRefractReflect;\n"
755 "uniform myhalf4 RefractColor;\n"
756 "uniform myhalf4 ReflectColor;\n"
757 "uniform myhalf ReflectFactor;\n"
758 "uniform myhalf ReflectOffset;\n"
760 "//# ifdef MODE_REFRACTION\n"
761 "//uniform vec4 DistortScaleRefractReflect;\n"
762 "//uniform vec4 ScreenScaleRefractReflect;\n"
763 "//uniform vec4 ScreenCenterRefractReflect;\n"
764 "//uniform myhalf4 RefractColor;\n"
765 "//# ifdef USEREFLECTION\n"
766 "//uniform myhalf4 ReflectColor;\n"
769 "//# ifdef USEREFLECTION\n"
770 "//uniform vec4 DistortScaleRefractReflect;\n"
771 "//uniform vec4 ScreenScaleRefractReflect;\n"
772 "//uniform vec4 ScreenCenterRefractReflect;\n"
773 "//uniform myhalf4 ReflectColor;\n"
778 "uniform myhalf GlowScale;\n"
779 "uniform myhalf SceneBrightness;\n"
780 "#ifdef USECONTRASTBOOST\n"
781 "uniform myhalf ContrastBoostCoeff;\n"
784 "uniform float OffsetMapping_Scale;\n"
785 "uniform float OffsetMapping_Bias;\n"
786 "uniform float FogRangeRecip;\n"
788 "uniform myhalf AmbientScale;\n"
789 "uniform myhalf DiffuseScale;\n"
790 "uniform myhalf SpecularScale;\n"
791 "uniform myhalf SpecularPower;\n"
793 "#ifdef USEOFFSETMAPPING\n"
794 "vec2 OffsetMapping(vec2 TexCoord)\n"
796 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
797 " // 14 sample relief mapping: linear search and then binary search\n"
798 " // this basically steps forward a small amount repeatedly until it finds\n"
799 " // itself inside solid, then jitters forward and back using decreasing\n"
800 " // amounts to find the impact\n"
801 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
802 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
803 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
804 " vec3 RT = vec3(TexCoord, 1);\n"
805 " OffsetVector *= 0.1;\n"
806 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
814 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
815 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
816 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
817 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
818 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
819 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
822 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
823 " // this basically moves forward the full distance, and then backs up based\n"
824 " // on height of samples\n"
825 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
826 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
827 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
828 " TexCoord += OffsetVector;\n"
829 " OffsetVector *= 0.333;\n"
830 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
832 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
833 " return TexCoord;\n"
836 "#endif // USEOFFSETMAPPING\n"
838 "#ifdef MODE_WATER\n"
843 "#ifdef USEOFFSETMAPPING\n"
844 " // apply offsetmapping\n"
845 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
846 "#define TexCoord TexCoordOffset\n"
849 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
850 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
851 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
852 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
853 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
856 "#else // !MODE_WATER\n"
857 "#ifdef MODE_REFRACTION\n"
859 "// refraction pass\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 " // apply offsetmapping\n"
864 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
871 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
874 "#else // !MODE_REFRACTION\n"
877 "#ifdef USEOFFSETMAPPING\n"
878 " // apply offsetmapping\n"
879 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
880 "#define TexCoord TexCoordOffset\n"
883 " // combine the diffuse textures (base, pants, shirt)\n"
884 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
885 "#ifdef USECOLORMAPPING\n"
886 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
888 "#ifdef USEVERTEXTEXTUREBLEND\n"
889 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
890 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
891 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
892 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
894 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
897 "#ifdef USEDIFFUSE\n"
898 " // get the surface normal and the gloss color\n"
899 "# ifdef USEVERTEXTEXTUREBLEND\n"
900 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
901 "# ifdef USESPECULAR\n"
902 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
905 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
906 "# ifdef USESPECULAR\n"
907 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
914 "#ifdef MODE_LIGHTSOURCE\n"
917 " // calculate surface normal, light normal, and specular normal\n"
918 " // compute color intensity for the two textures (colormap and glossmap)\n"
919 " // scale by light color and attenuation as efficiently as possible\n"
920 " // (do as much scalar math as possible rather than vector math)\n"
921 "# ifdef USEDIFFUSE\n"
922 " // get the light normal\n"
923 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
925 "# ifdef USESPECULAR\n"
926 "# ifndef USEEXACTSPECULARMATH\n"
927 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
930 " // calculate directional shading\n"
931 "# ifdef USEEXACTSPECULARMATH\n"
932 " 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"
934 " 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"
937 "# ifdef USEDIFFUSE\n"
938 " // calculate directional shading\n"
939 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
941 " // calculate directionless shading\n"
942 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
946 "# ifdef USECUBEFILTER\n"
947 " // apply light cubemap filter\n"
948 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
949 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
951 "#endif // MODE_LIGHTSOURCE\n"
956 "#ifdef MODE_LIGHTDIRECTION\n"
957 " // directional model lighting\n"
958 "# ifdef USEDIFFUSE\n"
959 " // get the light normal\n"
960 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
962 "# ifdef USESPECULAR\n"
963 " // calculate directional shading\n"
964 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
965 "# ifdef USEEXACTSPECULARMATH\n"
966 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
968 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
969 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 "# ifdef USEDIFFUSE\n"
974 " // calculate directional shading\n"
975 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
977 " color.rgb *= AmbientColor;\n"
980 "#endif // MODE_LIGHTDIRECTION\n"
985 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
986 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
988 " // get the light normal\n"
989 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
990 " myhalf3 diffusenormal;\n"
991 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
992 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
993 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
994 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
995 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
996 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
997 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
998 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
999 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1000 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1001 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1002 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1003 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1004 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1005 "# ifdef USESPECULAR\n"
1006 "# ifdef USEEXACTSPECULARMATH\n"
1007 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1009 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1010 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1014 " // apply lightmap color\n"
1015 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1016 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1021 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1022 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1024 " // get the light normal\n"
1025 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1026 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1027 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1028 "# ifdef USESPECULAR\n"
1029 "# ifdef USEEXACTSPECULARMATH\n"
1030 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1032 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1033 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1037 " // apply lightmap color\n"
1038 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1039 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1044 "#ifdef MODE_LIGHTMAP\n"
1045 " // apply lightmap color\n"
1046 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1047 "#endif // MODE_LIGHTMAP\n"
1052 "#ifdef MODE_VERTEXCOLOR\n"
1053 " // apply lightmap color\n"
1054 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1055 "#endif // MODE_VERTEXCOLOR\n"
1060 "#ifdef MODE_FLATCOLOR\n"
1061 "#endif // MODE_FLATCOLOR\n"
1069 " color *= TintColor;\n"
1072 "#ifdef USEVERTEXTEXTUREBLEND\n"
1073 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1075 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1079 "#ifdef USECONTRASTBOOST\n"
1080 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1083 " color.rgb *= SceneBrightness;\n"
1085 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1087 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1090 " // 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"
1091 "#ifdef USEREFLECTION\n"
1092 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1093 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1094 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1095 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1098 " gl_FragColor = vec4(color);\n"
1100 "#endif // !MODE_REFRACTION\n"
1101 "#endif // !MODE_WATER\n"
1103 "#endif // FRAGMENT_SHADER\n"
1105 "#endif // !MODE_GENERIC\n"
1106 "#endif // !MODE_POSTPROCESS\n"
1107 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1110 typedef struct shaderpermutationinfo_s
1112 const char *pretext;
1115 shaderpermutationinfo_t;
1117 typedef struct shadermodeinfo_s
1119 const char *vertexfilename;
1120 const char *geometryfilename;
1121 const char *fragmentfilename;
1122 const char *pretext;
1127 typedef enum shaderpermutation_e
1129 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1130 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1131 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1132 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1133 SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1134 SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1135 SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1136 SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1137 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1138 SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1139 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1140 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1141 SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1142 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1143 SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1144 SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1145 SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1147 shaderpermutation_t;
1149 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1150 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1152 {"#define USEDIFFUSE\n", " diffuse"},
1153 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1154 {"#define USECOLORMAPPING\n", " colormapping"},
1155 {"#define USECONTRASTBOOST\n", " contrastboost"},
1156 {"#define USEFOG\n", " fog"},
1157 {"#define USECUBEFILTER\n", " cubefilter"},
1158 {"#define USEGLOW\n", " glow"},
1159 {"#define USESPECULAR\n", " specular"},
1160 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1161 {"#define USEREFLECTION\n", " reflection"},
1162 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1163 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1164 {"#define USEGAMMARAMPS\n", " gammaramps"},
1165 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1166 {"#define USESATURATION\n", " saturation"},
1169 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1170 typedef enum shadermode_e
1172 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1173 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1174 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1175 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1176 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1177 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1178 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1179 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1180 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1181 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1182 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1183 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1188 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1189 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1191 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1192 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1193 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1194 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1195 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1196 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1197 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1198 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1199 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1200 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1201 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1202 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1205 typedef struct r_glsl_permutation_s
1207 /// indicates if we have tried compiling this permutation already
1209 /// 0 if compilation failed
1211 /// locations of detected uniforms in program object, or -1 if not found
1212 int loc_Texture_First;
1213 int loc_Texture_Second;
1214 int loc_Texture_GammaRamps;
1215 int loc_Texture_Normal;
1216 int loc_Texture_Color;
1217 int loc_Texture_Gloss;
1218 int loc_Texture_Glow;
1219 int loc_Texture_SecondaryNormal;
1220 int loc_Texture_SecondaryColor;
1221 int loc_Texture_SecondaryGloss;
1222 int loc_Texture_SecondaryGlow;
1223 int loc_Texture_Pants;
1224 int loc_Texture_Shirt;
1225 int loc_Texture_FogMask;
1226 int loc_Texture_Lightmap;
1227 int loc_Texture_Deluxemap;
1228 int loc_Texture_Attenuation;
1229 int loc_Texture_Cube;
1230 int loc_Texture_Refraction;
1231 int loc_Texture_Reflection;
1233 int loc_LightPosition;
1234 int loc_EyePosition;
1235 int loc_Color_Pants;
1236 int loc_Color_Shirt;
1237 int loc_FogRangeRecip;
1238 int loc_AmbientScale;
1239 int loc_DiffuseScale;
1240 int loc_SpecularScale;
1241 int loc_SpecularPower;
1243 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1244 int loc_OffsetMapping_Scale;
1246 int loc_AmbientColor;
1247 int loc_DiffuseColor;
1248 int loc_SpecularColor;
1250 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1251 int loc_GammaCoeff; ///< 1 / gamma
1252 int loc_DistortScaleRefractReflect;
1253 int loc_ScreenScaleRefractReflect;
1254 int loc_ScreenCenterRefractReflect;
1255 int loc_RefractColor;
1256 int loc_ReflectColor;
1257 int loc_ReflectFactor;
1258 int loc_ReflectOffset;
1267 r_glsl_permutation_t;
1269 /// information about each possible shader permutation
1270 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1271 /// currently selected permutation
1272 r_glsl_permutation_t *r_glsl_permutation;
1274 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1277 if (!filename || !filename[0])
1279 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1282 if (printfromdisknotice)
1283 Con_DPrint("from disk... ");
1284 return shaderstring;
1286 else if (!strcmp(filename, "glsl/default.glsl"))
1288 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1289 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1291 return shaderstring;
1294 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1297 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1298 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1299 int vertstrings_count = 0;
1300 int geomstrings_count = 0;
1301 int fragstrings_count = 0;
1302 char *vertexstring, *geometrystring, *fragmentstring;
1303 const char *vertstrings_list[32+3];
1304 const char *geomstrings_list[32+3];
1305 const char *fragstrings_list[32+3];
1306 char permutationname[256];
1313 permutationname[0] = 0;
1314 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1315 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1316 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1318 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1320 // the first pretext is which type of shader to compile as
1321 // (later these will all be bound together as a program object)
1322 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1323 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1324 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1326 // the second pretext is the mode (for example a light source)
1327 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1328 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1329 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1330 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1332 // now add all the permutation pretexts
1333 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1335 if (permutation & (1<<i))
1337 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1338 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1339 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1340 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1344 // keep line numbers correct
1345 vertstrings_list[vertstrings_count++] = "\n";
1346 geomstrings_list[geomstrings_count++] = "\n";
1347 fragstrings_list[fragstrings_count++] = "\n";
1351 // now append the shader text itself
1352 vertstrings_list[vertstrings_count++] = vertexstring;
1353 geomstrings_list[geomstrings_count++] = geometrystring;
1354 fragstrings_list[fragstrings_count++] = fragmentstring;
1356 // if any sources were NULL, clear the respective list
1358 vertstrings_count = 0;
1359 if (!geometrystring)
1360 geomstrings_count = 0;
1361 if (!fragmentstring)
1362 fragstrings_count = 0;
1364 // compile the shader program
1365 if (vertstrings_count + geomstrings_count + fragstrings_count)
1366 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1370 qglUseProgramObjectARB(p->program);CHECKGLERROR
1371 // look up all the uniform variable names we care about, so we don't
1372 // have to look them up every time we set them
1373 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1374 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1375 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1376 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1377 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1378 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1379 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1380 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1381 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1382 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1383 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1384 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1385 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1386 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1387 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1388 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1389 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1390 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1391 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1392 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1393 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1394 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1395 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1396 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1397 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1398 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1399 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1400 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1401 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1402 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1403 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1404 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1405 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1406 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1407 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1408 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1409 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1410 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1411 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1412 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1413 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1414 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1415 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1416 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1417 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1418 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1419 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1420 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1421 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1422 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1423 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1424 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1425 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1426 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1427 // initialize the samplers to refer to the texture units we use
1428 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1429 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1430 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1431 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1432 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1433 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1434 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1435 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1436 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1437 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1438 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1439 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1440 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1441 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1442 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1443 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1444 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1445 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1446 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1447 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1449 if (developer.integer)
1450 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1453 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1457 Mem_Free(vertexstring);
1459 Mem_Free(geometrystring);
1461 Mem_Free(fragmentstring);
1464 void R_GLSL_Restart_f(void)
1467 unsigned int permutation;
1468 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1469 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1470 if (r_glsl_permutations[mode][permutation].program)
1471 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1472 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1475 void R_GLSL_DumpShader_f(void)
1479 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1482 Con_Printf("failed to write to glsl/default.glsl\n");
1486 FS_Print(file, "// The engine may define the following macros:\n");
1487 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1488 for (i = 0;i < SHADERMODE_COUNT;i++)
1489 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1490 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1491 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1492 FS_Print(file, "\n");
1493 FS_Print(file, builtinshaderstring);
1496 Con_Printf("glsl/default.glsl written\n");
1499 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1501 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1502 if (r_glsl_permutation != perm)
1504 r_glsl_permutation = perm;
1505 if (!r_glsl_permutation->program)
1507 if (!r_glsl_permutation->compiled)
1508 R_GLSL_CompilePermutation(mode, permutation);
1509 if (!r_glsl_permutation->program)
1511 // remove features until we find a valid permutation
1513 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1515 // reduce i more quickly whenever it would not remove any bits
1516 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1517 if (!(permutation & j))
1520 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1521 if (!r_glsl_permutation->compiled)
1522 R_GLSL_CompilePermutation(mode, permutation);
1523 if (r_glsl_permutation->program)
1526 if (i >= SHADERPERMUTATION_COUNT)
1528 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");
1529 Cvar_SetValueQuick(&r_glsl, 0);
1530 R_GLSL_Restart_f(); // unload shaders
1531 return; // no bit left to clear
1536 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1540 void R_SetupGenericShader(qboolean usetexture)
1542 if (gl_support_fragment_shader)
1544 if (r_glsl.integer && r_glsl_usegeneric.integer)
1545 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1546 else if (r_glsl_permutation)
1548 r_glsl_permutation = NULL;
1549 qglUseProgramObjectARB(0);CHECKGLERROR
1554 void R_SetupGenericTwoTextureShader(int texturemode)
1556 if (gl_support_fragment_shader)
1558 if (r_glsl.integer && r_glsl_usegeneric.integer)
1559 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))));
1560 else if (r_glsl_permutation)
1562 r_glsl_permutation = NULL;
1563 qglUseProgramObjectARB(0);CHECKGLERROR
1566 if (!r_glsl_permutation)
1568 if (texturemode == GL_DECAL && gl_combine.integer)
1569 texturemode = GL_INTERPOLATE_ARB;
1570 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1574 void R_SetupDepthOrShadowShader(void)
1576 if (gl_support_fragment_shader)
1578 if (r_glsl.integer && r_glsl_usegeneric.integer)
1579 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1580 else if (r_glsl_permutation)
1582 r_glsl_permutation = NULL;
1583 qglUseProgramObjectARB(0);CHECKGLERROR
1588 extern rtexture_t *r_shadow_attenuationgradienttexture;
1589 extern rtexture_t *r_shadow_attenuation2dtexture;
1590 extern rtexture_t *r_shadow_attenuation3dtexture;
1591 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1593 // select a permutation of the lighting shader appropriate to this
1594 // combination of texture, entity, light source, and fogging, only use the
1595 // minimum features necessary to avoid wasting rendering time in the
1596 // fragment shader on features that are not being used
1597 unsigned int permutation = 0;
1598 unsigned int mode = 0;
1599 // TODO: implement geometry-shader based shadow volumes someday
1600 if (r_glsl_offsetmapping.integer)
1602 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1603 if (r_glsl_offsetmapping_reliefmapping.integer)
1604 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1606 if (rsurfacepass == RSURFPASS_BACKGROUND)
1608 // distorted background
1609 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1610 mode = SHADERMODE_WATER;
1612 mode = SHADERMODE_REFRACTION;
1614 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1617 mode = SHADERMODE_LIGHTSOURCE;
1618 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1619 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1620 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1621 permutation |= SHADERPERMUTATION_CUBEFILTER;
1622 if (diffusescale > 0)
1623 permutation |= SHADERPERMUTATION_DIFFUSE;
1624 if (specularscale > 0)
1625 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1626 if (r_refdef.fogenabled)
1627 permutation |= SHADERPERMUTATION_FOG;
1628 if (rsurface.texture->colormapping)
1629 permutation |= SHADERPERMUTATION_COLORMAPPING;
1630 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1633 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1635 // unshaded geometry (fullbright or ambient model lighting)
1636 mode = SHADERMODE_FLATCOLOR;
1637 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640 permutation |= SHADERPERMUTATION_GLOW;
1641 if (r_refdef.fogenabled)
1642 permutation |= SHADERPERMUTATION_FOG;
1643 if (rsurface.texture->colormapping)
1644 permutation |= SHADERPERMUTATION_COLORMAPPING;
1645 if (r_glsl_offsetmapping.integer)
1647 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1648 if (r_glsl_offsetmapping_reliefmapping.integer)
1649 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1651 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1652 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1654 permutation |= SHADERPERMUTATION_REFLECTION;
1656 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1658 // directional model lighting
1659 mode = SHADERMODE_LIGHTDIRECTION;
1660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1661 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1662 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1663 permutation |= SHADERPERMUTATION_GLOW;
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (specularscale > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR;
1667 if (r_refdef.fogenabled)
1668 permutation |= SHADERPERMUTATION_FOG;
1669 if (rsurface.texture->colormapping)
1670 permutation |= SHADERPERMUTATION_COLORMAPPING;
1671 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1672 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1673 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1674 permutation |= SHADERPERMUTATION_REFLECTION;
1676 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1678 // ambient model lighting
1679 mode = SHADERMODE_LIGHTDIRECTION;
1680 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1682 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1683 permutation |= SHADERPERMUTATION_GLOW;
1684 if (r_refdef.fogenabled)
1685 permutation |= SHADERPERMUTATION_FOG;
1686 if (rsurface.texture->colormapping)
1687 permutation |= SHADERPERMUTATION_COLORMAPPING;
1688 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1689 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1690 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1691 permutation |= SHADERPERMUTATION_REFLECTION;
1696 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1698 // deluxemapping (light direction texture)
1699 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1700 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1702 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1703 permutation |= SHADERPERMUTATION_DIFFUSE;
1704 if (specularscale > 0)
1705 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1707 else if (r_glsl_deluxemapping.integer >= 2)
1709 // fake deluxemapping (uniform light direction in tangentspace)
1710 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1711 permutation |= SHADERPERMUTATION_DIFFUSE;
1712 if (specularscale > 0)
1713 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1715 else if (rsurface.uselightmaptexture)
1717 // ordinary lightmapping (q1bsp, q3bsp)
1718 mode = SHADERMODE_LIGHTMAP;
1722 // ordinary vertex coloring (q3bsp)
1723 mode = SHADERMODE_VERTEXCOLOR;
1725 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1726 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1727 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1728 permutation |= SHADERPERMUTATION_GLOW;
1729 if (r_refdef.fogenabled)
1730 permutation |= SHADERPERMUTATION_FOG;
1731 if (rsurface.texture->colormapping)
1732 permutation |= SHADERPERMUTATION_COLORMAPPING;
1733 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1734 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1735 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1736 permutation |= SHADERPERMUTATION_REFLECTION;
1738 if(permutation & SHADERPERMUTATION_SPECULAR)
1739 if(r_shadow_glossexact.integer)
1740 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1741 R_SetupShader_SetPermutation(mode, permutation);
1742 if (mode == SHADERMODE_LIGHTSOURCE)
1744 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1745 if (permutation & SHADERPERMUTATION_DIFFUSE)
1747 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1748 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1749 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1750 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1754 // ambient only is simpler
1755 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]);
1756 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1757 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1758 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1760 // additive passes are only darkened by fog, not tinted
1761 if (r_glsl_permutation->loc_FogColor >= 0)
1762 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1766 if (mode == SHADERMODE_LIGHTDIRECTION)
1768 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);
1769 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);
1770 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);
1771 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]);
1775 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1776 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1777 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1779 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]);
1780 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1781 // additive passes are only darkened by fog, not tinted
1782 if (r_glsl_permutation->loc_FogColor >= 0)
1784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1785 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1787 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1789 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);
1790 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]);
1791 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]);
1792 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1793 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1794 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1795 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1797 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1799 // The formula used is actually:
1800 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1801 // color.rgb *= SceneBrightness;
1803 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1804 // and do [[calculations]] here in the engine
1805 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1806 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1809 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1810 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1811 if (r_glsl_permutation->loc_Color_Pants >= 0)
1813 if (rsurface.texture->currentskinframe->pants)
1814 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1816 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1818 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1820 if (rsurface.texture->currentskinframe->shirt)
1821 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1823 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1825 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1826 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1828 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1832 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1834 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1838 #define SKINFRAME_HASH 1024
1842 int loadsequence; // incremented each level change
1843 memexpandablearray_t array;
1844 skinframe_t *hash[SKINFRAME_HASH];
1847 r_skinframe_t r_skinframe;
1849 void R_SkinFrame_PrepareForPurge(void)
1851 r_skinframe.loadsequence++;
1852 // wrap it without hitting zero
1853 if (r_skinframe.loadsequence >= 200)
1854 r_skinframe.loadsequence = 1;
1857 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1861 // mark the skinframe as used for the purging code
1862 skinframe->loadsequence = r_skinframe.loadsequence;
1865 void R_SkinFrame_Purge(void)
1869 for (i = 0;i < SKINFRAME_HASH;i++)
1871 for (s = r_skinframe.hash[i];s;s = s->next)
1873 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1875 if (s->merged == s->base)
1877 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1878 R_PurgeTexture(s->stain );s->stain = NULL;
1879 R_PurgeTexture(s->merged);s->merged = NULL;
1880 R_PurgeTexture(s->base );s->base = NULL;
1881 R_PurgeTexture(s->pants );s->pants = NULL;
1882 R_PurgeTexture(s->shirt );s->shirt = NULL;
1883 R_PurgeTexture(s->nmap );s->nmap = NULL;
1884 R_PurgeTexture(s->gloss );s->gloss = NULL;
1885 R_PurgeTexture(s->glow );s->glow = NULL;
1886 R_PurgeTexture(s->fog );s->fog = NULL;
1887 s->loadsequence = 0;
1893 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1895 char basename[MAX_QPATH];
1897 Image_StripImageExtension(name, basename, sizeof(basename));
1899 if( last == NULL ) {
1901 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1902 item = r_skinframe.hash[hashindex];
1907 // linearly search through the hash bucket
1908 for( ; item ; item = item->next ) {
1909 if( !strcmp( item->basename, basename ) ) {
1916 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1920 char basename[MAX_QPATH];
1922 Image_StripImageExtension(name, basename, sizeof(basename));
1924 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1925 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1926 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1930 rtexture_t *dyntexture;
1931 // check whether its a dynamic texture
1932 dyntexture = CL_GetDynTexture( basename );
1933 if (!add && !dyntexture)
1935 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1936 memset(item, 0, sizeof(*item));
1937 strlcpy(item->basename, basename, sizeof(item->basename));
1938 item->base = dyntexture; // either NULL or dyntexture handle
1939 item->textureflags = textureflags;
1940 item->comparewidth = comparewidth;
1941 item->compareheight = compareheight;
1942 item->comparecrc = comparecrc;
1943 item->next = r_skinframe.hash[hashindex];
1944 r_skinframe.hash[hashindex] = item;
1946 else if( item->base == NULL )
1948 rtexture_t *dyntexture;
1949 // check whether its a dynamic texture
1950 // 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]
1951 dyntexture = CL_GetDynTexture( basename );
1952 item->base = dyntexture; // either NULL or dyntexture handle
1955 R_SkinFrame_MarkUsed(item);
1959 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1961 unsigned long long avgcolor[5], wsum; \
1969 for(pix = 0; pix < cnt; ++pix) \
1972 for(comp = 0; comp < 3; ++comp) \
1974 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1977 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1979 for(comp = 0; comp < 3; ++comp) \
1980 avgcolor[comp] += getpixel * w; \
1983 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1984 avgcolor[4] += getpixel; \
1986 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1988 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1989 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1990 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1991 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1994 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1996 // FIXME: it should be possible to disable loading various layers using
1997 // cvars, to prevent wasted loading time and memory usage if the user does
1999 qboolean loadnormalmap = true;
2000 qboolean loadgloss = true;
2001 qboolean loadpantsandshirt = true;
2002 qboolean loadglow = true;
2004 unsigned char *pixels;
2005 unsigned char *bumppixels;
2006 unsigned char *basepixels = NULL;
2007 int basepixels_width;
2008 int basepixels_height;
2009 skinframe_t *skinframe;
2013 if (cls.state == ca_dedicated)
2016 // return an existing skinframe if already loaded
2017 // if loading of the first image fails, don't make a new skinframe as it
2018 // would cause all future lookups of this to be missing
2019 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2020 if (skinframe && skinframe->base)
2023 basepixels = loadimagepixelsbgra(name, complain, true);
2024 if (basepixels == NULL)
2027 if (developer_loading.integer)
2028 Con_Printf("loading skin \"%s\"\n", name);
2030 // we've got some pixels to store, so really allocate this new texture now
2032 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2033 skinframe->stain = NULL;
2034 skinframe->merged = NULL;
2035 skinframe->base = r_texture_notexture;
2036 skinframe->pants = NULL;
2037 skinframe->shirt = NULL;
2038 skinframe->nmap = r_texture_blanknormalmap;
2039 skinframe->gloss = NULL;
2040 skinframe->glow = NULL;
2041 skinframe->fog = NULL;
2043 basepixels_width = image_width;
2044 basepixels_height = image_height;
2045 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);
2047 if (textureflags & TEXF_ALPHA)
2049 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2050 if (basepixels[j] < 255)
2052 if (j < basepixels_width * basepixels_height * 4)
2054 // has transparent pixels
2056 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2057 for (j = 0;j < image_width * image_height * 4;j += 4)
2062 pixels[j+3] = basepixels[j+3];
2064 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);
2069 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2070 //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]);
2072 // _norm is the name used by tenebrae and has been adopted as standard
2075 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2077 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);
2081 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2083 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2084 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2085 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);
2087 Mem_Free(bumppixels);
2089 else if (r_shadow_bumpscale_basetexture.value > 0)
2091 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2092 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2093 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);
2097 // _luma is supported for tenebrae compatibility
2098 // (I think it's a very stupid name, but oh well)
2099 // _glow is the preferred name
2100 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;}
2101 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;}
2102 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;}
2103 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;}
2106 Mem_Free(basepixels);
2111 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2114 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2117 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)
2122 for (i = 0;i < width*height;i++)
2123 if (((unsigned char *)&palette[in[i]])[3] > 0)
2125 if (i == width*height)
2128 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2131 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2132 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2135 unsigned char *temp1, *temp2;
2136 skinframe_t *skinframe;
2138 if (cls.state == ca_dedicated)
2141 // if already loaded just return it, otherwise make a new skinframe
2142 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2143 if (skinframe && skinframe->base)
2146 skinframe->stain = NULL;
2147 skinframe->merged = NULL;
2148 skinframe->base = r_texture_notexture;
2149 skinframe->pants = NULL;
2150 skinframe->shirt = NULL;
2151 skinframe->nmap = r_texture_blanknormalmap;
2152 skinframe->gloss = NULL;
2153 skinframe->glow = NULL;
2154 skinframe->fog = NULL;
2156 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2160 if (developer_loading.integer)
2161 Con_Printf("loading 32bit skin \"%s\"\n", name);
2163 if (r_shadow_bumpscale_basetexture.value > 0)
2165 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2166 temp2 = temp1 + width * height * 4;
2167 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2168 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2171 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2172 if (textureflags & TEXF_ALPHA)
2174 for (i = 3;i < width * height * 4;i += 4)
2175 if (skindata[i] < 255)
2177 if (i < width * height * 4)
2179 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2180 memcpy(fogpixels, skindata, width * height * 4);
2181 for (i = 0;i < width * height * 4;i += 4)
2182 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2183 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2184 Mem_Free(fogpixels);
2188 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2189 //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]);
2194 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2197 unsigned char *temp1, *temp2;
2198 unsigned int *palette;
2199 skinframe_t *skinframe;
2201 if (cls.state == ca_dedicated)
2204 // if already loaded just return it, otherwise make a new skinframe
2205 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2206 if (skinframe && skinframe->base)
2209 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2211 skinframe->stain = NULL;
2212 skinframe->merged = NULL;
2213 skinframe->base = r_texture_notexture;
2214 skinframe->pants = NULL;
2215 skinframe->shirt = NULL;
2216 skinframe->nmap = r_texture_blanknormalmap;
2217 skinframe->gloss = NULL;
2218 skinframe->glow = NULL;
2219 skinframe->fog = NULL;
2221 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2225 if (developer_loading.integer)
2226 Con_Printf("loading quake skin \"%s\"\n", name);
2228 if (r_shadow_bumpscale_basetexture.value > 0)
2230 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2231 temp2 = temp1 + width * height * 4;
2232 // use either a custom palette or the quake palette
2233 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2234 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2235 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2238 // use either a custom palette, or the quake palette
2239 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2240 if (loadglowtexture)
2241 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2242 if (loadpantsandshirt)
2244 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2245 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2247 if (skinframe->pants || skinframe->shirt)
2248 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
2249 if (textureflags & TEXF_ALPHA)
2251 for (i = 0;i < width * height;i++)
2252 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2254 if (i < width * height)
2255 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2258 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2259 //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]);
2264 skinframe_t *R_SkinFrame_LoadMissing(void)
2266 skinframe_t *skinframe;
2268 if (cls.state == ca_dedicated)
2271 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2272 skinframe->stain = NULL;
2273 skinframe->merged = NULL;
2274 skinframe->base = r_texture_notexture;
2275 skinframe->pants = NULL;
2276 skinframe->shirt = NULL;
2277 skinframe->nmap = r_texture_blanknormalmap;
2278 skinframe->gloss = NULL;
2279 skinframe->glow = NULL;
2280 skinframe->fog = NULL;
2282 skinframe->avgcolor[0] = rand() / RAND_MAX;
2283 skinframe->avgcolor[1] = rand() / RAND_MAX;
2284 skinframe->avgcolor[2] = rand() / RAND_MAX;
2285 skinframe->avgcolor[3] = 1;
2290 void gl_main_start(void)
2294 memset(r_queries, 0, sizeof(r_queries));
2296 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2297 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2299 // set up r_skinframe loading system for textures
2300 memset(&r_skinframe, 0, sizeof(r_skinframe));
2301 r_skinframe.loadsequence = 1;
2302 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2304 r_main_texturepool = R_AllocTexturePool();
2305 R_BuildBlankTextures();
2307 if (gl_texturecubemap)
2310 R_BuildNormalizationCube();
2312 r_texture_fogattenuation = NULL;
2313 r_texture_gammaramps = NULL;
2314 //r_texture_fogintensity = NULL;
2315 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2316 memset(&r_waterstate, 0, sizeof(r_waterstate));
2317 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2318 memset(&r_svbsp, 0, sizeof (r_svbsp));
2320 r_refdef.fogmasktable_density = 0;
2323 extern rtexture_t *loadingscreentexture;
2324 void gl_main_shutdown(void)
2327 qglDeleteQueriesARB(r_maxqueries, r_queries);
2331 memset(r_queries, 0, sizeof(r_queries));
2333 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2334 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2336 // clear out the r_skinframe state
2337 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2338 memset(&r_skinframe, 0, sizeof(r_skinframe));
2341 Mem_Free(r_svbsp.nodes);
2342 memset(&r_svbsp, 0, sizeof (r_svbsp));
2343 R_FreeTexturePool(&r_main_texturepool);
2344 loadingscreentexture = NULL;
2345 r_texture_blanknormalmap = NULL;
2346 r_texture_white = NULL;
2347 r_texture_grey128 = NULL;
2348 r_texture_black = NULL;
2349 r_texture_whitecube = NULL;
2350 r_texture_normalizationcube = NULL;
2351 r_texture_fogattenuation = NULL;
2352 r_texture_gammaramps = NULL;
2353 //r_texture_fogintensity = NULL;
2354 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2355 memset(&r_waterstate, 0, sizeof(r_waterstate));
2359 extern void CL_ParseEntityLump(char *entitystring);
2360 void gl_main_newmap(void)
2362 // FIXME: move this code to client
2364 char *entities, entname[MAX_QPATH];
2367 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2368 l = (int)strlen(entname) - 4;
2369 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2371 memcpy(entname + l, ".ent", 5);
2372 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2374 CL_ParseEntityLump(entities);
2379 if (cl.worldmodel->brush.entities)
2380 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2384 void GL_Main_Init(void)
2386 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2388 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2389 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2390 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2391 if (gamemode == GAME_NEHAHRA)
2393 Cvar_RegisterVariable (&gl_fogenable);
2394 Cvar_RegisterVariable (&gl_fogdensity);
2395 Cvar_RegisterVariable (&gl_fogred);
2396 Cvar_RegisterVariable (&gl_foggreen);
2397 Cvar_RegisterVariable (&gl_fogblue);
2398 Cvar_RegisterVariable (&gl_fogstart);
2399 Cvar_RegisterVariable (&gl_fogend);
2400 Cvar_RegisterVariable (&gl_skyclip);
2402 Cvar_RegisterVariable(&r_motionblur);
2403 Cvar_RegisterVariable(&r_motionblur_maxblur);
2404 Cvar_RegisterVariable(&r_motionblur_bmin);
2405 Cvar_RegisterVariable(&r_motionblur_vmin);
2406 Cvar_RegisterVariable(&r_motionblur_vmax);
2407 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2408 Cvar_RegisterVariable(&r_motionblur_randomize);
2409 Cvar_RegisterVariable(&r_damageblur);
2410 Cvar_RegisterVariable(&r_animcache);
2411 Cvar_RegisterVariable(&r_motionblur_debug);
2412 Cvar_RegisterVariable(&r_depthfirst);
2413 Cvar_RegisterVariable(&r_useinfinitefarclip);
2414 Cvar_RegisterVariable(&r_nearclip);
2415 Cvar_RegisterVariable(&r_showbboxes);
2416 Cvar_RegisterVariable(&r_showsurfaces);
2417 Cvar_RegisterVariable(&r_showtris);
2418 Cvar_RegisterVariable(&r_shownormals);
2419 Cvar_RegisterVariable(&r_showlighting);
2420 Cvar_RegisterVariable(&r_showshadowvolumes);
2421 Cvar_RegisterVariable(&r_showcollisionbrushes);
2422 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2423 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2424 Cvar_RegisterVariable(&r_showdisabledepthtest);
2425 Cvar_RegisterVariable(&r_drawportals);
2426 Cvar_RegisterVariable(&r_drawentities);
2427 Cvar_RegisterVariable(&r_cullentities_trace);
2428 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2429 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2430 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2431 Cvar_RegisterVariable(&r_drawviewmodel);
2432 Cvar_RegisterVariable(&r_speeds);
2433 Cvar_RegisterVariable(&r_fullbrights);
2434 Cvar_RegisterVariable(&r_wateralpha);
2435 Cvar_RegisterVariable(&r_dynamic);
2436 Cvar_RegisterVariable(&r_fullbright);
2437 Cvar_RegisterVariable(&r_shadows);
2438 Cvar_RegisterVariable(&r_shadows_throwdistance);
2439 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2440 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2441 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2442 Cvar_RegisterVariable(&r_fog_exp2);
2443 Cvar_RegisterVariable(&r_drawfog);
2444 Cvar_RegisterVariable(&r_textureunits);
2445 Cvar_RegisterVariable(&r_glsl);
2446 Cvar_RegisterVariable(&r_glsl_contrastboost);
2447 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2448 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2449 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2450 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2451 Cvar_RegisterVariable(&r_glsl_postprocess);
2452 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2453 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2454 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2455 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2456 Cvar_RegisterVariable(&r_glsl_usegeneric);
2457 Cvar_RegisterVariable(&r_water);
2458 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2459 Cvar_RegisterVariable(&r_water_clippingplanebias);
2460 Cvar_RegisterVariable(&r_water_refractdistort);
2461 Cvar_RegisterVariable(&r_water_reflectdistort);
2462 Cvar_RegisterVariable(&r_lerpsprites);
2463 Cvar_RegisterVariable(&r_lerpmodels);
2464 Cvar_RegisterVariable(&r_lerplightstyles);
2465 Cvar_RegisterVariable(&r_waterscroll);
2466 Cvar_RegisterVariable(&r_bloom);
2467 Cvar_RegisterVariable(&r_bloom_colorscale);
2468 Cvar_RegisterVariable(&r_bloom_brighten);
2469 Cvar_RegisterVariable(&r_bloom_blur);
2470 Cvar_RegisterVariable(&r_bloom_resolution);
2471 Cvar_RegisterVariable(&r_bloom_colorexponent);
2472 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2473 Cvar_RegisterVariable(&r_hdr);
2474 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2475 Cvar_RegisterVariable(&r_hdr_glowintensity);
2476 Cvar_RegisterVariable(&r_hdr_range);
2477 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2478 Cvar_RegisterVariable(&developer_texturelogging);
2479 Cvar_RegisterVariable(&gl_lightmaps);
2480 Cvar_RegisterVariable(&r_test);
2481 Cvar_RegisterVariable(&r_batchmode);
2482 Cvar_RegisterVariable(&r_glsl_saturation);
2483 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2484 Cvar_SetValue("r_fullbrights", 0);
2485 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2487 Cvar_RegisterVariable(&r_track_sprites);
2488 Cvar_RegisterVariable(&r_track_sprites_flags);
2489 Cvar_RegisterVariable(&r_track_sprites_scalew);
2490 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2493 extern void R_Textures_Init(void);
2494 extern void GL_Draw_Init(void);
2495 extern void GL_Main_Init(void);
2496 extern void R_Shadow_Init(void);
2497 extern void R_Sky_Init(void);
2498 extern void GL_Surf_Init(void);
2499 extern void R_Particles_Init(void);
2500 extern void R_Explosion_Init(void);
2501 extern void gl_backend_init(void);
2502 extern void Sbar_Init(void);
2503 extern void R_LightningBeams_Init(void);
2504 extern void Mod_RenderInit(void);
2506 void Render_Init(void)
2518 R_LightningBeams_Init();
2527 extern char *ENGINE_EXTENSIONS;
2530 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2531 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2532 gl_version = (const char *)qglGetString(GL_VERSION);
2533 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2537 if (!gl_platformextensions)
2538 gl_platformextensions = "";
2540 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2541 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2542 Con_Printf("GL_VERSION: %s\n", gl_version);
2543 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2544 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2546 VID_CheckExtensions();
2548 // LordHavoc: report supported extensions
2549 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2551 // clear to black (loading plaque will be seen over this)
2553 qglClearColor(0,0,0,1);CHECKGLERROR
2554 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2557 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2561 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2563 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2566 p = r_refdef.view.frustum + i;
2571 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2575 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2579 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2583 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2607 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2611 for (i = 0;i < numplanes;i++)
2618 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2622 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2626 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2630 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2654 //==================================================================================
2657 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2658 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2659 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2671 static anim_cache_t r_animCache[MAX_EDICTS];
2672 static int r_numAnimCache;
2674 void R_EmptyAnimCache(void)
2677 for (idx=0 ; idx<r_numAnimCache ; idx++)
2679 r_animCache[idx].numVerts = 0;
2680 Mem_Free(r_animCache[idx].vertexes);
2681 r_animCache[idx].vertexes = NULL;
2682 r_animCache[idx].normals = NULL;
2683 r_animCache[idx].sVectors = NULL;
2684 r_animCache[idx].tVectors = NULL;
2689 void R_ResizeAnimCache(const int cacheIdx, const int numVerts)
2693 anim_cache_t *cache = &r_animCache[cacheIdx];
2695 if (cache->numVerts >= numVerts)
2698 // Release existing memory
2699 if (cache->vertexes)
2700 Mem_Free(cache->vertexes);
2702 // Pad by 1024 verts
2703 cache->numVerts = (numVerts + 1023) & ~1023;
2704 arraySize = cache->numVerts * 3;
2706 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2707 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2708 r_animCache[cacheIdx].vertexes = base;
2709 r_animCache[cacheIdx].normals = base + arraySize;
2710 r_animCache[cacheIdx].sVectors = base + arraySize*2;
2711 r_animCache[cacheIdx].tVectors = base + arraySize*3;
2713 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
2716 void R_RunAnimCache(void)
2718 int entIdx, cacheIdx;
2719 entity_render_t *ent;
2722 // Only proceed if desired
2723 if (!r_animcache.integer || !r_drawentities.integer)
2726 if (r_numAnimCache != 0)
2730 // Clear any existing animcacheindex references
2731 for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2733 ent = r_refdef.scene.entities[entIdx];
2734 ent->animcacheindex = 0;
2740 // Generate new cache
2742 for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
2744 ent = r_refdef.scene.entities[entIdx];
2746 if (!r_refdef.viewcache.entityvisible[entIdx])
2748 ent->animcacheindex = 0;
2753 if (model && model->Draw != NULL
2754 && model->surfmesh.isanimated && model->AnimateVertices && (ent->frameblend[0].lerp != 1 || ent->frameblend[0].subframe != 0))
2756 R_ResizeAnimCache(cacheIdx, model->surfmesh.num_vertices);
2758 // FIXME: Some stable way of determining if normals/tangets aren't going to be needed would be good for optimizing this
2759 model->AnimateVertices(
2760 model, ent->frameblend,
2761 r_animCache[cacheIdx].vertexes,
2762 r_animCache[cacheIdx].normals,
2763 r_animCache[cacheIdx].sVectors,
2764 r_animCache[cacheIdx].tVectors
2768 ent->animcacheindex = cacheIdx;
2772 ent->animcacheindex = 0;
2776 // Increase our limit if necessary
2777 r_numAnimCache = max(r_numAnimCache, cacheIdx);
2780 //==================================================================================
2782 static void R_View_UpdateEntityLighting (void)
2785 entity_render_t *ent;
2786 vec3_t tempdiffusenormal;
2788 for (i = 0;i < r_refdef.scene.numentities;i++)
2790 ent = r_refdef.scene.entities[i];
2792 // skip unseen models
2793 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2797 if (ent->model && ent->model->brush.num_leafs)
2799 // TODO: use modellight for r_ambient settings on world?
2800 VectorSet(ent->modellight_ambient, 0, 0, 0);
2801 VectorSet(ent->modellight_diffuse, 0, 0, 0);
2802 VectorSet(ent->modellight_lightdir, 0, 0, 1);
2806 // fetch the lighting from the worldmodel data
2807 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));
2808 VectorClear(ent->modellight_diffuse);
2809 VectorClear(tempdiffusenormal);
2810 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2813 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2814 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2817 VectorSet(ent->modellight_ambient, 1, 1, 1);
2819 // move the light direction into modelspace coordinates for lighting code
2820 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2821 if(VectorLength2(ent->modellight_lightdir) == 0)
2822 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2823 VectorNormalize(ent->modellight_lightdir);
2827 static void R_View_UpdateEntityVisible (void)
2830 entity_render_t *ent;
2832 if (!r_drawentities.integer)
2835 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2836 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2838 // worldmodel can check visibility
2839 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2840 for (i = 0;i < r_refdef.scene.numentities;i++)
2842 ent = r_refdef.scene.entities[i];
2843 if (!(ent->flags & renderimask))
2844 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)))
2845 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))
2846 r_refdef.viewcache.entityvisible[i] = true;
2848 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2850 for (i = 0;i < r_refdef.scene.numentities;i++)
2852 ent = r_refdef.scene.entities[i];
2853 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2855 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))
2856 ent->last_trace_visibility = realtime;
2857 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2858 r_refdef.viewcache.entityvisible[i] = 0;
2865 // no worldmodel or it can't check visibility
2866 for (i = 0;i < r_refdef.scene.numentities;i++)
2868 ent = r_refdef.scene.entities[i];
2869 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));
2874 /// only used if skyrendermasked, and normally returns false
2875 int R_DrawBrushModelsSky (void)
2878 entity_render_t *ent;
2880 if (!r_drawentities.integer)
2884 for (i = 0;i < r_refdef.scene.numentities;i++)
2886 if (!r_refdef.viewcache.entityvisible[i])
2888 ent = r_refdef.scene.entities[i];
2889 if (!ent->model || !ent->model->DrawSky)
2891 ent->model->DrawSky(ent);
2897 static void R_DrawNoModel(entity_render_t *ent);
2898 static void R_DrawModels(void)
2901 entity_render_t *ent;
2903 if (!r_drawentities.integer)
2906 for (i = 0;i < r_refdef.scene.numentities;i++)
2908 if (!r_refdef.viewcache.entityvisible[i])
2910 ent = r_refdef.scene.entities[i];
2911 r_refdef.stats.entities++;
2912 if (ent->model && ent->model->Draw != NULL)
2913 ent->model->Draw(ent);
2919 static void R_DrawModelsDepth(void)
2922 entity_render_t *ent;
2924 if (!r_drawentities.integer)
2927 for (i = 0;i < r_refdef.scene.numentities;i++)
2929 if (!r_refdef.viewcache.entityvisible[i])
2931 ent = r_refdef.scene.entities[i];
2932 if (ent->model && ent->model->DrawDepth != NULL)
2933 ent->model->DrawDepth(ent);
2937 static void R_DrawModelsDebug(void)
2940 entity_render_t *ent;
2942 if (!r_drawentities.integer)
2945 for (i = 0;i < r_refdef.scene.numentities;i++)
2947 if (!r_refdef.viewcache.entityvisible[i])
2949 ent = r_refdef.scene.entities[i];
2950 if (ent->model && ent->model->DrawDebug != NULL)
2951 ent->model->DrawDebug(ent);
2955 static void R_DrawModelsAddWaterPlanes(void)
2958 entity_render_t *ent;
2960 if (!r_drawentities.integer)
2963 for (i = 0;i < r_refdef.scene.numentities;i++)
2965 if (!r_refdef.viewcache.entityvisible[i])
2967 ent = r_refdef.scene.entities[i];
2968 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2969 ent->model->DrawAddWaterPlanes(ent);
2973 static void R_View_SetFrustum(void)
2976 double slopex, slopey;
2977 vec3_t forward, left, up, origin;
2979 // we can't trust r_refdef.view.forward and friends in reflected scenes
2980 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2983 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2984 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2985 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2986 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2987 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2988 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2989 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2990 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2991 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2992 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2993 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2994 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2998 zNear = r_refdef.nearclip;
2999 nudge = 1.0 - 1.0 / (1<<23);
3000 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3001 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3002 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3003 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3004 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3005 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3006 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3007 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3013 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3014 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3015 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3016 r_refdef.view.frustum[0].dist = m[15] - m[12];
3018 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3019 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3020 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3021 r_refdef.view.frustum[1].dist = m[15] + m[12];
3023 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3024 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3025 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3026 r_refdef.view.frustum[2].dist = m[15] - m[13];
3028 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3029 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3030 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3031 r_refdef.view.frustum[3].dist = m[15] + m[13];
3033 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3034 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3035 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3036 r_refdef.view.frustum[4].dist = m[15] - m[14];
3038 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3039 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3040 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3041 r_refdef.view.frustum[5].dist = m[15] + m[14];
3044 if (r_refdef.view.useperspective)
3046 slopex = 1.0 / r_refdef.view.frustum_x;
3047 slopey = 1.0 / r_refdef.view.frustum_y;
3048 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3049 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3050 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3051 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3052 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3054 // Leaving those out was a mistake, those were in the old code, and they
3055 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3056 // I couldn't reproduce it after adding those normalizations. --blub
3057 VectorNormalize(r_refdef.view.frustum[0].normal);
3058 VectorNormalize(r_refdef.view.frustum[1].normal);
3059 VectorNormalize(r_refdef.view.frustum[2].normal);
3060 VectorNormalize(r_refdef.view.frustum[3].normal);
3062 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3063 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
3064 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
3065 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
3066 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
3068 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3069 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3070 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3071 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3072 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3076 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3077 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3078 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3079 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3080 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3081 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3082 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3083 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3084 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3085 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3087 r_refdef.view.numfrustumplanes = 5;
3089 if (r_refdef.view.useclipplane)
3091 r_refdef.view.numfrustumplanes = 6;
3092 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3095 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3096 PlaneClassify(r_refdef.view.frustum + i);
3098 // LordHavoc: note to all quake engine coders, Quake had a special case
3099 // for 90 degrees which assumed a square view (wrong), so I removed it,
3100 // Quake2 has it disabled as well.
3102 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3103 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3104 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3105 //PlaneClassify(&frustum[0]);
3107 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3108 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3109 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3110 //PlaneClassify(&frustum[1]);
3112 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3113 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3114 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3115 //PlaneClassify(&frustum[2]);
3117 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3118 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3119 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3120 //PlaneClassify(&frustum[3]);
3123 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3124 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3125 //PlaneClassify(&frustum[4]);
3128 void R_View_Update(void)
3130 R_View_SetFrustum();
3131 R_View_WorldVisibility(r_refdef.view.useclipplane);
3132 R_View_UpdateEntityVisible();
3133 R_View_UpdateEntityLighting();
3136 void R_SetupView(qboolean allowwaterclippingplane)
3138 if (!r_refdef.view.useperspective)
3139 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3140 else if (gl_stencil && r_useinfinitefarclip.integer)
3141 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3143 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3145 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3147 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3149 // LordHavoc: couldn't figure out how to make this approach the
3150 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3151 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3152 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3153 dist = r_refdef.view.clipplane.dist;
3154 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3158 void R_ResetViewRendering2D(void)
3162 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3163 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3164 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3165 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3166 GL_Color(1, 1, 1, 1);
3167 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3168 GL_BlendFunc(GL_ONE, GL_ZERO);
3169 GL_AlphaTest(false);
3170 GL_ScissorTest(false);
3171 GL_DepthMask(false);
3172 GL_DepthRange(0, 1);
3173 GL_DepthTest(false);
3174 R_Mesh_Matrix(&identitymatrix);
3175 R_Mesh_ResetTextureState();
3176 GL_PolygonOffset(0, 0);
3177 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3178 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3179 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3180 qglStencilMask(~0);CHECKGLERROR
3181 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3182 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3183 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3184 R_SetupGenericShader(true);
3187 void R_ResetViewRendering3D(void)
3191 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3192 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3194 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3195 GL_Color(1, 1, 1, 1);
3196 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3197 GL_BlendFunc(GL_ONE, GL_ZERO);
3198 GL_AlphaTest(false);
3199 GL_ScissorTest(true);
3201 GL_DepthRange(0, 1);
3203 R_Mesh_Matrix(&identitymatrix);
3204 R_Mesh_ResetTextureState();
3205 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3206 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3207 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3208 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3209 qglStencilMask(~0);CHECKGLERROR
3210 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3211 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3212 GL_CullFace(r_refdef.view.cullface_back);
3213 R_SetupGenericShader(true);
3216 void R_RenderScene(void);
3217 void R_RenderWaterPlanes(void);
3219 static void R_Water_StartFrame(void)
3222 int waterwidth, waterheight, texturewidth, textureheight;
3223 r_waterstate_waterplane_t *p;
3225 // set waterwidth and waterheight to the water resolution that will be
3226 // used (often less than the screen resolution for faster rendering)
3227 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3228 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3230 // calculate desired texture sizes
3231 // can't use water if the card does not support the texture size
3232 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3233 texturewidth = textureheight = waterwidth = waterheight = 0;
3234 else if (gl_support_arb_texture_non_power_of_two)
3236 texturewidth = waterwidth;
3237 textureheight = waterheight;
3241 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3242 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3245 // allocate textures as needed
3246 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3248 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3249 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3251 if (p->texture_refraction)
3252 R_FreeTexture(p->texture_refraction);
3253 p->texture_refraction = NULL;
3254 if (p->texture_reflection)
3255 R_FreeTexture(p->texture_reflection);
3256 p->texture_reflection = NULL;
3258 memset(&r_waterstate, 0, sizeof(r_waterstate));
3259 r_waterstate.waterwidth = waterwidth;
3260 r_waterstate.waterheight = waterheight;
3261 r_waterstate.texturewidth = texturewidth;
3262 r_waterstate.textureheight = textureheight;
3265 if (r_waterstate.waterwidth)
3267 r_waterstate.enabled = true;
3269 // set up variables that will be used in shader setup
3270 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3271 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3272 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3273 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3276 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3277 r_waterstate.numwaterplanes = 0;
3280 void R_Water_AddWaterPlane(msurface_t *surface)
3282 int triangleindex, planeindex;
3288 r_waterstate_waterplane_t *p;
3289 texture_t *t = R_GetCurrentTexture(surface->texture);
3290 // just use the first triangle with a valid normal for any decisions
3291 VectorClear(normal);
3292 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3294 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3295 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3296 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3297 TriangleNormal(vert[0], vert[1], vert[2], normal);
3298 if (VectorLength2(normal) >= 0.001)
3302 VectorCopy(normal, plane.normal);
3303 VectorNormalize(plane.normal);
3304 plane.dist = DotProduct(vert[0], plane.normal);
3305 PlaneClassify(&plane);
3306 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3308 // skip backfaces (except if nocullface is set)
3309 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3311 VectorNegate(plane.normal, plane.normal);
3313 PlaneClassify(&plane);
3317 // find a matching plane if there is one
3318 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3319 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3321 if (planeindex >= r_waterstate.maxwaterplanes)
3322 return; // nothing we can do, out of planes
3324 // if this triangle does not fit any known plane rendered this frame, add one
3325 if (planeindex >= r_waterstate.numwaterplanes)
3327 // store the new plane
3328 r_waterstate.numwaterplanes++;
3330 // clear materialflags and pvs
3331 p->materialflags = 0;
3332 p->pvsvalid = false;
3334 // merge this surface's materialflags into the waterplane
3335 p->materialflags |= t->currentmaterialflags;
3336 // merge this surface's PVS into the waterplane
3337 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3338 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3339 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3341 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3346 static void R_Water_ProcessPlanes(void)
3348 r_refdef_view_t originalview;
3349 r_refdef_view_t myview;
3351 r_waterstate_waterplane_t *p;
3353 originalview = r_refdef.view;
3355 // make sure enough textures are allocated
3356 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3358 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3360 if (!p->texture_refraction)
3361 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);
3362 if (!p->texture_refraction)
3366 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3368 if (!p->texture_reflection)
3369 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);
3370 if (!p->texture_reflection)
3376 r_refdef.view = originalview;
3377 r_refdef.view.showdebug = false;
3378 r_refdef.view.width = r_waterstate.waterwidth;
3379 r_refdef.view.height = r_waterstate.waterheight;
3380 r_refdef.view.useclipplane = true;
3381 myview = r_refdef.view;
3382 r_waterstate.renderingscene = true;
3383 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3385 // render the normal view scene and copy into texture
3386 // (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)
3387 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3389 r_refdef.view = myview;
3390 r_refdef.view.clipplane = p->plane;
3391 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3392 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3393 PlaneClassify(&r_refdef.view.clipplane);
3395 R_ResetViewRendering3D();
3396 R_ClearScreen(r_refdef.fogenabled);
3400 // copy view into the screen texture
3401 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3402 GL_ActiveTexture(0);
3404 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3407 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3409 r_refdef.view = myview;
3410 // render reflected scene and copy into texture
3411 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3412 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3413 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3414 r_refdef.view.clipplane = p->plane;
3415 // reverse the cullface settings for this render
3416 r_refdef.view.cullface_front = GL_FRONT;
3417 r_refdef.view.cullface_back = GL_BACK;
3418 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3420 r_refdef.view.usecustompvs = true;
3422 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3424 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3427 R_ResetViewRendering3D();
3428 R_ClearScreen(r_refdef.fogenabled);
3432 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3433 GL_ActiveTexture(0);
3435 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3438 r_waterstate.renderingscene = false;
3439 r_refdef.view = originalview;
3440 R_ResetViewRendering3D();
3441 R_ClearScreen(r_refdef.fogenabled);
3445 r_refdef.view = originalview;
3446 r_waterstate.renderingscene = false;
3447 Cvar_SetValueQuick(&r_water, 0);
3448 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3452 void R_Bloom_StartFrame(void)
3454 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3456 // set bloomwidth and bloomheight to the bloom resolution that will be
3457 // used (often less than the screen resolution for faster rendering)
3458 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3459 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3460 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3461 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3462 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3464 // calculate desired texture sizes
3465 if (gl_support_arb_texture_non_power_of_two)
3467 screentexturewidth = r_refdef.view.width;
3468 screentextureheight = r_refdef.view.height;
3469 bloomtexturewidth = r_bloomstate.bloomwidth;
3470 bloomtextureheight = r_bloomstate.bloomheight;
3474 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3475 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3476 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3477 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3480 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))
3482 Cvar_SetValueQuick(&r_hdr, 0);
3483 Cvar_SetValueQuick(&r_bloom, 0);
3484 Cvar_SetValueQuick(&r_motionblur, 0);
3485 Cvar_SetValueQuick(&r_damageblur, 0);
3488 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)))
3489 screentexturewidth = screentextureheight = 0;
3490 if (!r_hdr.integer && !r_bloom.integer)
3491 bloomtexturewidth = bloomtextureheight = 0;
3493 // allocate textures as needed
3494 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3496 if (r_bloomstate.texture_screen)
3497 R_FreeTexture(r_bloomstate.texture_screen);
3498 r_bloomstate.texture_screen = NULL;
3499 r_bloomstate.screentexturewidth = screentexturewidth;
3500 r_bloomstate.screentextureheight = screentextureheight;
3501 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3502 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);
3504 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3506 if (r_bloomstate.texture_bloom)
3507 R_FreeTexture(r_bloomstate.texture_bloom);
3508 r_bloomstate.texture_bloom = NULL;
3509 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3510 r_bloomstate.bloomtextureheight = bloomtextureheight;
3511 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3512 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);
3515 // set up a texcoord array for the full resolution screen image
3516 // (we have to keep this around to copy back during final render)
3517 r_bloomstate.screentexcoord2f[0] = 0;
3518 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3519 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3520 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3521 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3522 r_bloomstate.screentexcoord2f[5] = 0;
3523 r_bloomstate.screentexcoord2f[6] = 0;
3524 r_bloomstate.screentexcoord2f[7] = 0;
3526 // set up a texcoord array for the reduced resolution bloom image
3527 // (which will be additive blended over the screen image)
3528 r_bloomstate.bloomtexcoord2f[0] = 0;
3529 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3530 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3531 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3532 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3533 r_bloomstate.bloomtexcoord2f[5] = 0;
3534 r_bloomstate.bloomtexcoord2f[6] = 0;
3535 r_bloomstate.bloomtexcoord2f[7] = 0;
3537 if (r_hdr.integer || r_bloom.integer)
3539 r_bloomstate.enabled = true;
3540 r_bloomstate.hdr = r_hdr.integer != 0;
3544 void R_Bloom_CopyBloomTexture(float colorscale)
3546 r_refdef.stats.bloom++;
3548 // scale down screen texture to the bloom texture size
3550 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3551 GL_BlendFunc(GL_ONE, GL_ZERO);
3552 GL_Color(colorscale, colorscale, colorscale, 1);
3553 // TODO: optimize with multitexture or GLSL
3554 R_SetupGenericShader(true);
3555 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3556 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3557 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3558 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3560 // we now have a bloom image in the framebuffer
3561 // copy it into the bloom image texture for later processing
3562 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3563 GL_ActiveTexture(0);
3565 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3566 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3569 void R_Bloom_CopyHDRTexture(void)
3571 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3572 GL_ActiveTexture(0);
3574 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3575 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3578 void R_Bloom_MakeTexture(void)
3581 float xoffset, yoffset, r, brighten;
3583 r_refdef.stats.bloom++;
3585 R_ResetViewRendering2D();
3586 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3587 R_Mesh_ColorPointer(NULL, 0, 0);
3588 R_SetupGenericShader(true);
3590 // we have a bloom image in the framebuffer
3592 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3594 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3597 r = bound(0, r_bloom_colorexponent.value / x, 1);
3598 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3599 GL_Color(r, r, r, 1);
3600 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3601 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3602 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3603 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3605 // copy the vertically blurred bloom view to a texture
3606 GL_ActiveTexture(0);
3608 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3609 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3612 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3613 brighten = r_bloom_brighten.value;
3615 brighten *= r_hdr_range.value;
3616 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3617 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3619 for (dir = 0;dir < 2;dir++)
3621 // blend on at multiple vertical offsets to achieve a vertical blur
3622 // TODO: do offset blends using GLSL
3623 GL_BlendFunc(GL_ONE, GL_ZERO);
3624 for (x = -range;x <= range;x++)
3626 if (!dir){xoffset = 0;yoffset = x;}
3627 else {xoffset = x;yoffset = 0;}
3628 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3629 yoffset /= (float)r_bloomstate.bloomtextureheight;
3630 // compute a texcoord array with the specified x and y offset
3631 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3632 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3633 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3634 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3635 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3636 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3637 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3638 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3639 // this r value looks like a 'dot' particle, fading sharply to
3640 // black at the edges
3641 // (probably not realistic but looks good enough)
3642 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3643 //r = (dir ? 1.0f : brighten)/(range*2+1);
3644 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3645 GL_Color(r, r, r, 1);
3646 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3647 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3648 GL_BlendFunc(GL_ONE, GL_ONE);
3651 // copy the vertically blurred bloom view to a texture
3652 GL_ActiveTexture(0);
3654 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3655 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3658 // apply subtract last
3659 // (just like it would be in a GLSL shader)
3660 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3662 GL_BlendFunc(GL_ONE, GL_ZERO);
3663 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3664 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3665 GL_Color(1, 1, 1, 1);
3666 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3667 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3669 GL_BlendFunc(GL_ONE, GL_ONE);
3670 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3671 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3672 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3673 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3674 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3675 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3676 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3678 // copy the darkened bloom view to a texture
3679 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3680 GL_ActiveTexture(0);
3682 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3683 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3687 void R_HDR_RenderBloomTexture(void)
3689 int oldwidth, oldheight;
3690 float oldcolorscale;
3692 oldcolorscale = r_refdef.view.colorscale;
3693 oldwidth = r_refdef.view.width;
3694 oldheight = r_refdef.view.height;
3695 r_refdef.view.width = r_bloomstate.bloomwidth;
3696 r_refdef.view.height = r_bloomstate.bloomheight;
3698 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3699 // TODO: add exposure compensation features
3700 // TODO: add fp16 framebuffer support
3702 r_refdef.view.showdebug = false;
3703 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3705 R_ResetViewRendering3D();
3707 R_ClearScreen(r_refdef.fogenabled);
3708 if (r_timereport_active)
3709 R_TimeReport("HDRclear");
3712 if (r_timereport_active)
3713 R_TimeReport("visibility");
3715 r_waterstate.numwaterplanes = 0;
3716 if (r_waterstate.enabled)
3717 R_RenderWaterPlanes();
3719 r_refdef.view.showdebug = true;
3721 r_waterstate.numwaterplanes = 0;
3723 R_ResetViewRendering2D();
3725 R_Bloom_CopyHDRTexture();
3726 R_Bloom_MakeTexture();
3728 // restore the view settings
3729 r_refdef.view.width = oldwidth;
3730 r_refdef.view.height = oldheight;
3731 r_refdef.view.colorscale = oldcolorscale;
3733 R_ResetViewRendering3D();
3735 R_ClearScreen(r_refdef.fogenabled);
3736 if (r_timereport_active)
3737 R_TimeReport("viewclear");
3740 static void R_BlendView(void)
3742 if (r_bloomstate.texture_screen)
3744 // make sure the buffer is available
3745 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3747 R_ResetViewRendering2D();
3748 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3749 R_Mesh_ColorPointer(NULL, 0, 0);
3750 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3751 GL_ActiveTexture(0);CHECKGLERROR
3753 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
3755 // declare alpha variable
3758 static float avgspeed;
3760 speed = VectorLength(cl.movement_velocity);
3762 a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3763 avgspeed = avgspeed * (1 - a) + speed * a;
3765 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3766 speed = bound(0, speed, 1);
3767 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3769 // calculate values into a standard alpha
3772 (r_motionblur.value * speed / 80)
3774 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3777 max(0.0001, cl.time - cl.oldtime) // fps independent
3780 a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3781 a = bound(0, a, r_motionblur_maxblur.value);
3783 // developer debug of current value
3784 if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3789 R_SetupGenericShader(true);
3790 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3791 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3792 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3793 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3794 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3795 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3799 // copy view into the screen texture
3800 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3801 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3804 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3806 unsigned int permutation =
3807 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3808 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3809 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3810 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3811 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
3813 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3815 // render simple bloom effect
3816 // copy the screen and shrink it and darken it for the bloom process
3817 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3818 // make the bloom texture
3819 R_Bloom_MakeTexture();
3822 R_ResetViewRendering2D();
3823 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3824 R_Mesh_ColorPointer(NULL, 0, 0);
3825 GL_Color(1, 1, 1, 1);
3826 GL_BlendFunc(GL_ONE, GL_ZERO);
3827 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3828 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3829 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3830 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3831 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3832 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3833 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3834 if (r_glsl_permutation->loc_TintColor >= 0)
3835 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3836 if (r_glsl_permutation->loc_ClientTime >= 0)
3837 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3838 if (r_glsl_permutation->loc_PixelSize >= 0)
3839 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3840 if (r_glsl_permutation->loc_UserVec1 >= 0)
3842 float a=0, b=0, c=0, d=0;
3843 #if _MSC_VER >= 1400
3844 #define sscanf sscanf_s
3846 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3847 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3849 if (r_glsl_permutation->loc_UserVec2 >= 0)
3851 float a=0, b=0, c=0, d=0;
3852 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3853 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3855 if (r_glsl_permutation->loc_UserVec3 >= 0)
3857 float a=0, b=0, c=0, d=0;
3858 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3859 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3861 if (r_glsl_permutation->loc_UserVec4 >= 0)
3863 float a=0, b=0, c=0, d=0;
3864 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3865 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3867 if (r_glsl_permutation->loc_Saturation >= 0)
3868 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3869 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3870 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3876 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3878 // render high dynamic range bloom effect
3879 // the bloom texture was made earlier this render, so we just need to
3880 // blend it onto the screen...
3881 R_ResetViewRendering2D();
3882 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3883 R_Mesh_ColorPointer(NULL, 0, 0);
3884 R_SetupGenericShader(true);
3885 GL_Color(1, 1, 1, 1);
3886 GL_BlendFunc(GL_ONE, GL_ONE);
3887 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3888 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3889 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3890 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3892 else if (r_bloomstate.texture_bloom)
3894 // render simple bloom effect
3895 // copy the screen and shrink it and darken it for the bloom process
3896 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3897 // make the bloom texture
3898 R_Bloom_MakeTexture();
3899 // put the original screen image back in place and blend the bloom
3901 R_ResetViewRendering2D();
3902 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3903 R_Mesh_ColorPointer(NULL, 0, 0);
3904 GL_Color(1, 1, 1, 1);
3905 GL_BlendFunc(GL_ONE, GL_ZERO);
3906 // do both in one pass if possible
3907 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3908 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3909 if (r_textureunits.integer >= 2 && gl_combine.integer)
3911 R_SetupGenericTwoTextureShader(GL_ADD);
3912 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3913 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3917 R_SetupGenericShader(true);
3918 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3919 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3920 // now blend on the bloom texture
3921 GL_BlendFunc(GL_ONE, GL_ONE);
3922 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3923 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3925 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3926 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3928 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3930 // apply a color tint to the whole view
3931 R_ResetViewRendering2D();
3932 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3933 R_Mesh_ColorPointer(NULL, 0, 0);
3934 R_SetupGenericShader(false);
3935 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3936 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3937 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3941 matrix4x4_t r_waterscrollmatrix;
3943 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3945 if (r_refdef.fog_density)
3947 r_refdef.fogcolor[0] = r_refdef.fog_red;
3948 r_refdef.fogcolor[1] = r_refdef.fog_green;
3949 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3953 VectorCopy(r_refdef.fogcolor, fogvec);
3954 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3956 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3957 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3958 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3959 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3961 // color.rgb *= ContrastBoost * SceneBrightness;
3962 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3963 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3964 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3965 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3970 void R_UpdateVariables(void)
3974 r_refdef.scene.ambient = r_ambient.value;
3976 r_refdef.farclip = 4096;
3977 if (r_refdef.scene.worldmodel)
3978 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3979 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3981 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3982 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3983 r_refdef.polygonfactor = 0;
3984 r_refdef.polygonoffset = 0;
3985 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3986 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3988 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3989 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3990 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3991 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3992 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3993 if (r_showsurfaces.integer)
3995 r_refdef.scene.rtworld = false;
3996 r_refdef.scene.rtworldshadows = false;
3997 r_refdef.scene.rtdlight = false;
3998 r_refdef.scene.rtdlightshadows = false;
3999 r_refdef.lightmapintensity = 0;
4002 if (gamemode == GAME_NEHAHRA)
4004 if (gl_fogenable.integer)
4006 r_refdef.oldgl_fogenable = true;
4007 r_refdef.fog_density = gl_fogdensity.value;
4008 r_refdef.fog_red = gl_fogred.value;
4009 r_refdef.fog_green = gl_foggreen.value;
4010 r_refdef.fog_blue = gl_fogblue.value;
4011 r_refdef.fog_alpha = 1;
4012 r_refdef.fog_start = 0;
4013 r_refdef.fog_end = gl_skyclip.value;
4015 else if (r_refdef.oldgl_fogenable)
4017 r_refdef.oldgl_fogenable = false;
4018 r_refdef.fog_density = 0;
4019 r_refdef.fog_red = 0;
4020 r_refdef.fog_green = 0;
4021 r_refdef.fog_blue = 0;
4022 r_refdef.fog_alpha = 0;
4023 r_refdef.fog_start = 0;
4024 r_refdef.fog_end = 0;
4028 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4029 r_refdef.fog_start = max(0, r_refdef.fog_start);
4030 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4032 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4034 if (r_refdef.fog_density && r_drawfog.integer)
4036 r_refdef.fogenabled = true;
4037 // this is the point where the fog reaches 0.9986 alpha, which we
4038 // consider a good enough cutoff point for the texture
4039 // (0.9986 * 256 == 255.6)
4040 if (r_fog_exp2.integer)
4041 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4043 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4044 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4045 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4046 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4047 // fog color was already set
4048 // update the fog texture
4049 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)
4050 R_BuildFogTexture();
4053 r_refdef.fogenabled = false;
4055 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4057 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4059 // build GLSL gamma texture
4060 #define RAMPWIDTH 256
4061 unsigned short ramp[RAMPWIDTH * 3];
4062 unsigned char rampbgr[RAMPWIDTH][4];
4065 r_texture_gammaramps_serial = vid_gammatables_serial;
4067 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4068 for(i = 0; i < RAMPWIDTH; ++i)
4070 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4071 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4072 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4075 if (r_texture_gammaramps)
4077 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4081 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);
4087 // remove GLSL gamma texture
4091 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4092 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4098 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4099 if( scenetype != r_currentscenetype ) {
4100 // store the old scenetype
4101 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4102 r_currentscenetype = scenetype;
4103 // move in the new scene
4104 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4113 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4115 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4116 if( scenetype == r_currentscenetype ) {
4117 return &r_refdef.scene;
4119 return &r_scenes_store[ scenetype ];
4128 void R_RenderView(void)
4130 r_frame++; // used only by R_GetCurrentTexture
4131 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4133 if (r_refdef.view.isoverlay)
4135 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4136 GL_Clear( GL_DEPTH_BUFFER_BIT );
4137 R_TimeReport("depthclear");
4139 r_refdef.view.showdebug = false;
4141 r_waterstate.enabled = false;
4142 r_waterstate.numwaterplanes = 0;
4150 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4151 return; //Host_Error ("R_RenderView: NULL worldmodel");
4153 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4155 // break apart the view matrix into vectors for various purposes
4156 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4157 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4158 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4159 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4160 // make an inverted copy of the view matrix for tracking sprites
4161 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4163 R_Shadow_UpdateWorldLightSelection();
4165 R_Bloom_StartFrame();
4166 R_Water_StartFrame();
4169 if (r_timereport_active)
4170 R_TimeReport("viewsetup");
4172 R_ResetViewRendering3D();
4174 if (r_refdef.view.clear || r_refdef.fogenabled)
4176 R_ClearScreen(r_refdef.fogenabled);
4177 if (r_timereport_active)
4178 R_TimeReport("viewclear");
4180 r_refdef.view.clear = true;
4182 // this produces a bloom texture to be used in R_BlendView() later
4184 R_HDR_RenderBloomTexture();
4186 r_refdef.view.showdebug = true;
4189 if (r_timereport_active)
4190 R_TimeReport("visibility");
4192 r_waterstate.numwaterplanes = 0;
4193 if (r_waterstate.enabled)
4194 R_RenderWaterPlanes();
4197 r_waterstate.numwaterplanes = 0;
4200 if (r_timereport_active)
4201 R_TimeReport("blendview");
4203 GL_Scissor(0, 0, vid.width, vid.height);
4204 GL_ScissorTest(false);
4208 void R_RenderWaterPlanes(void)
4210 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4212 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4213 if (r_timereport_active)
4214 R_TimeReport("waterworld");
4217 // don't let sound skip if going slow
4218 if (r_refdef.scene.extraupdate)
4221 R_DrawModelsAddWaterPlanes();
4222 if (r_timereport_active)
4223 R_TimeReport("watermodels");
4225 if (r_waterstate.numwaterplanes)
4227 R_Water_ProcessPlanes();
4228 if (r_timereport_active)
4229 R_TimeReport("waterscenes");
4233 extern void R_DrawLightningBeams (void);
4234 extern void VM_CL_AddPolygonsToMeshQueue (void);
4235 extern void R_DrawPortals (void);
4236 extern cvar_t cl_locs_show;
4237 static void R_DrawLocs(void);
4238 static void R_DrawEntityBBoxes(void);
4239 void R_RenderScene(void)
4241 r_refdef.stats.renders++;
4245 // don't let sound skip if going slow
4246 if (r_refdef.scene.extraupdate)
4249 R_MeshQueue_BeginScene();
4253 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);
4255 if (cl.csqc_vidvars.drawworld)
4257 // don't let sound skip if going slow
4258 if (r_refdef.scene.extraupdate)
4261 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4263 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4264 if (r_timereport_active)
4265 R_TimeReport("worldsky");
4268 if (R_DrawBrushModelsSky() && r_timereport_active)
4269 R_TimeReport("bmodelsky");
4272 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4274 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4275 if (r_timereport_active)
4276 R_TimeReport("worlddepth");
4278 if (r_depthfirst.integer >= 2)
4280 R_DrawModelsDepth();
4281 if (r_timereport_active)
4282 R_TimeReport("modeldepth");
4285 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4287 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4288 if (r_timereport_active)
4289 R_TimeReport("world");
4292 // don't let sound skip if going slow
4293 if (r_refdef.scene.extraupdate)
4298 if (r_timereport_active)
4299 R_TimeReport("models");
4301 // don't let sound skip if going slow
4302 if (r_refdef.scene.extraupdate)
4305 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4307 R_DrawModelShadows();
4309 R_ResetViewRendering3D();
4311 // don't let sound skip if going slow
4312 if (r_refdef.scene.extraupdate)
4316 R_ShadowVolumeLighting(false);
4317 if (r_timereport_active)
4318 R_TimeReport("rtlights");
4320 // don't let sound skip if going slow
4321 if (r_refdef.scene.extraupdate)
4324 if (cl.csqc_vidvars.drawworld)
4326 R_DrawLightningBeams();
4327 if (r_timereport_active)
4328 R_TimeReport("lightning");
4331 if (r_timereport_active)
4332 R_TimeReport("decals");
4335 if (r_timereport_active)
4336 R_TimeReport("particles");
4339 if (r_timereport_active)
4340 R_TimeReport("explosions");
4343 R_SetupGenericShader(true);
4344 VM_CL_AddPolygonsToMeshQueue();
4346 if (r_refdef.view.showdebug)
4348 if (cl_locs_show.integer)
4351 if (r_timereport_active)
4352 R_TimeReport("showlocs");
4355 if (r_drawportals.integer)
4358 if (r_timereport_active)
4359 R_TimeReport("portals");
4362 if (r_showbboxes.value > 0)
4364 R_DrawEntityBBoxes();
4365 if (r_timereport_active)
4366 R_TimeReport("bboxes");
4370 R_SetupGenericShader(true);
4371 R_MeshQueue_RenderTransparent();
4372 if (r_timereport_active)
4373 R_TimeReport("drawtrans");
4375 R_SetupGenericShader(true);
4377 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))
4379 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4380 if (r_timereport_active)
4381 R_TimeReport("worlddebug");
4382 R_DrawModelsDebug();
4383 if (r_timereport_active)
4384 R_TimeReport("modeldebug");
4387 R_SetupGenericShader(true);
4389 if (cl.csqc_vidvars.drawworld)
4392 if (r_timereport_active)
4393 R_TimeReport("coronas");
4396 // don't let sound skip if going slow
4397 if (r_refdef.scene.extraupdate)
4400 R_ResetViewRendering2D();
4403 static const unsigned short bboxelements[36] =
4413 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4416 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4417 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4418 GL_DepthMask(false);
4419 GL_DepthRange(0, 1);
4420 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4421 R_Mesh_Matrix(&identitymatrix);
4422 R_Mesh_ResetTextureState();
4424 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4425 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4426 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4427 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4428 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4429 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4430 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4431 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4432 R_FillColors(color4f, 8, cr, cg, cb, ca);
4433 if (r_refdef.fogenabled)
4435 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4437 f1 = FogPoint_World(v);
4439 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4440 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4441 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4444 R_Mesh_VertexPointer(vertex3f, 0, 0);
4445 R_Mesh_ColorPointer(color4f, 0, 0);
4446 R_Mesh_ResetTextureState();
4447 R_SetupGenericShader(false);
4448 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4451 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4455 prvm_edict_t *edict;
4456 prvm_prog_t *prog_save = prog;
4458 // this function draws bounding boxes of server entities
4462 GL_CullFace(GL_NONE);
4463 R_SetupGenericShader(false);
4467 for (i = 0;i < numsurfaces;i++)
4469 edict = PRVM_EDICT_NUM(surfacelist[i]);
4470 switch ((int)edict->fields.server->solid)
4472 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4473 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4474 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4475 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4476 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4477 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4479 color[3] *= r_showbboxes.value;
4480 color[3] = bound(0, color[3], 1);
4481 GL_DepthTest(!r_showdisabledepthtest.integer);
4482 GL_CullFace(r_refdef.view.cullface_front);
4483 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4489 static void R_DrawEntityBBoxes(void)
4492 prvm_edict_t *edict;
4494 prvm_prog_t *prog_save = prog;
4496 // this function draws bounding boxes of server entities
4502 for (i = 0;i < prog->num_edicts;i++)
4504 edict = PRVM_EDICT_NUM(i);
4505 if (edict->priv.server->free)
4507 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4508 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4510 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4512 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4513 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4519 unsigned short nomodelelements[24] =
4531 float nomodelvertex3f[6*3] =
4541 float nomodelcolor4f[6*4] =
4543 0.0f, 0.0f, 0.5f, 1.0f,
4544 0.0f, 0.0f, 0.5f, 1.0f,
4545 0.0f, 0.5f, 0.0f, 1.0f,
4546 0.0f, 0.5f, 0.0f, 1.0f,
4547 0.5f, 0.0f, 0.0f, 1.0f,
4548 0.5f, 0.0f, 0.0f, 1.0f
4551 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4556 // this is only called once per entity so numsurfaces is always 1, and
4557 // surfacelist is always {0}, so this code does not handle batches
4558 R_Mesh_Matrix(&ent->matrix);
4560 if (ent->flags & EF_ADDITIVE)
4562 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4563 GL_DepthMask(false);
4565 else if (ent->alpha < 1)
4567 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4568 GL_DepthMask(false);
4572 GL_BlendFunc(GL_ONE, GL_ZERO);
4575 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4576 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4577 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4578 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4579 R_SetupGenericShader(false);
4580 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4581 if (r_refdef.fogenabled)
4584 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4585 R_Mesh_ColorPointer(color4f, 0, 0);
4586 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4587 f1 = FogPoint_World(org);
4589 for (i = 0, c = color4f;i < 6;i++, c += 4)
4591 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4592 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4593 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4597 else if (ent->alpha != 1)
4599 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4600 R_Mesh_ColorPointer(color4f, 0, 0);
4601 for (i = 0, c = color4f;i < 6;i++, c += 4)
4605 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4606 R_Mesh_ResetTextureState();
4607 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4610 void R_DrawNoModel(entity_render_t *ent)
4613 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4614 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4615 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4617 // R_DrawNoModelCallback(ent, 0);
4620 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4622 vec3_t right1, right2, diff, normal;
4624 VectorSubtract (org2, org1, normal);
4626 // calculate 'right' vector for start
4627 VectorSubtract (r_refdef.view.origin, org1, diff);
4628 CrossProduct (normal, diff, right1);
4629 VectorNormalize (right1);
4631 // calculate 'right' vector for end
4632 VectorSubtract (r_refdef.view.origin, org2, diff);
4633 CrossProduct (normal, diff, right2);
4634 VectorNormalize (right2);
4636 vert[ 0] = org1[0] + width * right1[0];
4637 vert[ 1] = org1[1] + width * right1[1];
4638 vert[ 2] = org1[2] + width * right1[2];
4639 vert[ 3] = org1[0] - width * right1[0];
4640 vert[ 4] = org1[1] - width * right1[1];
4641 vert[ 5] = org1[2] - width * right1[2];
4642 vert[ 6] = org2[0] - width * right2[0];
4643 vert[ 7] = org2[1] - width * right2[1];
4644 vert[ 8] = org2[2] - width * right2[2];
4645 vert[ 9] = org2[0] + width * right2[0];
4646 vert[10] = org2[1] + width * right2[1];
4647 vert[11] = org2[2] + width * right2[2];
4650 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4652 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)
4654 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4658 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4659 fog = FogPoint_World(origin);
4661 R_Mesh_Matrix(&identitymatrix);
4662 GL_BlendFunc(blendfunc1, blendfunc2);
4664 GL_CullFace(GL_NONE);
4666 GL_DepthMask(false);
4667 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4668 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4669 GL_DepthTest(!depthdisable);
4671 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4672 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4673 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4674 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4675 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4676 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4677 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4678 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4679 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4680 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4681 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4682 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4684 R_Mesh_VertexPointer(vertex3f, 0, 0);
4685 R_Mesh_ColorPointer(NULL, 0, 0);
4686 R_Mesh_ResetTextureState();
4687 R_SetupGenericShader(true);
4688 R_Mesh_TexBind(0, R_GetTexture(texture));
4689 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4690 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4691 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4692 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4694 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4696 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4697 GL_BlendFunc(blendfunc1, GL_ONE);
4699 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4700 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4704 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4709 VectorSet(v, x, y, z);
4710 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4711 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4713 if (i == mesh->numvertices)
4715 if (mesh->numvertices < mesh->maxvertices)
4717 VectorCopy(v, vertex3f);
4718 mesh->numvertices++;
4720 return mesh->numvertices;
4726 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4730 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4731 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4732 e = mesh->element3i + mesh->numtriangles * 3;
4733 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4735 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4736 if (mesh->numtriangles < mesh->maxtriangles)
4741 mesh->numtriangles++;
4743 element[1] = element[2];
4747 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4751 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4752 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4753 e = mesh->element3i + mesh->numtriangles * 3;
4754 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4756 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4757 if (mesh->numtriangles < mesh->maxtriangles)
4762 mesh->numtriangles++;
4764 element[1] = element[2];
4768 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4769 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4771 int planenum, planenum2;
4774 mplane_t *plane, *plane2;
4776 double temppoints[2][256*3];
4777 // figure out how large a bounding box we need to properly compute this brush
4779 for (w = 0;w < numplanes;w++)
4780 maxdist = max(maxdist, planes[w].dist);
4781 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4782 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4783 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4787 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4788 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4790 if (planenum2 == planenum)
4792 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);
4795 if (tempnumpoints < 3)
4797 // generate elements forming a triangle fan for this polygon
4798 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4802 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)
4804 texturelayer_t *layer;
4805 layer = t->currentlayers + t->currentnumlayers++;
4807 layer->depthmask = depthmask;
4808 layer->blendfunc1 = blendfunc1;
4809 layer->blendfunc2 = blendfunc2;
4810 layer->texture = texture;
4811 layer->texmatrix = *matrix;
4812 layer->color[0] = r * r_refdef.view.colorscale;
4813 layer->color[1] = g * r_refdef.view.colorscale;
4814 layer->color[2] = b * r_refdef.view.colorscale;
4815 layer->color[3] = a;
4818 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4821 index = parms[2] + r_refdef.scene.time * parms[3];
4822 index -= floor(index);
4826 case Q3WAVEFUNC_NONE:
4827 case Q3WAVEFUNC_NOISE:
4828 case Q3WAVEFUNC_COUNT:
4831 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4832 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4833 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4834 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4835 case Q3WAVEFUNC_TRIANGLE:
4837 f = index - floor(index);
4848 return (float)(parms[0] + parms[1] * f);
4851 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4856 matrix4x4_t matrix, temp;
4857 switch(tcmod->tcmod)
4861 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4862 matrix = r_waterscrollmatrix;
4864 matrix = identitymatrix;
4866 case Q3TCMOD_ENTITYTRANSLATE:
4867 // this is used in Q3 to allow the gamecode to control texcoord
4868 // scrolling on the entity, which is not supported in darkplaces yet.
4869 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4871 case Q3TCMOD_ROTATE:
4872 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4873 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4874 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4877 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4879 case Q3TCMOD_SCROLL:
4880 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4882 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4883 w = (int) tcmod->parms[0];
4884 h = (int) tcmod->parms[1];
4885 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4887 idx = (int) floor(f * w * h);
4888 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4890 case Q3TCMOD_STRETCH:
4891 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4892 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4894 case Q3TCMOD_TRANSFORM:
4895 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4896 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4897 VectorSet(tcmat + 6, 0 , 0 , 1);
4898 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4899 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4901 case Q3TCMOD_TURBULENT:
4902 // this is handled in the RSurf_PrepareVertices function
4903 matrix = identitymatrix;
4907 Matrix4x4_Concat(texmatrix, &matrix, &temp);
4910 texture_t *R_GetCurrentTexture(texture_t *t)
4913 const entity_render_t *ent = rsurface.entity;
4914 dp_model_t *model = ent->model;
4915 q3shaderinfo_layer_tcmod_t *tcmod;
4917 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4918 return t->currentframe;
4919 t->update_lastrenderframe = r_frame;
4920 t->update_lastrenderentity = (void *)ent;
4922 // switch to an alternate material if this is a q1bsp animated material
4924 texture_t *texture = t;
4925 int s = ent->skinnum;
4926 if ((unsigned int)s >= (unsigned int)model->numskins)
4928 if (model->skinscenes)
4930 if (model->skinscenes[s].framecount > 1)
4931 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4933 s = model->skinscenes[s].firstframe;
4936 t = t + s * model->num_surfaces;
4939 // use an alternate animation if the entity's frame is not 0,
4940 // and only if the texture has an alternate animation
4941 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4942 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4944 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4946 texture->currentframe = t;
4949 // update currentskinframe to be a qw skin or animation frame
4950 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"))
4952 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4954 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4955 if (developer_loading.integer)
4956 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4957 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);
4959 t->currentskinframe = r_qwskincache_skinframe[i];
4960 if (t->currentskinframe == NULL)
4961 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4963 else if (t->numskinframes >= 2)
4964 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4965 if (t->backgroundnumskinframes >= 2)
4966 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4968 t->currentmaterialflags = t->basematerialflags;
4969 t->currentalpha = ent->alpha;
4970 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4971 t->currentalpha *= r_wateralpha.value;
4972 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4973 t->currentalpha *= t->r_water_wateralpha;
4974 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4975 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4976 if (!(ent->flags & RENDER_LIGHT))
4977 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4978 else if (rsurface.modeltexcoordlightmap2f == NULL)
4980 // pick a model lighting mode
4981 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4982 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4984 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4986 if (ent->effects & EF_ADDITIVE)
4987 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4988 else if (t->currentalpha < 1)
4989 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4990 if (ent->effects & EF_DOUBLESIDED)
4991 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4992 if (ent->effects & EF_NODEPTHTEST)
4993 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4994 if (ent->flags & RENDER_VIEWMODEL)
4995 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4996 if (t->backgroundnumskinframes)
4997 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4998 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5000 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5001 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5004 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5006 // there is no tcmod
5007 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5009 t->currenttexmatrix = r_waterscrollmatrix;
5010 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5014 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5015 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5018 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5019 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5020 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5021 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5023 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5024 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5025 t->glosstexture = r_texture_black;
5026 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5027 t->backgroundglosstexture = r_texture_black;
5028 t->specularpower = r_shadow_glossexponent.value;
5029 // TODO: store reference values for these in the texture?
5030 t->specularscale = 0;
5031 if (r_shadow_gloss.integer > 0)
5033 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5035 if (r_shadow_glossintensity.value > 0)
5037 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5038 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5039 t->specularscale = r_shadow_glossintensity.value;
5042 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5044 t->glosstexture = r_texture_white;
5045 t->backgroundglosstexture = r_texture_white;
5046 t->specularscale = r_shadow_gloss2intensity.value;
5050 // lightmaps mode looks bad with dlights using actual texturing, so turn
5051 // off the colormap and glossmap, but leave the normalmap on as it still
5052 // accurately represents the shading involved
5053 if (gl_lightmaps.integer)
5055 t->basetexture = r_texture_grey128;
5056 t->backgroundbasetexture = NULL;
5057 t->specularscale = 0;
5058 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5061 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5062 VectorClear(t->dlightcolor);
5063 t->currentnumlayers = 0;
5064 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5067 int blendfunc1, blendfunc2, depthmask;
5068 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5070 blendfunc1 = GL_SRC_ALPHA;
5071 blendfunc2 = GL_ONE;
5073 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5075 blendfunc1 = GL_SRC_ALPHA;
5076 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5078 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5080 blendfunc1 = t->customblendfunc[0];
5081 blendfunc2 = t->customblendfunc[1];
5085 blendfunc1 = GL_ONE;
5086 blendfunc2 = GL_ZERO;
5088 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5089 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5090 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5091 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5093 // fullbright is not affected by r_refdef.lightmapintensity
5094 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]);
5095 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5096 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]);
5097 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5098 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]);
5102 vec3_t ambientcolor;
5104 // set the color tint used for lights affecting this surface
5105 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5107 // q3bsp has no lightmap updates, so the lightstylevalue that
5108 // would normally be baked into the lightmap must be
5109 // applied to the color
5110 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5111 if (ent->model->type == mod_brushq3)
5112 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5113 colorscale *= r_refdef.lightmapintensity;
5114 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5115 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5116 // basic lit geometry
5117 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]);
5118 // add pants/shirt if needed
5119 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5120 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]);
5121 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5122 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]);
5123 // now add ambient passes if needed
5124 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5126 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]);
5127 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5128 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_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]);
5129 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5130 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_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]);
5133 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5134 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]);
5135 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5137 // if this is opaque use alpha blend which will darken the earlier
5140 // if this is an alpha blended material, all the earlier passes
5141 // were darkened by fog already, so we only need to add the fog
5142 // color ontop through the fog mask texture
5144 // if this is an additive blended material, all the earlier passes
5145 // were darkened by fog already, and we should not add fog color
5146 // (because the background was not darkened, there is no fog color
5147 // that was lost behind it).
5148 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]);
5152 return t->currentframe;
5155 rsurfacestate_t rsurface;
5157 void R_Mesh_ResizeArrays(int newvertices)
5160 if (rsurface.array_size >= newvertices)
5162 if (rsurface.array_modelvertex3f)
5163 Mem_Free(rsurface.array_modelvertex3f);
5164 rsurface.array_size = (newvertices + 1023) & ~1023;
5165 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5166 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5167 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5168 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5169 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5170 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5171 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5172 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5173 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5174 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5175 rsurface.array_color4f = base + rsurface.array_size * 27;
5176 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5179 void RSurf_ActiveWorldEntity(void)
5181 dp_model_t *model = r_refdef.scene.worldmodel;
5182 //if (rsurface.entity == r_refdef.scene.worldentity)
5184 rsurface.entity = r_refdef.scene.worldentity;
5185 if (rsurface.array_size < model->surfmesh.num_vertices)
5186 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5187 rsurface.matrix = identitymatrix;
5188 rsurface.inversematrix = identitymatrix;
5189 R_Mesh_Matrix(&identitymatrix);
5190 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5191 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5192 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5193 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5194 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5195 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5196 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5197 rsurface.frameblend[0].lerp = 1;
5198 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5199 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5200 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5201 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5202 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5203 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5204 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5205 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5206 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5207 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5208 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5209 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5210 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5211 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5212 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5213 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5214 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5215 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5216 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5217 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5218 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5219 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5220 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5221 rsurface.modelelement3i = model->surfmesh.data_element3i;
5222 rsurface.modelelement3s = model->surfmesh.data_element3s;
5223 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5224 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5225 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5226 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5227 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5228 rsurface.modelsurfaces = model->data_surfaces;
5229 rsurface.generatedvertex = false;
5230 rsurface.vertex3f = rsurface.modelvertex3f;
5231 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5232 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5233 rsurface.svector3f = rsurface.modelsvector3f;
5234 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5235 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5236 rsurface.tvector3f = rsurface.modeltvector3f;
5237 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5238 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5239 rsurface.normal3f = rsurface.modelnormal3f;
5240 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5241 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5242 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5245 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5247 dp_model_t *model = ent->model;
5248 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5250 rsurface.entity = (entity_render_t *)ent;
5251 if (rsurface.array_size < model->surfmesh.num_vertices)
5252 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5253 rsurface.matrix = ent->matrix;
5254 rsurface.inversematrix = ent->inversematrix;
5255 R_Mesh_Matrix(&rsurface.matrix);
5256 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5257 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5258 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5259 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5260 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5261 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5262 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5263 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5264 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5265 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5266 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5267 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5268 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5269 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5270 if (ent->model->brush.submodel)
5272 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5273 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5275 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5277 if (ent->animcacheindex != 0)
5279 rsurface.modelvertex3f = r_animCache[ent->animcacheindex-1].vertexes;
5280 rsurface.modelsvector3f = r_animCache[ent->animcacheindex-1].sVectors;
5281 rsurface.modeltvector3f = r_animCache[ent->animcacheindex-1].tVectors;
5282 rsurface.modelnormal3f = r_animCache[ent->animcacheindex-1].normals;
5284 else if (wanttangents)
5286 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5287 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5288 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5289 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5290 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5292 else if (wantnormals)
5294 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5295 rsurface.modelsvector3f = NULL;
5296 rsurface.modeltvector3f = NULL;
5297 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5298 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5302 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5303 rsurface.modelsvector3f = NULL;
5304 rsurface.modeltvector3f = NULL;
5305 rsurface.modelnormal3f = NULL;
5306 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5308 rsurface.modelvertex3f_bufferobject = 0;
5309 rsurface.modelvertex3f_bufferoffset = 0;
5310 rsurface.modelsvector3f_bufferobject = 0;
5311 rsurface.modelsvector3f_bufferoffset = 0;
5312 rsurface.modeltvector3f_bufferobject = 0;
5313 rsurface.modeltvector3f_bufferoffset = 0;
5314 rsurface.modelnormal3f_bufferobject = 0;
5315 rsurface.modelnormal3f_bufferoffset = 0;
5316 rsurface.generatedvertex = true;
5320 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5321 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5322 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5323 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5324 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5325 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5326 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5327 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5328 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5329 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5330 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5331 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5332 rsurface.generatedvertex = false;
5334 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5335 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5336 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5337 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5338 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5339 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5340 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5341 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5342 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5343 rsurface.modelelement3i = model->surfmesh.data_element3i;
5344 rsurface.modelelement3s = model->surfmesh.data_element3s;
5345 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5346 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5347 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5348 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5349 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5350 rsurface.modelsurfaces = model->data_surfaces;
5351 rsurface.vertex3f = rsurface.modelvertex3f;
5352 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5353 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5354 rsurface.svector3f = rsurface.modelsvector3f;
5355 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5356 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5357 rsurface.tvector3f = rsurface.modeltvector3f;
5358 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5359 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5360 rsurface.normal3f = rsurface.modelnormal3f;
5361 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5362 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5363 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5366 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5367 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5370 int texturesurfaceindex;
5375 const float *v1, *in_tc;
5377 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5379 q3shaderinfo_deform_t *deform;
5380 // 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
5381 if (rsurface.generatedvertex)
5383 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5384 generatenormals = true;
5385 for (i = 0;i < Q3MAXDEFORMS;i++)
5387 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5389 generatetangents = true;
5390 generatenormals = true;
5392 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5393 generatenormals = true;
5395 if (generatenormals && !rsurface.modelnormal3f)
5397 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5398 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5399 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5400 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5402 if (generatetangents && !rsurface.modelsvector3f)
5404 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5405 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5406 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5407 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5408 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5409 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5410 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);
5413 rsurface.vertex3f = rsurface.modelvertex3f;
5414 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5415 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5416 rsurface.svector3f = rsurface.modelsvector3f;
5417 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5418 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5419 rsurface.tvector3f = rsurface.modeltvector3f;
5420 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5421 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5422 rsurface.normal3f = rsurface.modelnormal3f;
5423 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5424 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5425 // if vertices are deformed (sprite flares and things in maps, possibly
5426 // water waves, bulges and other deformations), generate them into
5427 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5428 // (may be static model data or generated data for an animated model, or
5429 // the previous deform pass)
5430 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5432 switch (deform->deform)
5435 case Q3DEFORM_PROJECTIONSHADOW:
5436 case Q3DEFORM_TEXT0:
5437 case Q3DEFORM_TEXT1:
5438 case Q3DEFORM_TEXT2:
5439 case Q3DEFORM_TEXT3:
5440 case Q3DEFORM_TEXT4:
5441 case Q3DEFORM_TEXT5:
5442 case Q3DEFORM_TEXT6:
5443 case Q3DEFORM_TEXT7:
5446 case Q3DEFORM_AUTOSPRITE:
5447 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5448 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5449 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5450 VectorNormalize(newforward);
5451 VectorNormalize(newright);
5452 VectorNormalize(newup);
5453 // make deformed versions of only the model vertices used by the specified surfaces
5454 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5456 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5457 // a single autosprite surface can contain multiple sprites...
5458 for (j = 0;j < surface->num_vertices - 3;j += 4)
5460 VectorClear(center);
5461 for (i = 0;i < 4;i++)
5462 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5463 VectorScale(center, 0.25f, center);
5464 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5465 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5466 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5467 for (i = 0;i < 4;i++)
5469 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5470 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5473 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);
5474 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);
5476 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5477 rsurface.vertex3f_bufferobject = 0;
5478 rsurface.vertex3f_bufferoffset = 0;
5479 rsurface.svector3f = rsurface.array_deformedsvector3f;
5480 rsurface.svector3f_bufferobject = 0;
5481 rsurface.svector3f_bufferoffset = 0;
5482 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5483 rsurface.tvector3f_bufferobject = 0;
5484 rsurface.tvector3f_bufferoffset = 0;
5485 rsurface.normal3f = rsurface.array_deformednormal3f;
5486 rsurface.normal3f_bufferobject = 0;
5487 rsurface.normal3f_bufferoffset = 0;
5489 case Q3DEFORM_AUTOSPRITE2:
5490 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5491 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5492 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5493 VectorNormalize(newforward);
5494 VectorNormalize(newright);
5495 VectorNormalize(newup);
5496 // make deformed versions of only the model vertices used by the specified surfaces
5497 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5499 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5500 const float *v1, *v2;
5510 memset(shortest, 0, sizeof(shortest));
5511 // a single autosprite surface can contain multiple sprites...
5512 for (j = 0;j < surface->num_vertices - 3;j += 4)
5514 VectorClear(center);
5515 for (i = 0;i < 4;i++)
5516 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5517 VectorScale(center, 0.25f, center);
5518 // find the two shortest edges, then use them to define the
5519 // axis vectors for rotating around the central axis
5520 for (i = 0;i < 6;i++)
5522 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5523 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5525 Debug_PolygonBegin(NULL, 0);
5526 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5527 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);
5528 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5531 l = VectorDistance2(v1, v2);
5532 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5534 l += (1.0f / 1024.0f);
5535 if (shortest[0].length2 > l || i == 0)
5537 shortest[1] = shortest[0];
5538 shortest[0].length2 = l;
5539 shortest[0].v1 = v1;
5540 shortest[0].v2 = v2;
5542 else if (shortest[1].length2 > l || i == 1)
5544 shortest[1].length2 = l;
5545 shortest[1].v1 = v1;
5546 shortest[1].v2 = v2;
5549 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5550 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5552 Debug_PolygonBegin(NULL, 0);
5553 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5554 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);
5555 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5558 // this calculates the right vector from the shortest edge
5559 // and the up vector from the edge midpoints
5560 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5561 VectorNormalize(right);
5562 VectorSubtract(end, start, up);
5563 VectorNormalize(up);
5564 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5565 VectorSubtract(rsurface.modelorg, center, forward);
5566 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5567 VectorNegate(forward, forward);
5568 VectorReflect(forward, 0, up, forward);
5569 VectorNormalize(forward);
5570 CrossProduct(up, forward, newright);
5571 VectorNormalize(newright);
5573 Debug_PolygonBegin(NULL, 0);
5574 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);
5575 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5576 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5580 Debug_PolygonBegin(NULL, 0);
5581 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5582 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5583 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5586 // rotate the quad around the up axis vector, this is made
5587 // especially easy by the fact we know the quad is flat,
5588 // so we only have to subtract the center position and
5589 // measure distance along the right vector, and then
5590 // multiply that by the newright vector and add back the
5592 // we also need to subtract the old position to undo the
5593 // displacement from the center, which we do with a
5594 // DotProduct, the subtraction/addition of center is also
5595 // optimized into DotProducts here
5596 l = DotProduct(right, center);
5597 for (i = 0;i < 4;i++)
5599 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5600 f = DotProduct(right, v1) - l;
5601 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5604 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);
5605 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);
5607 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5608 rsurface.vertex3f_bufferobject = 0;
5609 rsurface.vertex3f_bufferoffset = 0;
5610 rsurface.svector3f = rsurface.array_deformedsvector3f;
5611 rsurface.svector3f_bufferobject = 0;
5612 rsurface.svector3f_bufferoffset = 0;
5613 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5614 rsurface.tvector3f_bufferobject = 0;
5615 rsurface.tvector3f_bufferoffset = 0;
5616 rsurface.normal3f = rsurface.array_deformednormal3f;
5617 rsurface.normal3f_bufferobject = 0;
5618 rsurface.normal3f_bufferoffset = 0;
5620 case Q3DEFORM_NORMAL:
5621 // deform the normals to make reflections wavey
5622 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5624 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5625 for (j = 0;j < surface->num_vertices;j++)
5628 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5629 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5630 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5631 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5632 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5633 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5634 VectorNormalize(normal);
5636 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);
5638 rsurface.svector3f = rsurface.array_deformedsvector3f;
5639 rsurface.svector3f_bufferobject = 0;
5640 rsurface.svector3f_bufferoffset = 0;
5641 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5642 rsurface.tvector3f_bufferobject = 0;
5643 rsurface.tvector3f_bufferoffset = 0;
5644 rsurface.normal3f = rsurface.array_deformednormal3f;
5645 rsurface.normal3f_bufferobject = 0;
5646 rsurface.normal3f_bufferoffset = 0;
5649 // deform vertex array to make wavey water and flags and such
5650 waveparms[0] = deform->waveparms[0];
5651 waveparms[1] = deform->waveparms[1];
5652 waveparms[2] = deform->waveparms[2];
5653 waveparms[3] = deform->waveparms[3];
5654 // this is how a divisor of vertex influence on deformation
5655 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5656 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5657 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5659 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5660 for (j = 0;j < surface->num_vertices;j++)
5662 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5663 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5664 // if the wavefunc depends on time, evaluate it per-vertex
5667 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5668 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5670 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5673 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5674 rsurface.vertex3f_bufferobject = 0;
5675 rsurface.vertex3f_bufferoffset = 0;
5677 case Q3DEFORM_BULGE:
5678 // deform vertex array to make the surface have moving bulges
5679 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5681 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5682 for (j = 0;j < surface->num_vertices;j++)
5684 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5685 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5688 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5689 rsurface.vertex3f_bufferobject = 0;
5690 rsurface.vertex3f_bufferoffset = 0;
5693 // deform vertex array
5694 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5695 VectorScale(deform->parms, scale, waveparms);
5696 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5698 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5699 for (j = 0;j < surface->num_vertices;j++)
5700 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5702 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5703 rsurface.vertex3f_bufferobject = 0;
5704 rsurface.vertex3f_bufferoffset = 0;
5708 // generate texcoords based on the chosen texcoord source
5709 switch(rsurface.texture->tcgen.tcgen)
5712 case Q3TCGEN_TEXTURE:
5713 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5714 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5715 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5717 case Q3TCGEN_LIGHTMAP:
5718 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5719 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5720 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5722 case Q3TCGEN_VECTOR:
5723 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5725 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5726 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)
5728 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5729 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5732 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5733 rsurface.texcoordtexture2f_bufferobject = 0;
5734 rsurface.texcoordtexture2f_bufferoffset = 0;
5736 case Q3TCGEN_ENVIRONMENT:
5737 // make environment reflections using a spheremap
5738 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5740 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5741 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5742 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5743 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5744 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5746 // identical to Q3A's method, but executed in worldspace so
5747 // carried models can be shiny too
5749 float viewer[3], d, reflected[3], worldreflected[3];
5751 VectorSubtract(rsurface.modelorg, vertex, viewer);
5752 // VectorNormalize(viewer);
5754 d = DotProduct(normal, viewer);
5756 reflected[0] = normal[0]*2*d - viewer[0];
5757 reflected[1] = normal[1]*2*d - viewer[1];
5758 reflected[2] = normal[2]*2*d - viewer[2];
5759 // note: this is proportinal to viewer, so we can normalize later
5761 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5762 VectorNormalize(worldreflected);
5764 // note: this sphere map only uses world x and z!
5765 // so positive and negative y will LOOK THE SAME.
5766 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5767 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5770 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5771 rsurface.texcoordtexture2f_bufferobject = 0;
5772 rsurface.texcoordtexture2f_bufferoffset = 0;
5775 // the only tcmod that needs software vertex processing is turbulent, so
5776 // check for it here and apply the changes if needed
5777 // and we only support that as the first one
5778 // (handling a mixture of turbulent and other tcmods would be problematic
5779 // without punting it entirely to a software path)
5780 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5782 amplitude = rsurface.texture->tcmods[0].parms[1];
5783 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5784 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5786 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5787 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)
5789 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5790 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5793 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5794 rsurface.texcoordtexture2f_bufferobject = 0;
5795 rsurface.texcoordtexture2f_bufferoffset = 0;
5797 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5798 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5799 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5800 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5803 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5806 const msurface_t *surface = texturesurfacelist[0];
5807 const msurface_t *surface2;
5812 // TODO: lock all array ranges before render, rather than on each surface
5813 if (texturenumsurfaces == 1)
5815 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5816 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);
5818 else if (r_batchmode.integer == 2)
5820 #define MAXBATCHTRIANGLES 4096
5821 int batchtriangles = 0;
5822 int batchelements[MAXBATCHTRIANGLES*3];
5823 for (i = 0;i < texturenumsurfaces;i = j)
5825 surface = texturesurfacelist[i];
5827 if (surface->num_triangles > MAXBATCHTRIANGLES)
5829 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);
5832 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5833 batchtriangles = surface->num_triangles;
5834 firstvertex = surface->num_firstvertex;
5835 endvertex = surface->num_firstvertex + surface->num_vertices;
5836 for (;j < texturenumsurfaces;j++)
5838 surface2 = texturesurfacelist[j];
5839 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5841 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5842 batchtriangles += surface2->num_triangles;
5843 firstvertex = min(firstvertex, surface2->num_firstvertex);
5844 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5846 surface2 = texturesurfacelist[j-1];
5847 numvertices = endvertex - firstvertex;
5848 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5851 else if (r_batchmode.integer == 1)
5853 for (i = 0;i < texturenumsurfaces;i = j)
5855 surface = texturesurfacelist[i];
5856 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5857 if (texturesurfacelist[j] != surface2)
5859 surface2 = texturesurfacelist[j-1];
5860 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5861 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5862 GL_LockArrays(surface->num_firstvertex, numvertices);
5863 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5868 for (i = 0;i < texturenumsurfaces;i++)
5870 surface = texturesurfacelist[i];
5871 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5872 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);
5877 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5879 int i, planeindex, vertexindex;
5883 r_waterstate_waterplane_t *p, *bestp;
5884 msurface_t *surface;
5885 if (r_waterstate.renderingscene)
5887 for (i = 0;i < texturenumsurfaces;i++)
5889 surface = texturesurfacelist[i];
5890 if (lightmaptexunit >= 0)
5891 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5892 if (deluxemaptexunit >= 0)
5893 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5894 // pick the closest matching water plane
5897 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5900 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5902 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5903 d += fabs(PlaneDiff(vert, &p->plane));
5905 if (bestd > d || !bestp)
5913 if (refractiontexunit >= 0)
5914 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5915 if (reflectiontexunit >= 0)
5916 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5920 if (refractiontexunit >= 0)
5921 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5922 if (reflectiontexunit >= 0)
5923 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5925 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5926 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);
5930 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5934 const msurface_t *surface = texturesurfacelist[0];
5935 const msurface_t *surface2;
5940 // TODO: lock all array ranges before render, rather than on each surface
5941 if (texturenumsurfaces == 1)
5943 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5944 if (deluxemaptexunit >= 0)
5945 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5946 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5947 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);
5949 else if (r_batchmode.integer == 2)
5951 #define MAXBATCHTRIANGLES 4096
5952 int batchtriangles = 0;
5953 int batchelements[MAXBATCHTRIANGLES*3];
5954 for (i = 0;i < texturenumsurfaces;i = j)
5956 surface = texturesurfacelist[i];
5957 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5958 if (deluxemaptexunit >= 0)
5959 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5961 if (surface->num_triangles > MAXBATCHTRIANGLES)
5963 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);
5966 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5967 batchtriangles = surface->num_triangles;
5968 firstvertex = surface->num_firstvertex;
5969 endvertex = surface->num_firstvertex + surface->num_vertices;
5970 for (;j < texturenumsurfaces;j++)
5972 surface2 = texturesurfacelist[j];
5973 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5975 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5976 batchtriangles += surface2->num_triangles;
5977 firstvertex = min(firstvertex, surface2->num_firstvertex);
5978 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5980 surface2 = texturesurfacelist[j-1];
5981 numvertices = endvertex - firstvertex;
5982 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5985 else if (r_batchmode.integer == 1)
5988 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5989 for (i = 0;i < texturenumsurfaces;i = j)
5991 surface = texturesurfacelist[i];
5992 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5993 if (texturesurfacelist[j] != surface2)
5995 Con_Printf(" %i", j - i);
5998 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6000 for (i = 0;i < texturenumsurfaces;i = j)
6002 surface = texturesurfacelist[i];
6003 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6004 if (deluxemaptexunit >= 0)
6005 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6006 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6007 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6010 Con_Printf(" %i", j - i);
6012 surface2 = texturesurfacelist[j-1];
6013 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6014 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6015 GL_LockArrays(surface->num_firstvertex, numvertices);
6016 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6024 for (i = 0;i < texturenumsurfaces;i++)
6026 surface = texturesurfacelist[i];
6027 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6028 if (deluxemaptexunit >= 0)
6029 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6030 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6031 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);
6036 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6039 int texturesurfaceindex;
6040 if (r_showsurfaces.integer == 2)
6042 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6044 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6045 for (j = 0;j < surface->num_triangles;j++)
6047 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6048 GL_Color(f, f, f, 1);
6049 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6055 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6057 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6058 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6059 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);
6060 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6061 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);
6066 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6068 int texturesurfaceindex;
6071 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6073 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6074 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)
6082 rsurface.lightmapcolor4f = rsurface.array_color4f;
6083 rsurface.lightmapcolor4f_bufferobject = 0;
6084 rsurface.lightmapcolor4f_bufferoffset = 0;
6087 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6089 int texturesurfaceindex;
6093 if (rsurface.lightmapcolor4f)
6095 // generate color arrays for the surfaces in this list
6096 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6098 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6099 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)
6101 f = FogPoint_Model(v);
6111 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6113 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6114 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)
6116 f = FogPoint_Model(v);
6124 rsurface.lightmapcolor4f = rsurface.array_color4f;
6125 rsurface.lightmapcolor4f_bufferobject = 0;
6126 rsurface.lightmapcolor4f_bufferoffset = 0;
6129 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6131 int texturesurfaceindex;
6135 if (!rsurface.lightmapcolor4f)
6137 // generate color arrays for the surfaces in this list
6138 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6140 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6141 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)
6143 f = FogPoint_Model(v);
6144 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6145 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6146 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6150 rsurface.lightmapcolor4f = rsurface.array_color4f;
6151 rsurface.lightmapcolor4f_bufferobject = 0;
6152 rsurface.lightmapcolor4f_bufferoffset = 0;
6155 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6157 int texturesurfaceindex;
6160 if (!rsurface.lightmapcolor4f)
6162 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6164 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6165 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)
6173 rsurface.lightmapcolor4f = rsurface.array_color4f;
6174 rsurface.lightmapcolor4f_bufferobject = 0;
6175 rsurface.lightmapcolor4f_bufferoffset = 0;
6178 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6180 int texturesurfaceindex;
6183 if (!rsurface.lightmapcolor4f)
6185 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6187 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6188 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)
6190 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6191 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6192 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6196 rsurface.lightmapcolor4f = rsurface.array_color4f;
6197 rsurface.lightmapcolor4f_bufferobject = 0;
6198 rsurface.lightmapcolor4f_bufferoffset = 0;
6201 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6204 rsurface.lightmapcolor4f = NULL;
6205 rsurface.lightmapcolor4f_bufferobject = 0;
6206 rsurface.lightmapcolor4f_bufferoffset = 0;
6207 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6208 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6209 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6210 GL_Color(r, g, b, a);
6211 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6214 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6216 // TODO: optimize applyfog && applycolor case
6217 // just apply fog if necessary, and tint the fog color array if necessary
6218 rsurface.lightmapcolor4f = NULL;
6219 rsurface.lightmapcolor4f_bufferobject = 0;
6220 rsurface.lightmapcolor4f_bufferoffset = 0;
6221 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6222 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6223 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6224 GL_Color(r, g, b, a);
6225 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6228 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6230 int texturesurfaceindex;
6234 if (texturesurfacelist[0]->lightmapinfo)
6236 // generate color arrays for the surfaces in this list
6237 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6239 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6240 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6242 if (surface->lightmapinfo->samples)
6244 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6245 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6246 VectorScale(lm, scale, c);
6247 if (surface->lightmapinfo->styles[1] != 255)
6249 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6251 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6252 VectorMA(c, scale, lm, c);
6253 if (surface->lightmapinfo->styles[2] != 255)
6256 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6257 VectorMA(c, scale, lm, c);
6258 if (surface->lightmapinfo->styles[3] != 255)
6261 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6262 VectorMA(c, scale, lm, c);
6272 rsurface.lightmapcolor4f = rsurface.array_color4f;
6273 rsurface.lightmapcolor4f_bufferobject = 0;
6274 rsurface.lightmapcolor4f_bufferoffset = 0;
6278 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6279 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6280 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6282 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6283 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6284 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6285 GL_Color(r, g, b, a);
6286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6289 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6291 int texturesurfaceindex;
6294 float *v, *c, *c2, alpha;
6295 vec3_t ambientcolor;
6296 vec3_t diffusecolor;
6300 VectorCopy(rsurface.modellight_lightdir, lightdir);
6301 f = 0.5f * r_refdef.lightmapintensity;
6302 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6303 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6304 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6305 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6306 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6307 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6309 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6311 // generate color arrays for the surfaces in this list
6312 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6314 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6315 int numverts = surface->num_vertices;
6316 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6317 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6318 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6319 // q3-style directional shading
6320 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6322 if ((f = DotProduct(c2, lightdir)) > 0)
6323 VectorMA(ambientcolor, f, diffusecolor, c);
6325 VectorCopy(ambientcolor, c);
6333 rsurface.lightmapcolor4f = rsurface.array_color4f;
6334 rsurface.lightmapcolor4f_bufferobject = 0;
6335 rsurface.lightmapcolor4f_bufferoffset = 0;
6336 *applycolor = false;
6340 *r = ambientcolor[0];
6341 *g = ambientcolor[1];
6342 *b = ambientcolor[2];
6343 rsurface.lightmapcolor4f = NULL;
6344 rsurface.lightmapcolor4f_bufferobject = 0;
6345 rsurface.lightmapcolor4f_bufferoffset = 0;
6349 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6351 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6352 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6353 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6354 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6355 GL_Color(r, g, b, a);
6356 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6359 void RSurf_SetupDepthAndCulling(void)
6361 // submodels are biased to avoid z-fighting with world surfaces that they
6362 // may be exactly overlapping (avoids z-fighting artifacts on certain
6363 // doors and things in Quake maps)
6364 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6365 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6366 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6367 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6370 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6372 // transparent sky would be ridiculous
6373 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6375 R_SetupGenericShader(false);
6378 skyrendernow = false;
6379 // we have to force off the water clipping plane while rendering sky
6383 // restore entity matrix
6384 R_Mesh_Matrix(&rsurface.matrix);
6386 RSurf_SetupDepthAndCulling();
6388 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6389 // skymasking on them, and Quake3 never did sky masking (unlike
6390 // software Quake and software Quake2), so disable the sky masking
6391 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6392 // and skymasking also looks very bad when noclipping outside the
6393 // level, so don't use it then either.
6394 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6396 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6397 R_Mesh_ColorPointer(NULL, 0, 0);
6398 R_Mesh_ResetTextureState();
6399 if (skyrendermasked)
6401 R_SetupDepthOrShadowShader();
6402 // depth-only (masking)
6403 GL_ColorMask(0,0,0,0);
6404 // just to make sure that braindead drivers don't draw
6405 // anything despite that colormask...
6406 GL_BlendFunc(GL_ZERO, GL_ONE);
6410 R_SetupGenericShader(false);
6412 GL_BlendFunc(GL_ONE, GL_ZERO);
6414 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6415 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6416 if (skyrendermasked)
6417 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6419 R_Mesh_ResetTextureState();
6420 GL_Color(1, 1, 1, 1);
6423 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6425 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6428 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6429 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6430 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6431 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6432 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6433 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6434 if (rsurface.texture->backgroundcurrentskinframe)
6436 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6437 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6438 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6439 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6441 if(rsurface.texture->colormapping)
6443 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6444 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6446 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6447 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6448 R_Mesh_ColorPointer(NULL, 0, 0);
6450 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6452 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6454 // render background
6455 GL_BlendFunc(GL_ONE, GL_ZERO);
6457 GL_AlphaTest(false);
6459 GL_Color(1, 1, 1, 1);
6460 R_Mesh_ColorPointer(NULL, 0, 0);
6462 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6463 if (r_glsl_permutation)
6465 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6466 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6467 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6468 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6469 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6470 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6471 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);
6473 GL_LockArrays(0, 0);
6475 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6476 GL_DepthMask(false);
6477 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6478 R_Mesh_ColorPointer(NULL, 0, 0);
6480 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6481 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6482 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6485 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6486 if (!r_glsl_permutation)
6489 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6490 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6491 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6492 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6493 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6494 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6496 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6498 GL_BlendFunc(GL_ONE, GL_ZERO);
6500 GL_AlphaTest(false);
6504 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6505 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6506 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6509 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6511 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6512 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);
6514 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6518 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6519 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);
6521 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6523 GL_LockArrays(0, 0);
6526 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6528 // OpenGL 1.3 path - anything not completely ancient
6529 int texturesurfaceindex;
6530 qboolean applycolor;
6534 const texturelayer_t *layer;
6535 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6537 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6540 int layertexrgbscale;
6541 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6543 if (layerindex == 0)
6547 GL_AlphaTest(false);
6548 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6551 GL_DepthMask(layer->depthmask && writedepth);
6552 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6553 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6555 layertexrgbscale = 4;
6556 VectorScale(layer->color, 0.25f, layercolor);
6558 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6560 layertexrgbscale = 2;
6561 VectorScale(layer->color, 0.5f, layercolor);
6565 layertexrgbscale = 1;
6566 VectorScale(layer->color, 1.0f, layercolor);
6568 layercolor[3] = layer->color[3];
6569 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6570 R_Mesh_ColorPointer(NULL, 0, 0);
6571 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6572 switch (layer->type)
6574 case TEXTURELAYERTYPE_LITTEXTURE:
6575 memset(&m, 0, sizeof(m));
6576 m.tex[0] = R_GetTexture(r_texture_white);
6577 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6578 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6579 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6580 m.tex[1] = R_GetTexture(layer->texture);
6581 m.texmatrix[1] = layer->texmatrix;
6582 m.texrgbscale[1] = layertexrgbscale;
6583 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6584 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6585 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6586 R_Mesh_TextureState(&m);
6587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6588 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6589 else if (rsurface.uselightmaptexture)
6590 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6592 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6594 case TEXTURELAYERTYPE_TEXTURE:
6595 memset(&m, 0, sizeof(m));
6596 m.tex[0] = R_GetTexture(layer->texture);
6597 m.texmatrix[0] = layer->texmatrix;
6598 m.texrgbscale[0] = layertexrgbscale;
6599 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6600 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6601 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6602 R_Mesh_TextureState(&m);
6603 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6605 case TEXTURELAYERTYPE_FOG:
6606 memset(&m, 0, sizeof(m));
6607 m.texrgbscale[0] = layertexrgbscale;
6610 m.tex[0] = R_GetTexture(layer->texture);
6611 m.texmatrix[0] = layer->texmatrix;
6612 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6613 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6614 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6616 R_Mesh_TextureState(&m);
6617 // generate a color array for the fog pass
6618 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6619 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6624 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)
6626 f = 1 - FogPoint_Model(v);
6627 c[0] = layercolor[0];
6628 c[1] = layercolor[1];
6629 c[2] = layercolor[2];
6630 c[3] = f * layercolor[3];
6633 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6636 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6638 GL_LockArrays(0, 0);
6641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6643 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6644 GL_AlphaTest(false);
6648 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6650 // OpenGL 1.1 - crusty old voodoo path
6651 int texturesurfaceindex;
6655 const texturelayer_t *layer;
6656 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6658 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6662 if (layerindex == 0)
6666 GL_AlphaTest(false);
6667 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6670 GL_DepthMask(layer->depthmask && writedepth);
6671 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6672 R_Mesh_ColorPointer(NULL, 0, 0);
6673 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6674 switch (layer->type)
6676 case TEXTURELAYERTYPE_LITTEXTURE:
6677 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6679 // two-pass lit texture with 2x rgbscale
6680 // first the lightmap pass
6681 memset(&m, 0, sizeof(m));
6682 m.tex[0] = R_GetTexture(r_texture_white);
6683 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6684 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6685 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6686 R_Mesh_TextureState(&m);
6687 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6688 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6689 else if (rsurface.uselightmaptexture)
6690 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6692 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6693 GL_LockArrays(0, 0);
6694 // then apply the texture to it
6695 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6696 memset(&m, 0, sizeof(m));
6697 m.tex[0] = R_GetTexture(layer->texture);
6698 m.texmatrix[0] = layer->texmatrix;
6699 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6700 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6701 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6702 R_Mesh_TextureState(&m);
6703 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);
6707 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6708 memset(&m, 0, sizeof(m));
6709 m.tex[0] = R_GetTexture(layer->texture);
6710 m.texmatrix[0] = layer->texmatrix;
6711 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6712 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6713 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6714 R_Mesh_TextureState(&m);
6715 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6716 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);
6718 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);
6721 case TEXTURELAYERTYPE_TEXTURE:
6722 // singletexture unlit texture with transparency support
6723 memset(&m, 0, sizeof(m));
6724 m.tex[0] = R_GetTexture(layer->texture);
6725 m.texmatrix[0] = layer->texmatrix;
6726 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6727 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6728 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6729 R_Mesh_TextureState(&m);
6730 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);
6732 case TEXTURELAYERTYPE_FOG:
6733 // singletexture fogging
6734 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6737 memset(&m, 0, sizeof(m));
6738 m.tex[0] = R_GetTexture(layer->texture);
6739 m.texmatrix[0] = layer->texmatrix;
6740 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6741 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6742 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6743 R_Mesh_TextureState(&m);
6746 R_Mesh_ResetTextureState();
6747 // generate a color array for the fog pass
6748 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6752 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6753 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)
6755 f = 1 - FogPoint_Model(v);
6756 c[0] = layer->color[0];
6757 c[1] = layer->color[1];
6758 c[2] = layer->color[2];
6759 c[3] = f * layer->color[3];
6762 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6765 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6767 GL_LockArrays(0, 0);
6770 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6772 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6773 GL_AlphaTest(false);
6777 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6781 GL_AlphaTest(false);
6782 R_Mesh_ColorPointer(NULL, 0, 0);
6783 R_Mesh_ResetTextureState();
6784 R_SetupGenericShader(false);
6786 if(rsurface.texture && rsurface.texture->currentskinframe)
6788 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6789 c[3] *= rsurface.texture->currentalpha;
6799 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6801 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6802 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6803 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6806 // brighten it up (as texture value 127 means "unlit")
6807 c[0] *= 2 * r_refdef.view.colorscale;
6808 c[1] *= 2 * r_refdef.view.colorscale;
6809 c[2] *= 2 * r_refdef.view.colorscale;
6811 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6812 c[3] *= r_wateralpha.value;
6814 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6816 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6817 GL_DepthMask(false);
6819 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6821 GL_BlendFunc(GL_ONE, GL_ONE);
6822 GL_DepthMask(false);
6824 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6826 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6827 GL_DepthMask(false);
6829 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6831 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6832 GL_DepthMask(false);
6836 GL_BlendFunc(GL_ONE, GL_ZERO);
6837 GL_DepthMask(writedepth);
6840 rsurface.lightmapcolor4f = NULL;
6842 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6844 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6846 rsurface.lightmapcolor4f = NULL;
6847 rsurface.lightmapcolor4f_bufferobject = 0;
6848 rsurface.lightmapcolor4f_bufferoffset = 0;
6850 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6852 qboolean applycolor = true;
6855 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6857 r_refdef.lightmapintensity = 1;
6858 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6859 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6863 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6865 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6866 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6867 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6870 if(!rsurface.lightmapcolor4f)
6871 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6873 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6874 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6875 if(r_refdef.fogenabled)
6876 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6878 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6879 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6882 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6885 RSurf_SetupDepthAndCulling();
6886 if (r_showsurfaces.integer == 3)
6887 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6888 else if (r_glsl.integer && gl_support_fragment_shader)
6889 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6890 else if (gl_combine.integer && r_textureunits.integer >= 2)
6891 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6893 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6897 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6900 RSurf_SetupDepthAndCulling();
6901 if (r_showsurfaces.integer == 3)
6902 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6903 else if (r_glsl.integer && gl_support_fragment_shader)
6904 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6905 else if (gl_combine.integer && r_textureunits.integer >= 2)
6906 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6908 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6912 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6915 int texturenumsurfaces, endsurface;
6917 msurface_t *surface;
6918 msurface_t *texturesurfacelist[1024];
6920 // if the model is static it doesn't matter what value we give for
6921 // wantnormals and wanttangents, so this logic uses only rules applicable
6922 // to a model, knowing that they are meaningless otherwise
6923 if (ent == r_refdef.scene.worldentity)
6924 RSurf_ActiveWorldEntity();
6925 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6926 RSurf_ActiveModelEntity(ent, false, false);
6928 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6930 for (i = 0;i < numsurfaces;i = j)
6933 surface = rsurface.modelsurfaces + surfacelist[i];
6934 texture = surface->texture;
6935 rsurface.texture = R_GetCurrentTexture(texture);
6936 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6937 // scan ahead until we find a different texture
6938 endsurface = min(i + 1024, numsurfaces);
6939 texturenumsurfaces = 0;
6940 texturesurfacelist[texturenumsurfaces++] = surface;
6941 for (;j < endsurface;j++)
6943 surface = rsurface.modelsurfaces + surfacelist[j];
6944 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6946 texturesurfacelist[texturenumsurfaces++] = surface;
6948 // render the range of surfaces
6949 if (ent == r_refdef.scene.worldentity)
6950 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6952 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6954 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6955 GL_AlphaTest(false);
6958 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6960 const entity_render_t *queueentity = r_refdef.scene.worldentity;
6964 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6966 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6968 RSurf_SetupDepthAndCulling();
6969 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6970 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6972 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6974 RSurf_SetupDepthAndCulling();
6975 GL_AlphaTest(false);
6976 R_Mesh_ColorPointer(NULL, 0, 0);
6977 R_Mesh_ResetTextureState();
6978 R_SetupGenericShader(false);
6979 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6981 GL_BlendFunc(GL_ONE, GL_ZERO);
6982 GL_Color(0, 0, 0, 1);
6983 GL_DepthTest(writedepth);
6984 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6986 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6988 RSurf_SetupDepthAndCulling();
6989 GL_AlphaTest(false);
6990 R_Mesh_ColorPointer(NULL, 0, 0);
6991 R_Mesh_ResetTextureState();
6992 R_SetupGenericShader(false);
6993 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6995 GL_BlendFunc(GL_ONE, GL_ZERO);
6997 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6999 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7000 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7001 else if (!rsurface.texture->currentnumlayers)
7003 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7005 // transparent surfaces get pushed off into the transparent queue
7006 int surfacelistindex;
7007 const msurface_t *surface;
7008 vec3_t tempcenter, center;
7009 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7011 surface = texturesurfacelist[surfacelistindex];
7012 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7013 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7014 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7015 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7016 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7021 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7022 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7027 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7031 // break the surface list down into batches by texture and use of lightmapping
7032 for (i = 0;i < numsurfaces;i = j)
7035 // texture is the base texture pointer, rsurface.texture is the
7036 // current frame/skin the texture is directing us to use (for example
7037 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7038 // use skin 1 instead)
7039 texture = surfacelist[i]->texture;
7040 rsurface.texture = R_GetCurrentTexture(texture);
7041 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7042 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7044 // if this texture is not the kind we want, skip ahead to the next one
7045 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7049 // simply scan ahead until we find a different texture or lightmap state
7050 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7052 // render the range of surfaces
7053 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7057 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7062 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7064 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7066 RSurf_SetupDepthAndCulling();
7067 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7068 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7070 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7072 RSurf_SetupDepthAndCulling();
7073 GL_AlphaTest(false);
7074 R_Mesh_ColorPointer(NULL, 0, 0);
7075 R_Mesh_ResetTextureState();
7076 R_SetupGenericShader(false);
7077 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7079 GL_BlendFunc(GL_ONE, GL_ZERO);
7080 GL_Color(0, 0, 0, 1);
7081 GL_DepthTest(writedepth);
7082 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7084 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7086 RSurf_SetupDepthAndCulling();
7087 GL_AlphaTest(false);
7088 R_Mesh_ColorPointer(NULL, 0, 0);
7089 R_Mesh_ResetTextureState();
7090 R_SetupGenericShader(false);
7091 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7093 GL_BlendFunc(GL_ONE, GL_ZERO);
7095 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7097 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7098 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7099 else if (!rsurface.texture->currentnumlayers)
7101 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7103 // transparent surfaces get pushed off into the transparent queue
7104 int surfacelistindex;
7105 const msurface_t *surface;
7106 vec3_t tempcenter, center;
7107 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7109 surface = texturesurfacelist[surfacelistindex];
7110 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7111 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7112 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7113 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7114 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7119 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7120 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7125 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7129 // break the surface list down into batches by texture and use of lightmapping
7130 for (i = 0;i < numsurfaces;i = j)
7133 // texture is the base texture pointer, rsurface.texture is the
7134 // current frame/skin the texture is directing us to use (for example
7135 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7136 // use skin 1 instead)
7137 texture = surfacelist[i]->texture;
7138 rsurface.texture = R_GetCurrentTexture(texture);
7139 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7140 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7142 // if this texture is not the kind we want, skip ahead to the next one
7143 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7147 // simply scan ahead until we find a different texture or lightmap state
7148 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7150 // render the range of surfaces
7151 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7155 float locboxvertex3f[6*4*3] =
7157 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7158 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7159 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7160 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7161 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7162 1,0,0, 0,0,0, 0,1,0, 1,1,0
7165 unsigned short locboxelements[6*2*3] =
7175 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7178 cl_locnode_t *loc = (cl_locnode_t *)ent;
7180 float vertex3f[6*4*3];
7182 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7183 GL_DepthMask(false);
7184 GL_DepthRange(0, 1);
7185 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7187 GL_CullFace(GL_NONE);
7188 R_Mesh_Matrix(&identitymatrix);
7190 R_Mesh_VertexPointer(vertex3f, 0, 0);
7191 R_Mesh_ColorPointer(NULL, 0, 0);
7192 R_Mesh_ResetTextureState();
7193 R_SetupGenericShader(false);
7196 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7197 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7198 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7199 surfacelist[0] < 0 ? 0.5f : 0.125f);
7201 if (VectorCompare(loc->mins, loc->maxs))
7203 VectorSet(size, 2, 2, 2);
7204 VectorMA(loc->mins, -0.5f, size, mins);
7208 VectorCopy(loc->mins, mins);
7209 VectorSubtract(loc->maxs, loc->mins, size);
7212 for (i = 0;i < 6*4*3;)
7213 for (j = 0;j < 3;j++, i++)
7214 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7216 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7219 void R_DrawLocs(void)
7222 cl_locnode_t *loc, *nearestloc;
7224 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7225 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7227 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7228 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7232 void R_DrawDebugModel(entity_render_t *ent)
7234 int i, j, k, l, flagsmask;
7235 const int *elements;
7237 msurface_t *surface;
7238 dp_model_t *model = ent->model;
7241 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7243 R_Mesh_ColorPointer(NULL, 0, 0);
7244 R_Mesh_ResetTextureState();
7245 R_SetupGenericShader(false);
7246 GL_DepthRange(0, 1);
7247 GL_DepthTest(!r_showdisabledepthtest.integer);
7248 GL_DepthMask(false);
7249 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7251 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7253 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7254 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7256 if (brush->colbrushf && brush->colbrushf->numtriangles)
7258 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7259 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);
7260 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7263 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7265 if (surface->num_collisiontriangles)
7267 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7268 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);
7269 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7274 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7276 if (r_showtris.integer || r_shownormals.integer)
7278 if (r_showdisabledepthtest.integer)
7280 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7281 GL_DepthMask(false);
7285 GL_BlendFunc(GL_ONE, GL_ZERO);
7288 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7290 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7292 rsurface.texture = R_GetCurrentTexture(surface->texture);
7293 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7295 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7296 if (r_showtris.value > 0)
7298 if (!rsurface.texture->currentlayers->depthmask)
7299 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7300 else if (ent == r_refdef.scene.worldentity)
7301 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7303 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7304 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7305 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7306 R_Mesh_ColorPointer(NULL, 0, 0);
7307 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7308 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7309 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7310 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);
7311 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7314 if (r_shownormals.value < 0)
7317 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7319 VectorCopy(rsurface.vertex3f + l * 3, v);
7320 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7321 qglVertex3f(v[0], v[1], v[2]);
7322 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7323 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7324 qglVertex3f(v[0], v[1], v[2]);
7329 if (r_shownormals.value > 0)
7332 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7334 VectorCopy(rsurface.vertex3f + l * 3, v);
7335 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7336 qglVertex3f(v[0], v[1], v[2]);
7337 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7338 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7339 qglVertex3f(v[0], v[1], v[2]);
7344 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7346 VectorCopy(rsurface.vertex3f + l * 3, v);
7347 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7348 qglVertex3f(v[0], v[1], v[2]);
7349 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7350 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7351 qglVertex3f(v[0], v[1], v[2]);
7356 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7358 VectorCopy(rsurface.vertex3f + l * 3, v);
7359 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7360 qglVertex3f(v[0], v[1], v[2]);
7361 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7362 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7363 qglVertex3f(v[0], v[1], v[2]);
7370 rsurface.texture = NULL;
7374 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7375 int r_maxsurfacelist = 0;
7376 msurface_t **r_surfacelist = NULL;
7377 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7379 int i, j, endj, f, flagsmask;
7381 dp_model_t *model = r_refdef.scene.worldmodel;
7382 msurface_t *surfaces;
7383 unsigned char *update;
7384 int numsurfacelist = 0;
7388 if (r_maxsurfacelist < model->num_surfaces)
7390 r_maxsurfacelist = model->num_surfaces;
7392 Mem_Free(r_surfacelist);
7393 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7396 RSurf_ActiveWorldEntity();
7398 surfaces = model->data_surfaces;
7399 update = model->brushq1.lightmapupdateflags;
7401 // update light styles on this submodel
7402 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7404 model_brush_lightstyleinfo_t *style;
7405 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7407 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7409 int *list = style->surfacelist;
7410 style->value = r_refdef.scene.lightstylevalue[style->style];
7411 for (j = 0;j < style->numsurfaces;j++)
7412 update[list[j]] = true;
7417 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7421 R_DrawDebugModel(r_refdef.scene.worldentity);
7422 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7428 rsurface.uselightmaptexture = false;
7429 rsurface.texture = NULL;
7430 rsurface.rtlight = NULL;
7432 // add visible surfaces to draw list
7433 for (i = 0;i < model->nummodelsurfaces;i++)
7435 j = model->sortedmodelsurfaces[i];
7436 if (r_refdef.viewcache.world_surfacevisible[j])
7437 r_surfacelist[numsurfacelist++] = surfaces + j;
7439 // update lightmaps if needed
7441 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7442 if (r_refdef.viewcache.world_surfacevisible[j])
7444 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7445 // don't do anything if there were no surfaces
7446 if (!numsurfacelist)
7448 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7451 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7452 GL_AlphaTest(false);
7454 // add to stats if desired
7455 if (r_speeds.integer && !skysurfaces && !depthonly)
7457 r_refdef.stats.world_surfaces += numsurfacelist;
7458 for (j = 0;j < numsurfacelist;j++)
7459 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7461 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7464 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7466 int i, j, endj, f, flagsmask;
7468 dp_model_t *model = ent->model;
7469 msurface_t *surfaces;
7470 unsigned char *update;
7471 int numsurfacelist = 0;
7475 if (r_maxsurfacelist < model->num_surfaces)
7477 r_maxsurfacelist = model->num_surfaces;
7479 Mem_Free(r_surfacelist);
7480 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7483 // if the model is static it doesn't matter what value we give for
7484 // wantnormals and wanttangents, so this logic uses only rules applicable
7485 // to a model, knowing that they are meaningless otherwise
7486 if (ent == r_refdef.scene.worldentity)
7487 RSurf_ActiveWorldEntity();
7488 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7489 RSurf_ActiveModelEntity(ent, false, false);
7491 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7493 surfaces = model->data_surfaces;
7494 update = model->brushq1.lightmapupdateflags;
7496 // update light styles
7497 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7499 model_brush_lightstyleinfo_t *style;
7500 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7502 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7504 int *list = style->surfacelist;
7505 style->value = r_refdef.scene.lightstylevalue[style->style];
7506 for (j = 0;j < style->numsurfaces;j++)
7507 update[list[j]] = true;
7512 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7516 R_DrawDebugModel(ent);
7517 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7523 rsurface.uselightmaptexture = false;
7524 rsurface.texture = NULL;
7525 rsurface.rtlight = NULL;
7527 // add visible surfaces to draw list
7528 for (i = 0;i < model->nummodelsurfaces;i++)
7529 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7530 // don't do anything if there were no surfaces
7531 if (!numsurfacelist)
7533 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7536 // update lightmaps if needed
7538 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7540 R_BuildLightMap(ent, surfaces + j);
7541 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7542 GL_AlphaTest(false);
7544 // add to stats if desired
7545 if (r_speeds.integer && !skysurfaces && !depthonly)
7547 r_refdef.stats.entities_surfaces += numsurfacelist;
7548 for (j = 0;j < numsurfacelist;j++)
7549 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7551 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity