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;
36 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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 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"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 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)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 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)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 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)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 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"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 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);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// 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"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " 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"
892 " 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"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // 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"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 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");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 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))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 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]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 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);
1719 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);
1720 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);
1721 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]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 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]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 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);
1740 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]);
1741 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]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // 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]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1910 unsigned long avgcolor[5], wsum; \
1918 for(pix = 0; pix < cnt; ++pix) \
1921 for(comp = 0; comp < 3; ++comp) \
1923 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1926 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1928 for(comp = 0; comp < 3; ++comp) \
1929 avgcolor[comp] += getpixel * w; \
1932 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1933 avgcolor[4] += getpixel; \
1935 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1937 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1938 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1939 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1940 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1943 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1945 // FIXME: it should be possible to disable loading various layers using
1946 // cvars, to prevent wasted loading time and memory usage if the user does
1948 qboolean loadnormalmap = true;
1949 qboolean loadgloss = true;
1950 qboolean loadpantsandshirt = true;
1951 qboolean loadglow = true;
1953 unsigned char *pixels;
1954 unsigned char *bumppixels;
1955 unsigned char *basepixels = NULL;
1956 int basepixels_width;
1957 int basepixels_height;
1958 skinframe_t *skinframe;
1962 if (cls.state == ca_dedicated)
1965 // return an existing skinframe if already loaded
1966 // if loading of the first image fails, don't make a new skinframe as it
1967 // would cause all future lookups of this to be missing
1968 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1969 if (skinframe && skinframe->base)
1972 basepixels = loadimagepixelsbgra(name, complain, true);
1973 if (basepixels == NULL)
1976 if (developer_loading.integer)
1977 Con_Printf("loading skin \"%s\"\n", name);
1979 // we've got some pixels to store, so really allocate this new texture now
1981 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1982 skinframe->stain = NULL;
1983 skinframe->merged = NULL;
1984 skinframe->base = r_texture_notexture;
1985 skinframe->pants = NULL;
1986 skinframe->shirt = NULL;
1987 skinframe->nmap = r_texture_blanknormalmap;
1988 skinframe->gloss = NULL;
1989 skinframe->glow = NULL;
1990 skinframe->fog = NULL;
1992 basepixels_width = image_width;
1993 basepixels_height = image_height;
1994 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);
1996 if (textureflags & TEXF_ALPHA)
1998 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1999 if (basepixels[j] < 255)
2001 if (j < basepixels_width * basepixels_height * 4)
2003 // has transparent pixels
2005 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2006 for (j = 0;j < image_width * image_height * 4;j += 4)
2011 pixels[j+3] = basepixels[j+3];
2013 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);
2018 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2020 // _norm is the name used by tenebrae and has been adopted as standard
2023 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2025 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);
2029 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2031 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2032 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2033 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);
2035 Mem_Free(bumppixels);
2037 else if (r_shadow_bumpscale_basetexture.value > 0)
2039 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2040 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2041 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);
2045 // _luma is supported for tenebrae compatibility
2046 // (I think it's a very stupid name, but oh well)
2047 // _glow is the preferred name
2048 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;}
2049 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;}
2050 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;}
2051 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;}
2054 Mem_Free(basepixels);
2059 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2062 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2065 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)
2070 for (i = 0;i < width*height;i++)
2071 if (((unsigned char *)&palette[in[i]])[3] > 0)
2073 if (i == width*height)
2076 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2079 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2080 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2083 unsigned char *temp1, *temp2;
2084 skinframe_t *skinframe;
2086 if (cls.state == ca_dedicated)
2089 // if already loaded just return it, otherwise make a new skinframe
2090 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2091 if (skinframe && skinframe->base)
2094 skinframe->stain = NULL;
2095 skinframe->merged = NULL;
2096 skinframe->base = r_texture_notexture;
2097 skinframe->pants = NULL;
2098 skinframe->shirt = NULL;
2099 skinframe->nmap = r_texture_blanknormalmap;
2100 skinframe->gloss = NULL;
2101 skinframe->glow = NULL;
2102 skinframe->fog = NULL;
2104 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2108 if (developer_loading.integer)
2109 Con_Printf("loading 32bit skin \"%s\"\n", name);
2111 if (r_shadow_bumpscale_basetexture.value > 0)
2113 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2114 temp2 = temp1 + width * height * 4;
2115 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2116 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2119 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2120 if (textureflags & TEXF_ALPHA)
2122 for (i = 3;i < width * height * 4;i += 4)
2123 if (skindata[i] < 255)
2125 if (i < width * height * 4)
2127 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2128 memcpy(fogpixels, skindata, width * height * 4);
2129 for (i = 0;i < width * height * 4;i += 4)
2130 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2131 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2132 Mem_Free(fogpixels);
2136 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2141 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2144 unsigned char *temp1, *temp2;
2145 skinframe_t *skinframe;
2147 if (cls.state == ca_dedicated)
2150 // if already loaded just return it, otherwise make a new skinframe
2151 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2152 if (skinframe && skinframe->base)
2155 skinframe->stain = NULL;
2156 skinframe->merged = NULL;
2157 skinframe->base = r_texture_notexture;
2158 skinframe->pants = NULL;
2159 skinframe->shirt = NULL;
2160 skinframe->nmap = r_texture_blanknormalmap;
2161 skinframe->gloss = NULL;
2162 skinframe->glow = NULL;
2163 skinframe->fog = NULL;
2165 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2169 if (developer_loading.integer)
2170 Con_Printf("loading quake skin \"%s\"\n", name);
2172 if (r_shadow_bumpscale_basetexture.value > 0)
2174 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2175 temp2 = temp1 + width * height * 4;
2176 // use either a custom palette or the quake palette
2177 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2178 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2179 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2182 // use either a custom palette, or the quake palette
2183 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2184 if (loadglowtexture)
2185 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2186 if (loadpantsandshirt)
2188 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2189 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2191 if (skinframe->pants || skinframe->shirt)
2192 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
2193 if (textureflags & TEXF_ALPHA)
2195 for (i = 0;i < width * height;i++)
2196 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2198 if (i < width * height)
2199 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2202 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_alpha)[skindata[pix]*4 + comp]);
2207 skinframe_t *R_SkinFrame_LoadMissing(void)
2209 skinframe_t *skinframe;
2211 if (cls.state == ca_dedicated)
2214 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2215 skinframe->stain = NULL;
2216 skinframe->merged = NULL;
2217 skinframe->base = r_texture_notexture;
2218 skinframe->pants = NULL;
2219 skinframe->shirt = NULL;
2220 skinframe->nmap = r_texture_blanknormalmap;
2221 skinframe->gloss = NULL;
2222 skinframe->glow = NULL;
2223 skinframe->fog = NULL;
2225 skinframe->avgcolor[0] = rand() / RAND_MAX;
2226 skinframe->avgcolor[1] = rand() / RAND_MAX;
2227 skinframe->avgcolor[2] = rand() / RAND_MAX;
2228 skinframe->avgcolor[3] = 1;
2233 void gl_main_start(void)
2235 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2236 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2238 // set up r_skinframe loading system for textures
2239 memset(&r_skinframe, 0, sizeof(r_skinframe));
2240 r_skinframe.loadsequence = 1;
2241 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2243 r_main_texturepool = R_AllocTexturePool();
2244 R_BuildBlankTextures();
2246 if (gl_texturecubemap)
2249 R_BuildNormalizationCube();
2251 r_texture_fogattenuation = NULL;
2252 r_texture_gammaramps = NULL;
2253 //r_texture_fogintensity = NULL;
2254 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2255 memset(&r_waterstate, 0, sizeof(r_waterstate));
2256 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2257 memset(&r_svbsp, 0, sizeof (r_svbsp));
2259 r_refdef.fogmasktable_density = 0;
2262 void gl_main_shutdown(void)
2264 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2265 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2267 // clear out the r_skinframe state
2268 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2269 memset(&r_skinframe, 0, sizeof(r_skinframe));
2272 Mem_Free(r_svbsp.nodes);
2273 memset(&r_svbsp, 0, sizeof (r_svbsp));
2274 R_FreeTexturePool(&r_main_texturepool);
2275 r_texture_blanknormalmap = NULL;
2276 r_texture_white = NULL;
2277 r_texture_grey128 = NULL;
2278 r_texture_black = NULL;
2279 r_texture_whitecube = NULL;
2280 r_texture_normalizationcube = NULL;
2281 r_texture_fogattenuation = NULL;
2282 r_texture_gammaramps = NULL;
2283 //r_texture_fogintensity = NULL;
2284 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2285 memset(&r_waterstate, 0, sizeof(r_waterstate));
2289 extern void CL_ParseEntityLump(char *entitystring);
2290 void gl_main_newmap(void)
2292 // FIXME: move this code to client
2294 char *entities, entname[MAX_QPATH];
2297 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2298 l = (int)strlen(entname) - 4;
2299 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2301 memcpy(entname + l, ".ent", 5);
2302 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2304 CL_ParseEntityLump(entities);
2309 if (cl.worldmodel->brush.entities)
2310 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2314 void GL_Main_Init(void)
2316 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2318 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2319 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2320 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2321 if (gamemode == GAME_NEHAHRA)
2323 Cvar_RegisterVariable (&gl_fogenable);
2324 Cvar_RegisterVariable (&gl_fogdensity);
2325 Cvar_RegisterVariable (&gl_fogred);
2326 Cvar_RegisterVariable (&gl_foggreen);
2327 Cvar_RegisterVariable (&gl_fogblue);
2328 Cvar_RegisterVariable (&gl_fogstart);
2329 Cvar_RegisterVariable (&gl_fogend);
2330 Cvar_RegisterVariable (&gl_skyclip);
2332 Cvar_RegisterVariable(&r_depthfirst);
2333 Cvar_RegisterVariable(&r_useinfinitefarclip);
2334 Cvar_RegisterVariable(&r_nearclip);
2335 Cvar_RegisterVariable(&r_showbboxes);
2336 Cvar_RegisterVariable(&r_showsurfaces);
2337 Cvar_RegisterVariable(&r_showtris);
2338 Cvar_RegisterVariable(&r_shownormals);
2339 Cvar_RegisterVariable(&r_showlighting);
2340 Cvar_RegisterVariable(&r_showshadowvolumes);
2341 Cvar_RegisterVariable(&r_showcollisionbrushes);
2342 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2343 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2344 Cvar_RegisterVariable(&r_showdisabledepthtest);
2345 Cvar_RegisterVariable(&r_drawportals);
2346 Cvar_RegisterVariable(&r_drawentities);
2347 Cvar_RegisterVariable(&r_cullentities_trace);
2348 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2349 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2350 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2351 Cvar_RegisterVariable(&r_drawviewmodel);
2352 Cvar_RegisterVariable(&r_speeds);
2353 Cvar_RegisterVariable(&r_fullbrights);
2354 Cvar_RegisterVariable(&r_wateralpha);
2355 Cvar_RegisterVariable(&r_dynamic);
2356 Cvar_RegisterVariable(&r_fullbright);
2357 Cvar_RegisterVariable(&r_shadows);
2358 Cvar_RegisterVariable(&r_shadows_throwdistance);
2359 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2360 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2361 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2362 Cvar_RegisterVariable(&r_fog_exp2);
2363 Cvar_RegisterVariable(&r_drawfog);
2364 Cvar_RegisterVariable(&r_textureunits);
2365 Cvar_RegisterVariable(&r_glsl);
2366 Cvar_RegisterVariable(&r_glsl_contrastboost);
2367 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2368 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2369 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2370 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2371 Cvar_RegisterVariable(&r_glsl_postprocess);
2372 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2373 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2374 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2375 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2376 Cvar_RegisterVariable(&r_glsl_usegeneric);
2377 Cvar_RegisterVariable(&r_water);
2378 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2379 Cvar_RegisterVariable(&r_water_clippingplanebias);
2380 Cvar_RegisterVariable(&r_water_refractdistort);
2381 Cvar_RegisterVariable(&r_water_reflectdistort);
2382 Cvar_RegisterVariable(&r_lerpsprites);
2383 Cvar_RegisterVariable(&r_lerpmodels);
2384 Cvar_RegisterVariable(&r_lerplightstyles);
2385 Cvar_RegisterVariable(&r_waterscroll);
2386 Cvar_RegisterVariable(&r_bloom);
2387 Cvar_RegisterVariable(&r_bloom_colorscale);
2388 Cvar_RegisterVariable(&r_bloom_brighten);
2389 Cvar_RegisterVariable(&r_bloom_blur);
2390 Cvar_RegisterVariable(&r_bloom_resolution);
2391 Cvar_RegisterVariable(&r_bloom_colorexponent);
2392 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2393 Cvar_RegisterVariable(&r_hdr);
2394 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2395 Cvar_RegisterVariable(&r_hdr_glowintensity);
2396 Cvar_RegisterVariable(&r_hdr_range);
2397 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2398 Cvar_RegisterVariable(&developer_texturelogging);
2399 Cvar_RegisterVariable(&gl_lightmaps);
2400 Cvar_RegisterVariable(&r_test);
2401 Cvar_RegisterVariable(&r_batchmode);
2402 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2403 Cvar_SetValue("r_fullbrights", 0);
2404 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2406 Cvar_RegisterVariable(&r_track_sprites);
2407 Cvar_RegisterVariable(&r_track_sprites_flags);
2408 Cvar_RegisterVariable(&r_track_sprites_scalew);
2409 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2412 extern void R_Textures_Init(void);
2413 extern void GL_Draw_Init(void);
2414 extern void GL_Main_Init(void);
2415 extern void R_Shadow_Init(void);
2416 extern void R_Sky_Init(void);
2417 extern void GL_Surf_Init(void);
2418 extern void R_Particles_Init(void);
2419 extern void R_Explosion_Init(void);
2420 extern void gl_backend_init(void);
2421 extern void Sbar_Init(void);
2422 extern void R_LightningBeams_Init(void);
2423 extern void Mod_RenderInit(void);
2425 void Render_Init(void)
2437 R_LightningBeams_Init();
2446 extern char *ENGINE_EXTENSIONS;
2449 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2450 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2451 gl_version = (const char *)qglGetString(GL_VERSION);
2452 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2456 if (!gl_platformextensions)
2457 gl_platformextensions = "";
2459 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2460 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2461 Con_Printf("GL_VERSION: %s\n", gl_version);
2462 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2463 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2465 VID_CheckExtensions();
2467 // LordHavoc: report supported extensions
2468 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2470 // clear to black (loading plaque will be seen over this)
2472 qglClearColor(0,0,0,1);CHECKGLERROR
2473 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2476 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2480 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2482 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2485 p = r_refdef.view.frustum + i;
2490 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2494 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2498 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2502 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2506 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2510 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2514 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2518 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2526 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2530 for (i = 0;i < numplanes;i++)
2537 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2541 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2545 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2549 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2553 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2557 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2561 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2565 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2573 //==================================================================================
2575 static void R_View_UpdateEntityVisible (void)
2578 entity_render_t *ent;
2580 if (!r_drawentities.integer)
2583 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2584 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2586 // worldmodel can check visibility
2587 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2588 for (i = 0;i < r_refdef.scene.numentities;i++)
2590 ent = r_refdef.scene.entities[i];
2591 if (!(ent->flags & renderimask))
2592 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)))
2593 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))
2594 r_refdef.viewcache.entityvisible[i] = true;
2596 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2598 for (i = 0;i < r_refdef.scene.numentities;i++)
2600 ent = r_refdef.scene.entities[i];
2601 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2603 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))
2604 ent->last_trace_visibility = realtime;
2605 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2606 r_refdef.viewcache.entityvisible[i] = 0;
2613 // no worldmodel or it can't check visibility
2614 for (i = 0;i < r_refdef.scene.numentities;i++)
2616 ent = r_refdef.scene.entities[i];
2617 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));
2622 // only used if skyrendermasked, and normally returns false
2623 int R_DrawBrushModelsSky (void)
2626 entity_render_t *ent;
2628 if (!r_drawentities.integer)
2632 for (i = 0;i < r_refdef.scene.numentities;i++)
2634 if (!r_refdef.viewcache.entityvisible[i])
2636 ent = r_refdef.scene.entities[i];
2637 if (!ent->model || !ent->model->DrawSky)
2639 ent->model->DrawSky(ent);
2645 static void R_DrawNoModel(entity_render_t *ent);
2646 static void R_DrawModels(void)
2649 entity_render_t *ent;
2651 if (!r_drawentities.integer)
2654 for (i = 0;i < r_refdef.scene.numentities;i++)
2656 if (!r_refdef.viewcache.entityvisible[i])
2658 ent = r_refdef.scene.entities[i];
2659 r_refdef.stats.entities++;
2660 if (ent->model && ent->model->Draw != NULL)
2661 ent->model->Draw(ent);
2667 static void R_DrawModelsDepth(void)
2670 entity_render_t *ent;
2672 if (!r_drawentities.integer)
2675 for (i = 0;i < r_refdef.scene.numentities;i++)
2677 if (!r_refdef.viewcache.entityvisible[i])
2679 ent = r_refdef.scene.entities[i];
2680 if (ent->model && ent->model->DrawDepth != NULL)
2681 ent->model->DrawDepth(ent);
2685 static void R_DrawModelsDebug(void)
2688 entity_render_t *ent;
2690 if (!r_drawentities.integer)
2693 for (i = 0;i < r_refdef.scene.numentities;i++)
2695 if (!r_refdef.viewcache.entityvisible[i])
2697 ent = r_refdef.scene.entities[i];
2698 if (ent->model && ent->model->DrawDebug != NULL)
2699 ent->model->DrawDebug(ent);
2703 static void R_DrawModelsAddWaterPlanes(void)
2706 entity_render_t *ent;
2708 if (!r_drawentities.integer)
2711 for (i = 0;i < r_refdef.scene.numentities;i++)
2713 if (!r_refdef.viewcache.entityvisible[i])
2715 ent = r_refdef.scene.entities[i];
2716 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2717 ent->model->DrawAddWaterPlanes(ent);
2721 static void R_View_SetFrustum(void)
2724 double slopex, slopey;
2725 vec3_t forward, left, up, origin;
2727 // we can't trust r_refdef.view.forward and friends in reflected scenes
2728 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2731 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2732 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2733 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2734 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2735 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2736 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2737 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2738 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2739 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2740 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2741 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2742 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2746 zNear = r_refdef.nearclip;
2747 nudge = 1.0 - 1.0 / (1<<23);
2748 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2749 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2750 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2751 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2752 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2753 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2754 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2755 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2761 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2762 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2763 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2764 r_refdef.view.frustum[0].dist = m[15] - m[12];
2766 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2767 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2768 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2769 r_refdef.view.frustum[1].dist = m[15] + m[12];
2771 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2772 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2773 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2774 r_refdef.view.frustum[2].dist = m[15] - m[13];
2776 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2777 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2778 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2779 r_refdef.view.frustum[3].dist = m[15] + m[13];
2781 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2782 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2783 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2784 r_refdef.view.frustum[4].dist = m[15] - m[14];
2786 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2787 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2788 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2789 r_refdef.view.frustum[5].dist = m[15] + m[14];
2792 if (r_refdef.view.useperspective)
2794 slopex = 1.0 / r_refdef.view.frustum_x;
2795 slopey = 1.0 / r_refdef.view.frustum_y;
2796 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2797 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2798 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2799 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2800 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2802 // Leaving those out was a mistake, those were in the old code, and they
2803 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2804 // I couldn't reproduce it after adding those normalizations. --blub
2805 VectorNormalize(r_refdef.view.frustum[0].normal);
2806 VectorNormalize(r_refdef.view.frustum[1].normal);
2807 VectorNormalize(r_refdef.view.frustum[2].normal);
2808 VectorNormalize(r_refdef.view.frustum[3].normal);
2810 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2811 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2812 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2813 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2814 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2816 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2817 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2818 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2819 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2820 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2824 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2825 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2826 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2827 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2828 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2829 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2830 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2831 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2832 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2833 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2835 r_refdef.view.numfrustumplanes = 5;
2837 if (r_refdef.view.useclipplane)
2839 r_refdef.view.numfrustumplanes = 6;
2840 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2843 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2844 PlaneClassify(r_refdef.view.frustum + i);
2846 // LordHavoc: note to all quake engine coders, Quake had a special case
2847 // for 90 degrees which assumed a square view (wrong), so I removed it,
2848 // Quake2 has it disabled as well.
2850 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2851 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2852 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2853 //PlaneClassify(&frustum[0]);
2855 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2856 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2857 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2858 //PlaneClassify(&frustum[1]);
2860 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2861 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2862 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2863 //PlaneClassify(&frustum[2]);
2865 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2866 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2867 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2868 //PlaneClassify(&frustum[3]);
2871 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2872 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2873 //PlaneClassify(&frustum[4]);
2876 void R_View_Update(void)
2878 R_View_SetFrustum();
2879 R_View_WorldVisibility(r_refdef.view.useclipplane);
2880 R_View_UpdateEntityVisible();
2883 void R_SetupView(qboolean allowwaterclippingplane)
2885 if (!r_refdef.view.useperspective)
2886 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);
2887 else if (gl_stencil && r_useinfinitefarclip.integer)
2888 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2890 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2892 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2894 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2896 // LordHavoc: couldn't figure out how to make this approach the
2897 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2898 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2899 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2900 dist = r_refdef.view.clipplane.dist;
2901 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2905 void R_ResetViewRendering2D(void)
2909 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2910 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2911 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2912 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2913 GL_Color(1, 1, 1, 1);
2914 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2915 GL_BlendFunc(GL_ONE, GL_ZERO);
2916 GL_AlphaTest(false);
2917 GL_ScissorTest(false);
2918 GL_DepthMask(false);
2919 GL_DepthRange(0, 1);
2920 GL_DepthTest(false);
2921 R_Mesh_Matrix(&identitymatrix);
2922 R_Mesh_ResetTextureState();
2923 GL_PolygonOffset(0, 0);
2924 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2925 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2926 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2927 qglStencilMask(~0);CHECKGLERROR
2928 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2929 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2930 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2931 R_SetupGenericShader(true);
2934 void R_ResetViewRendering3D(void)
2938 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2939 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2941 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2942 GL_Color(1, 1, 1, 1);
2943 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2944 GL_BlendFunc(GL_ONE, GL_ZERO);
2945 GL_AlphaTest(false);
2946 GL_ScissorTest(true);
2948 GL_DepthRange(0, 1);
2950 R_Mesh_Matrix(&identitymatrix);
2951 R_Mesh_ResetTextureState();
2952 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2953 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2954 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2955 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2956 qglStencilMask(~0);CHECKGLERROR
2957 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2958 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2959 GL_CullFace(r_refdef.view.cullface_back);
2960 R_SetupGenericShader(true);
2963 void R_RenderScene(qboolean addwaterplanes);
2965 static void R_Water_StartFrame(void)
2968 int waterwidth, waterheight, texturewidth, textureheight;
2969 r_waterstate_waterplane_t *p;
2971 // set waterwidth and waterheight to the water resolution that will be
2972 // used (often less than the screen resolution for faster rendering)
2973 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2974 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2976 // calculate desired texture sizes
2977 // can't use water if the card does not support the texture size
2978 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2979 texturewidth = textureheight = waterwidth = waterheight = 0;
2980 else if (gl_support_arb_texture_non_power_of_two)
2982 texturewidth = waterwidth;
2983 textureheight = waterheight;
2987 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2988 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2991 // allocate textures as needed
2992 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2994 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2995 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2997 if (p->texture_refraction)
2998 R_FreeTexture(p->texture_refraction);
2999 p->texture_refraction = NULL;
3000 if (p->texture_reflection)
3001 R_FreeTexture(p->texture_reflection);
3002 p->texture_reflection = NULL;
3004 memset(&r_waterstate, 0, sizeof(r_waterstate));
3005 r_waterstate.waterwidth = waterwidth;
3006 r_waterstate.waterheight = waterheight;
3007 r_waterstate.texturewidth = texturewidth;
3008 r_waterstate.textureheight = textureheight;
3011 if (r_waterstate.waterwidth)
3013 r_waterstate.enabled = true;
3015 // set up variables that will be used in shader setup
3016 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3017 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3018 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3019 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3022 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3023 r_waterstate.numwaterplanes = 0;
3026 static void R_Water_AddWaterPlane(msurface_t *surface)
3028 int triangleindex, planeindex;
3034 r_waterstate_waterplane_t *p;
3035 // just use the first triangle with a valid normal for any decisions
3036 VectorClear(normal);
3037 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3039 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3040 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3041 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3042 TriangleNormal(vert[0], vert[1], vert[2], normal);
3043 if (VectorLength2(normal) >= 0.001)
3047 VectorCopy(normal, plane.normal);
3048 VectorNormalize(plane.normal);
3049 plane.dist = DotProduct(vert[0], plane.normal);
3050 PlaneClassify(&plane);
3051 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3053 // skip backfaces (except if nocullface is set)
3054 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3056 VectorNegate(plane.normal, plane.normal);
3058 PlaneClassify(&plane);
3062 // find a matching plane if there is one
3063 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3064 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3066 if (planeindex >= r_waterstate.maxwaterplanes)
3067 return; // nothing we can do, out of planes
3069 // if this triangle does not fit any known plane rendered this frame, add one
3070 if (planeindex >= r_waterstate.numwaterplanes)
3072 // store the new plane
3073 r_waterstate.numwaterplanes++;
3075 // clear materialflags and pvs
3076 p->materialflags = 0;
3077 p->pvsvalid = false;
3079 // merge this surface's materialflags into the waterplane
3080 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3081 // merge this surface's PVS into the waterplane
3082 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3083 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3084 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3086 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3091 static void R_Water_ProcessPlanes(void)
3093 r_refdef_view_t originalview;
3095 r_waterstate_waterplane_t *p;
3097 originalview = r_refdef.view;
3099 // make sure enough textures are allocated
3100 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3102 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3104 if (!p->texture_refraction)
3105 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);
3106 if (!p->texture_refraction)
3110 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3112 if (!p->texture_reflection)
3113 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);
3114 if (!p->texture_reflection)
3120 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3122 r_refdef.view.showdebug = false;
3123 r_refdef.view.width = r_waterstate.waterwidth;
3124 r_refdef.view.height = r_waterstate.waterheight;
3125 r_refdef.view.useclipplane = true;
3126 r_waterstate.renderingscene = true;
3128 // render the normal view scene and copy into texture
3129 // (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)
3130 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3132 r_refdef.view.clipplane = p->plane;
3133 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3134 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3135 PlaneClassify(&r_refdef.view.clipplane);
3137 R_RenderScene(false);
3139 // copy view into the screen texture
3140 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3141 GL_ActiveTexture(0);
3143 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
3146 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3148 // render reflected scene and copy into texture
3149 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3150 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3151 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3152 r_refdef.view.clipplane = p->plane;
3153 // reverse the cullface settings for this render
3154 r_refdef.view.cullface_front = GL_FRONT;
3155 r_refdef.view.cullface_back = GL_BACK;
3156 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3158 r_refdef.view.usecustompvs = true;
3160 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3162 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3165 R_ResetViewRendering3D();
3166 R_ClearScreen(r_refdef.fogenabled);
3167 if (r_timereport_active)
3168 R_TimeReport("viewclear");
3170 R_RenderScene(false);
3172 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3173 GL_ActiveTexture(0);
3175 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
3177 R_ResetViewRendering3D();
3178 R_ClearScreen(r_refdef.fogenabled);
3179 if (r_timereport_active)
3180 R_TimeReport("viewclear");
3183 r_refdef.view = originalview;
3184 r_refdef.view.clear = true;
3185 r_waterstate.renderingscene = false;
3189 r_refdef.view = originalview;
3190 r_waterstate.renderingscene = false;
3191 Cvar_SetValueQuick(&r_water, 0);
3192 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3196 void R_Bloom_StartFrame(void)
3198 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3200 // set bloomwidth and bloomheight to the bloom resolution that will be
3201 // used (often less than the screen resolution for faster rendering)
3202 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3203 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3204 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3205 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3206 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3208 // calculate desired texture sizes
3209 if (gl_support_arb_texture_non_power_of_two)
3211 screentexturewidth = r_refdef.view.width;
3212 screentextureheight = r_refdef.view.height;
3213 bloomtexturewidth = r_bloomstate.bloomwidth;
3214 bloomtextureheight = r_bloomstate.bloomheight;
3218 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3219 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3220 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3221 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3224 if ((r_hdr.integer || r_bloom.integer) && ((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))
3226 Cvar_SetValueQuick(&r_hdr, 0);
3227 Cvar_SetValueQuick(&r_bloom, 0);
3230 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3231 screentexturewidth = screentextureheight = 0;
3232 if (!r_hdr.integer && !r_bloom.integer)
3233 bloomtexturewidth = bloomtextureheight = 0;
3235 // allocate textures as needed
3236 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3238 if (r_bloomstate.texture_screen)
3239 R_FreeTexture(r_bloomstate.texture_screen);
3240 r_bloomstate.texture_screen = NULL;
3241 r_bloomstate.screentexturewidth = screentexturewidth;
3242 r_bloomstate.screentextureheight = screentextureheight;
3243 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3244 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);
3246 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3248 if (r_bloomstate.texture_bloom)
3249 R_FreeTexture(r_bloomstate.texture_bloom);
3250 r_bloomstate.texture_bloom = NULL;
3251 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3252 r_bloomstate.bloomtextureheight = bloomtextureheight;
3253 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3254 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);
3257 // set up a texcoord array for the full resolution screen image
3258 // (we have to keep this around to copy back during final render)
3259 r_bloomstate.screentexcoord2f[0] = 0;
3260 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3261 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3262 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3263 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3264 r_bloomstate.screentexcoord2f[5] = 0;
3265 r_bloomstate.screentexcoord2f[6] = 0;
3266 r_bloomstate.screentexcoord2f[7] = 0;
3268 // set up a texcoord array for the reduced resolution bloom image
3269 // (which will be additive blended over the screen image)
3270 r_bloomstate.bloomtexcoord2f[0] = 0;
3271 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3272 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3273 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3274 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3275 r_bloomstate.bloomtexcoord2f[5] = 0;
3276 r_bloomstate.bloomtexcoord2f[6] = 0;
3277 r_bloomstate.bloomtexcoord2f[7] = 0;
3279 if (r_hdr.integer || r_bloom.integer)
3281 r_bloomstate.enabled = true;
3282 r_bloomstate.hdr = r_hdr.integer != 0;
3286 void R_Bloom_CopyBloomTexture(float colorscale)
3288 r_refdef.stats.bloom++;
3290 // scale down screen texture to the bloom texture size
3292 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3293 GL_BlendFunc(GL_ONE, GL_ZERO);
3294 GL_Color(colorscale, colorscale, colorscale, 1);
3295 // TODO: optimize with multitexture or GLSL
3296 R_SetupGenericShader(true);
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3298 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3299 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3302 // we now have a bloom image in the framebuffer
3303 // copy it into the bloom image texture for later processing
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 GL_ActiveTexture(0);
3307 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
3308 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3311 void R_Bloom_CopyHDRTexture(void)
3313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3314 GL_ActiveTexture(0);
3316 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
3317 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3320 void R_Bloom_MakeTexture(void)
3323 float xoffset, yoffset, r, brighten;
3325 r_refdef.stats.bloom++;
3327 R_ResetViewRendering2D();
3328 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3329 R_Mesh_ColorPointer(NULL, 0, 0);
3330 R_SetupGenericShader(true);
3332 // we have a bloom image in the framebuffer
3334 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3336 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3339 r = bound(0, r_bloom_colorexponent.value / x, 1);
3340 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3341 GL_Color(r, r, r, 1);
3342 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3343 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3344 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3345 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3347 // copy the vertically blurred bloom view to a texture
3348 GL_ActiveTexture(0);
3350 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
3351 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3354 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3355 brighten = r_bloom_brighten.value;
3357 brighten *= r_hdr_range.value;
3358 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3359 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3361 for (dir = 0;dir < 2;dir++)
3363 // blend on at multiple vertical offsets to achieve a vertical blur
3364 // TODO: do offset blends using GLSL
3365 GL_BlendFunc(GL_ONE, GL_ZERO);
3366 for (x = -range;x <= range;x++)
3368 if (!dir){xoffset = 0;yoffset = x;}
3369 else {xoffset = x;yoffset = 0;}
3370 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3371 yoffset /= (float)r_bloomstate.bloomtextureheight;
3372 // compute a texcoord array with the specified x and y offset
3373 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3374 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3375 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3376 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3377 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3378 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3379 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3380 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3381 // this r value looks like a 'dot' particle, fading sharply to
3382 // black at the edges
3383 // (probably not realistic but looks good enough)
3384 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3385 //r = (dir ? 1.0f : brighten)/(range*2+1);
3386 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3387 GL_Color(r, r, r, 1);
3388 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3389 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3390 GL_BlendFunc(GL_ONE, GL_ONE);
3393 // copy the vertically blurred bloom view to a texture
3394 GL_ActiveTexture(0);
3396 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
3397 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3400 // apply subtract last
3401 // (just like it would be in a GLSL shader)
3402 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3404 GL_BlendFunc(GL_ONE, GL_ZERO);
3405 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3406 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3407 GL_Color(1, 1, 1, 1);
3408 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3409 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3411 GL_BlendFunc(GL_ONE, GL_ONE);
3412 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3413 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3414 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3415 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3416 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3417 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3418 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3420 // copy the darkened bloom view to a texture
3421 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3422 GL_ActiveTexture(0);
3424 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
3425 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3429 void R_HDR_RenderBloomTexture(void)
3431 int oldwidth, oldheight;
3432 float oldcolorscale;
3434 oldcolorscale = r_refdef.view.colorscale;
3435 oldwidth = r_refdef.view.width;
3436 oldheight = r_refdef.view.height;
3437 r_refdef.view.width = r_bloomstate.bloomwidth;
3438 r_refdef.view.height = r_bloomstate.bloomheight;
3440 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3441 // TODO: add exposure compensation features
3442 // TODO: add fp16 framebuffer support
3444 r_refdef.view.showdebug = false;
3445 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3447 R_ClearScreen(r_refdef.fogenabled);
3448 if (r_timereport_active)
3449 R_TimeReport("HDRclear");
3451 r_waterstate.numwaterplanes = 0;
3452 R_RenderScene(r_waterstate.enabled);
3453 r_refdef.view.showdebug = true;
3455 R_ResetViewRendering2D();
3457 R_Bloom_CopyHDRTexture();
3458 R_Bloom_MakeTexture();
3460 // restore the view settings
3461 r_refdef.view.width = oldwidth;
3462 r_refdef.view.height = oldheight;
3463 r_refdef.view.colorscale = oldcolorscale;
3465 R_ResetViewRendering3D();
3467 R_ClearScreen(r_refdef.fogenabled);
3468 if (r_timereport_active)
3469 R_TimeReport("viewclear");
3472 static void R_BlendView(void)
3474 if (r_bloomstate.texture_screen)
3476 // copy view into the screen texture
3477 R_ResetViewRendering2D();
3478 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3479 R_Mesh_ColorPointer(NULL, 0, 0);
3480 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3481 GL_ActiveTexture(0);CHECKGLERROR
3482 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
3483 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3486 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3488 unsigned int permutation =
3489 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3490 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3491 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3492 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3494 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3496 // render simple bloom effect
3497 // copy the screen and shrink it and darken it for the bloom process
3498 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3499 // make the bloom texture
3500 R_Bloom_MakeTexture();
3503 R_ResetViewRendering2D();
3504 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3505 R_Mesh_ColorPointer(NULL, 0, 0);
3506 GL_Color(1, 1, 1, 1);
3507 GL_BlendFunc(GL_ONE, GL_ZERO);
3508 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3509 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3510 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3511 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3512 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3513 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3514 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3515 if (r_glsl_permutation->loc_TintColor >= 0)
3516 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3517 if (r_glsl_permutation->loc_ClientTime >= 0)
3518 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3519 if (r_glsl_permutation->loc_PixelSize >= 0)
3520 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3521 if (r_glsl_permutation->loc_UserVec1 >= 0)
3523 float a=0, b=0, c=0, d=0;
3524 #if _MSC_VER >= 1400
3525 #define sscanf sscanf_s
3527 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3528 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3530 if (r_glsl_permutation->loc_UserVec2 >= 0)
3532 float a=0, b=0, c=0, d=0;
3533 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3534 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3536 if (r_glsl_permutation->loc_UserVec3 >= 0)
3538 float a=0, b=0, c=0, d=0;
3539 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3540 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3542 if (r_glsl_permutation->loc_UserVec4 >= 0)
3544 float a=0, b=0, c=0, d=0;
3545 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3546 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3548 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3549 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3555 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3557 // render high dynamic range bloom effect
3558 // the bloom texture was made earlier this render, so we just need to
3559 // blend it onto the screen...
3560 R_ResetViewRendering2D();
3561 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3562 R_Mesh_ColorPointer(NULL, 0, 0);
3563 R_SetupGenericShader(true);
3564 GL_Color(1, 1, 1, 1);
3565 GL_BlendFunc(GL_ONE, GL_ONE);
3566 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3567 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3568 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3569 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3571 else if (r_bloomstate.texture_bloom)
3573 // render simple bloom effect
3574 // copy the screen and shrink it and darken it for the bloom process
3575 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3576 // make the bloom texture
3577 R_Bloom_MakeTexture();
3578 // put the original screen image back in place and blend the bloom
3580 R_ResetViewRendering2D();
3581 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3582 R_Mesh_ColorPointer(NULL, 0, 0);
3583 GL_Color(1, 1, 1, 1);
3584 GL_BlendFunc(GL_ONE, GL_ZERO);
3585 // do both in one pass if possible
3586 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3587 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3588 if (r_textureunits.integer >= 2 && gl_combine.integer)
3590 R_SetupGenericTwoTextureShader(GL_ADD);
3591 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3592 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3596 R_SetupGenericShader(true);
3597 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3598 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3599 // now blend on the bloom texture
3600 GL_BlendFunc(GL_ONE, GL_ONE);
3601 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3602 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3604 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3605 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3607 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3609 // apply a color tint to the whole view
3610 R_ResetViewRendering2D();
3611 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3612 R_Mesh_ColorPointer(NULL, 0, 0);
3613 R_SetupGenericShader(false);
3614 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3615 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3616 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3620 void R_RenderScene(qboolean addwaterplanes);
3622 matrix4x4_t r_waterscrollmatrix;
3624 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3626 if (r_refdef.fog_density)
3628 r_refdef.fogcolor[0] = r_refdef.fog_red;
3629 r_refdef.fogcolor[1] = r_refdef.fog_green;
3630 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3634 VectorCopy(r_refdef.fogcolor, fogvec);
3635 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3637 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3638 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3639 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3640 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3642 // color.rgb *= ContrastBoost * SceneBrightness;
3643 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3644 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3645 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3646 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3651 void R_UpdateVariables(void)
3655 r_refdef.scene.ambient = r_ambient.value;
3657 r_refdef.farclip = 4096;
3658 if (r_refdef.scene.worldmodel)
3659 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3660 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3662 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3663 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3664 r_refdef.polygonfactor = 0;
3665 r_refdef.polygonoffset = 0;
3666 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3667 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3669 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3670 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3671 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3672 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3673 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3674 if (r_showsurfaces.integer)
3676 r_refdef.scene.rtworld = false;
3677 r_refdef.scene.rtworldshadows = false;
3678 r_refdef.scene.rtdlight = false;
3679 r_refdef.scene.rtdlightshadows = false;
3680 r_refdef.lightmapintensity = 0;
3683 if (gamemode == GAME_NEHAHRA)
3685 if (gl_fogenable.integer)
3687 r_refdef.oldgl_fogenable = true;
3688 r_refdef.fog_density = gl_fogdensity.value;
3689 r_refdef.fog_red = gl_fogred.value;
3690 r_refdef.fog_green = gl_foggreen.value;
3691 r_refdef.fog_blue = gl_fogblue.value;
3692 r_refdef.fog_alpha = 1;
3693 r_refdef.fog_start = 0;
3694 r_refdef.fog_end = gl_skyclip.value;
3696 else if (r_refdef.oldgl_fogenable)
3698 r_refdef.oldgl_fogenable = false;
3699 r_refdef.fog_density = 0;
3700 r_refdef.fog_red = 0;
3701 r_refdef.fog_green = 0;
3702 r_refdef.fog_blue = 0;
3703 r_refdef.fog_alpha = 0;
3704 r_refdef.fog_start = 0;
3705 r_refdef.fog_end = 0;
3709 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3710 r_refdef.fog_start = max(0, r_refdef.fog_start);
3711 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3713 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3715 if (r_refdef.fog_density && r_drawfog.integer)
3717 r_refdef.fogenabled = true;
3718 // this is the point where the fog reaches 0.9986 alpha, which we
3719 // consider a good enough cutoff point for the texture
3720 // (0.9986 * 256 == 255.6)
3721 if (r_fog_exp2.integer)
3722 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3724 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3725 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3726 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3727 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3728 // fog color was already set
3729 // update the fog texture
3730 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)
3731 R_BuildFogTexture();
3734 r_refdef.fogenabled = false;
3736 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3738 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3740 // build GLSL gamma texture
3741 #define RAMPWIDTH 256
3742 unsigned short ramp[RAMPWIDTH * 3];
3743 unsigned char ramprgb[RAMPWIDTH][4];
3746 r_texture_gammaramps_serial = vid_gammatables_serial;
3748 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3749 for(i = 0; i < RAMPWIDTH; ++i)
3751 ramprgb[i][0] = ramp[i] >> 8;
3752 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3753 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3756 if (r_texture_gammaramps)
3758 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3762 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3768 // remove GLSL gamma texture
3772 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3773 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3779 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3780 if( scenetype != r_currentscenetype ) {
3781 // store the old scenetype
3782 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3783 r_currentscenetype = scenetype;
3784 // move in the new scene
3785 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3794 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3796 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3797 if( scenetype == r_currentscenetype ) {
3798 return &r_refdef.scene;
3800 return &r_scenes_store[ scenetype ];
3809 void R_RenderView(void)
3811 if (r_refdef.view.isoverlay)
3813 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3814 GL_Clear( GL_DEPTH_BUFFER_BIT );
3815 R_TimeReport("depthclear");
3817 r_refdef.view.showdebug = false;
3819 r_waterstate.enabled = false;
3820 r_waterstate.numwaterplanes = 0;
3822 R_RenderScene(false);
3828 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3829 return; //Host_Error ("R_RenderView: NULL worldmodel");
3831 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3833 // break apart the view matrix into vectors for various purposes
3834 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3835 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3836 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3837 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3838 // make an inverted copy of the view matrix for tracking sprites
3839 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3841 R_Shadow_UpdateWorldLightSelection();
3843 R_Bloom_StartFrame();
3844 R_Water_StartFrame();
3847 if (r_timereport_active)
3848 R_TimeReport("viewsetup");
3850 R_ResetViewRendering3D();
3852 if (r_refdef.view.clear || r_refdef.fogenabled)
3854 R_ClearScreen(r_refdef.fogenabled);
3855 if (r_timereport_active)
3856 R_TimeReport("viewclear");
3858 r_refdef.view.clear = true;
3860 r_refdef.view.showdebug = true;
3862 // this produces a bloom texture to be used in R_BlendView() later
3864 R_HDR_RenderBloomTexture();
3866 r_waterstate.numwaterplanes = 0;
3867 R_RenderScene(r_waterstate.enabled);
3870 if (r_timereport_active)
3871 R_TimeReport("blendview");
3873 GL_Scissor(0, 0, vid.width, vid.height);
3874 GL_ScissorTest(false);
3878 extern void R_DrawLightningBeams (void);
3879 extern void VM_CL_AddPolygonsToMeshQueue (void);
3880 extern void R_DrawPortals (void);
3881 extern cvar_t cl_locs_show;
3882 static void R_DrawLocs(void);
3883 static void R_DrawEntityBBoxes(void);
3884 void R_RenderScene(qboolean addwaterplanes)
3886 r_refdef.stats.renders++;
3892 R_ResetViewRendering3D();
3895 if (r_timereport_active)
3896 R_TimeReport("watervis");
3898 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3900 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3901 if (r_timereport_active)
3902 R_TimeReport("waterworld");
3905 // don't let sound skip if going slow
3906 if (r_refdef.scene.extraupdate)
3909 R_DrawModelsAddWaterPlanes();
3910 if (r_timereport_active)
3911 R_TimeReport("watermodels");
3913 R_Water_ProcessPlanes();
3914 if (r_timereport_active)
3915 R_TimeReport("waterscenes");
3918 R_ResetViewRendering3D();
3920 // don't let sound skip if going slow
3921 if (r_refdef.scene.extraupdate)
3924 R_MeshQueue_BeginScene();
3929 if (r_timereport_active)
3930 R_TimeReport("visibility");
3932 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);
3934 if (cl.csqc_vidvars.drawworld)
3936 // don't let sound skip if going slow
3937 if (r_refdef.scene.extraupdate)
3940 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3942 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3943 if (r_timereport_active)
3944 R_TimeReport("worldsky");
3947 if (R_DrawBrushModelsSky() && r_timereport_active)
3948 R_TimeReport("bmodelsky");
3951 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3953 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3954 if (r_timereport_active)
3955 R_TimeReport("worlddepth");
3957 if (r_depthfirst.integer >= 2)
3959 R_DrawModelsDepth();
3960 if (r_timereport_active)
3961 R_TimeReport("modeldepth");
3964 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3966 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3967 if (r_timereport_active)
3968 R_TimeReport("world");
3971 // don't let sound skip if going slow
3972 if (r_refdef.scene.extraupdate)
3976 if (r_timereport_active)
3977 R_TimeReport("models");
3979 // don't let sound skip if going slow
3980 if (r_refdef.scene.extraupdate)
3983 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3985 R_DrawModelShadows();
3987 R_ResetViewRendering3D();
3989 // don't let sound skip if going slow
3990 if (r_refdef.scene.extraupdate)
3994 R_ShadowVolumeLighting(false);
3995 if (r_timereport_active)
3996 R_TimeReport("rtlights");
3998 // don't let sound skip if going slow
3999 if (r_refdef.scene.extraupdate)
4002 if (cl.csqc_vidvars.drawworld)
4004 R_DrawLightningBeams();
4005 if (r_timereport_active)
4006 R_TimeReport("lightning");
4009 if (r_timereport_active)
4010 R_TimeReport("decals");
4013 if (r_timereport_active)
4014 R_TimeReport("particles");
4017 if (r_timereport_active)
4018 R_TimeReport("explosions");
4021 R_SetupGenericShader(true);
4022 VM_CL_AddPolygonsToMeshQueue();
4024 if (r_refdef.view.showdebug)
4026 if (cl_locs_show.integer)
4029 if (r_timereport_active)
4030 R_TimeReport("showlocs");
4033 if (r_drawportals.integer)
4036 if (r_timereport_active)
4037 R_TimeReport("portals");
4040 if (r_showbboxes.value > 0)
4042 R_DrawEntityBBoxes();
4043 if (r_timereport_active)
4044 R_TimeReport("bboxes");
4048 R_SetupGenericShader(true);
4049 R_MeshQueue_RenderTransparent();
4050 if (r_timereport_active)
4051 R_TimeReport("drawtrans");
4053 R_SetupGenericShader(true);
4055 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))
4057 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4058 if (r_timereport_active)
4059 R_TimeReport("worlddebug");
4060 R_DrawModelsDebug();
4061 if (r_timereport_active)
4062 R_TimeReport("modeldebug");
4065 R_SetupGenericShader(true);
4067 if (cl.csqc_vidvars.drawworld)
4070 if (r_timereport_active)
4071 R_TimeReport("coronas");
4074 // don't let sound skip if going slow
4075 if (r_refdef.scene.extraupdate)
4078 R_ResetViewRendering2D();
4081 static const unsigned short bboxelements[36] =
4091 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4094 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4095 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4096 GL_DepthMask(false);
4097 GL_DepthRange(0, 1);
4098 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4099 R_Mesh_Matrix(&identitymatrix);
4100 R_Mesh_ResetTextureState();
4102 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4103 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4104 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4105 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4106 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4107 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4108 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4109 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4110 R_FillColors(color4f, 8, cr, cg, cb, ca);
4111 if (r_refdef.fogenabled)
4113 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4115 f1 = FogPoint_World(v);
4117 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4118 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4119 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4122 R_Mesh_VertexPointer(vertex3f, 0, 0);
4123 R_Mesh_ColorPointer(color4f, 0, 0);
4124 R_Mesh_ResetTextureState();
4125 R_SetupGenericShader(false);
4126 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4129 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4133 prvm_edict_t *edict;
4134 prvm_prog_t *prog_save = prog;
4136 // this function draws bounding boxes of server entities
4140 GL_CullFace(GL_NONE);
4141 R_SetupGenericShader(false);
4145 for (i = 0;i < numsurfaces;i++)
4147 edict = PRVM_EDICT_NUM(surfacelist[i]);
4148 switch ((int)edict->fields.server->solid)
4150 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4151 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4152 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4153 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4154 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4155 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4157 color[3] *= r_showbboxes.value;
4158 color[3] = bound(0, color[3], 1);
4159 GL_DepthTest(!r_showdisabledepthtest.integer);
4160 GL_CullFace(r_refdef.view.cullface_front);
4161 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4167 static void R_DrawEntityBBoxes(void)
4170 prvm_edict_t *edict;
4172 prvm_prog_t *prog_save = prog;
4174 // this function draws bounding boxes of server entities
4180 for (i = 0;i < prog->num_edicts;i++)
4182 edict = PRVM_EDICT_NUM(i);
4183 if (edict->priv.server->free)
4185 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4186 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4188 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4190 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4191 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4197 unsigned short nomodelelements[24] =
4209 float nomodelvertex3f[6*3] =
4219 float nomodelcolor4f[6*4] =
4221 0.0f, 0.0f, 0.5f, 1.0f,
4222 0.0f, 0.0f, 0.5f, 1.0f,
4223 0.0f, 0.5f, 0.0f, 1.0f,
4224 0.0f, 0.5f, 0.0f, 1.0f,
4225 0.5f, 0.0f, 0.0f, 1.0f,
4226 0.5f, 0.0f, 0.0f, 1.0f
4229 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4234 // this is only called once per entity so numsurfaces is always 1, and
4235 // surfacelist is always {0}, so this code does not handle batches
4236 R_Mesh_Matrix(&ent->matrix);
4238 if (ent->flags & EF_ADDITIVE)
4240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4241 GL_DepthMask(false);
4243 else if (ent->alpha < 1)
4245 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4246 GL_DepthMask(false);
4250 GL_BlendFunc(GL_ONE, GL_ZERO);
4253 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4254 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4255 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4256 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4257 R_SetupGenericShader(false);
4258 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4259 if (r_refdef.fogenabled)
4262 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4263 R_Mesh_ColorPointer(color4f, 0, 0);
4264 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4265 f1 = FogPoint_World(org);
4267 for (i = 0, c = color4f;i < 6;i++, c += 4)
4269 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4270 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4271 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4275 else if (ent->alpha != 1)
4277 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4278 R_Mesh_ColorPointer(color4f, 0, 0);
4279 for (i = 0, c = color4f;i < 6;i++, c += 4)
4283 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4284 R_Mesh_ResetTextureState();
4285 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4288 void R_DrawNoModel(entity_render_t *ent)
4291 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4292 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4293 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4295 // R_DrawNoModelCallback(ent, 0);
4298 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4300 vec3_t right1, right2, diff, normal;
4302 VectorSubtract (org2, org1, normal);
4304 // calculate 'right' vector for start
4305 VectorSubtract (r_refdef.view.origin, org1, diff);
4306 CrossProduct (normal, diff, right1);
4307 VectorNormalize (right1);
4309 // calculate 'right' vector for end
4310 VectorSubtract (r_refdef.view.origin, org2, diff);
4311 CrossProduct (normal, diff, right2);
4312 VectorNormalize (right2);
4314 vert[ 0] = org1[0] + width * right1[0];
4315 vert[ 1] = org1[1] + width * right1[1];
4316 vert[ 2] = org1[2] + width * right1[2];
4317 vert[ 3] = org1[0] - width * right1[0];
4318 vert[ 4] = org1[1] - width * right1[1];
4319 vert[ 5] = org1[2] - width * right1[2];
4320 vert[ 6] = org2[0] - width * right2[0];
4321 vert[ 7] = org2[1] - width * right2[1];
4322 vert[ 8] = org2[2] - width * right2[2];
4323 vert[ 9] = org2[0] + width * right2[0];
4324 vert[10] = org2[1] + width * right2[1];
4325 vert[11] = org2[2] + width * right2[2];
4328 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4330 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)
4335 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4336 fog = FogPoint_World(origin);
4338 R_Mesh_Matrix(&identitymatrix);
4339 GL_BlendFunc(blendfunc1, blendfunc2);
4345 GL_CullFace(r_refdef.view.cullface_front);
4348 GL_CullFace(r_refdef.view.cullface_back);
4349 GL_CullFace(GL_NONE);
4351 GL_DepthMask(false);
4352 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4353 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4354 GL_DepthTest(!depthdisable);
4356 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4357 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4358 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4359 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4360 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4361 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4362 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4363 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4364 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4365 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4366 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4367 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4369 R_Mesh_VertexPointer(vertex3f, 0, 0);
4370 R_Mesh_ColorPointer(NULL, 0, 0);
4371 R_Mesh_ResetTextureState();
4372 R_SetupGenericShader(true);
4373 R_Mesh_TexBind(0, R_GetTexture(texture));
4374 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4375 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4376 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4377 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4379 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4381 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4382 GL_BlendFunc(blendfunc1, GL_ONE);
4384 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4385 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4389 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4394 VectorSet(v, x, y, z);
4395 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4396 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4398 if (i == mesh->numvertices)
4400 if (mesh->numvertices < mesh->maxvertices)
4402 VectorCopy(v, vertex3f);
4403 mesh->numvertices++;
4405 return mesh->numvertices;
4411 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4415 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4416 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4417 e = mesh->element3i + mesh->numtriangles * 3;
4418 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4420 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4421 if (mesh->numtriangles < mesh->maxtriangles)
4426 mesh->numtriangles++;
4428 element[1] = element[2];
4432 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4436 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4437 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4438 e = mesh->element3i + mesh->numtriangles * 3;
4439 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4441 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4442 if (mesh->numtriangles < mesh->maxtriangles)
4447 mesh->numtriangles++;
4449 element[1] = element[2];
4453 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4454 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4456 int planenum, planenum2;
4459 mplane_t *plane, *plane2;
4461 double temppoints[2][256*3];
4462 // figure out how large a bounding box we need to properly compute this brush
4464 for (w = 0;w < numplanes;w++)
4465 maxdist = max(maxdist, planes[w].dist);
4466 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4467 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4468 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4472 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4473 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4475 if (planenum2 == planenum)
4477 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);
4480 if (tempnumpoints < 3)
4482 // generate elements forming a triangle fan for this polygon
4483 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4487 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)
4489 texturelayer_t *layer;
4490 layer = t->currentlayers + t->currentnumlayers++;
4492 layer->depthmask = depthmask;
4493 layer->blendfunc1 = blendfunc1;
4494 layer->blendfunc2 = blendfunc2;
4495 layer->texture = texture;
4496 layer->texmatrix = *matrix;
4497 layer->color[0] = r * r_refdef.view.colorscale;
4498 layer->color[1] = g * r_refdef.view.colorscale;
4499 layer->color[2] = b * r_refdef.view.colorscale;
4500 layer->color[3] = a;
4503 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4506 index = parms[2] + r_refdef.scene.time * parms[3];
4507 index -= floor(index);
4511 case Q3WAVEFUNC_NONE:
4512 case Q3WAVEFUNC_NOISE:
4513 case Q3WAVEFUNC_COUNT:
4516 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4517 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4518 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4519 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4520 case Q3WAVEFUNC_TRIANGLE:
4522 f = index - floor(index);
4533 return (float)(parms[0] + parms[1] * f);
4536 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4540 dp_model_t *model = ent->model;
4543 q3shaderinfo_layer_tcmod_t *tcmod;
4545 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4547 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4551 // switch to an alternate material if this is a q1bsp animated material
4553 texture_t *texture = t;
4554 int s = ent->skinnum;
4555 if ((unsigned int)s >= (unsigned int)model->numskins)
4557 if (model->skinscenes)
4559 if (model->skinscenes[s].framecount > 1)
4560 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4562 s = model->skinscenes[s].firstframe;
4565 t = t + s * model->num_surfaces;
4568 // use an alternate animation if the entity's frame is not 0,
4569 // and only if the texture has an alternate animation
4570 if (ent->frame2 != 0 && t->anim_total[1])
4571 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4573 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4575 texture->currentframe = t;
4578 // update currentskinframe to be a qw skin or animation frame
4579 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"))
4581 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4583 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4584 if (developer_loading.integer)
4585 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4586 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);
4588 t->currentskinframe = r_qwskincache_skinframe[i];
4589 if (t->currentskinframe == NULL)
4590 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4592 else if (t->numskinframes >= 2)
4593 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4594 if (t->backgroundnumskinframes >= 2)
4595 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4597 t->currentmaterialflags = t->basematerialflags;
4598 t->currentalpha = ent->alpha;
4599 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4600 t->currentalpha *= r_wateralpha.value;
4601 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4602 t->currentalpha *= t->r_water_wateralpha;
4603 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4604 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4605 if (!(ent->flags & RENDER_LIGHT))
4606 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4607 else if (rsurface.modeltexcoordlightmap2f == NULL)
4609 // pick a model lighting mode
4610 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4611 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4613 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4615 if (ent->effects & EF_ADDITIVE)
4616 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4617 else if (t->currentalpha < 1)
4618 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4619 if (ent->effects & EF_DOUBLESIDED)
4620 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4621 if (ent->effects & EF_NODEPTHTEST)
4622 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4623 if (ent->flags & RENDER_VIEWMODEL)
4624 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4625 if (t->backgroundnumskinframes)
4626 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4627 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4629 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4630 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4633 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4635 // there is no tcmod
4636 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4637 t->currenttexmatrix = r_waterscrollmatrix;
4639 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4642 switch(tcmod->tcmod)
4646 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4647 matrix = r_waterscrollmatrix;
4649 matrix = identitymatrix;
4651 case Q3TCMOD_ENTITYTRANSLATE:
4652 // this is used in Q3 to allow the gamecode to control texcoord
4653 // scrolling on the entity, which is not supported in darkplaces yet.
4654 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4656 case Q3TCMOD_ROTATE:
4657 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4658 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4659 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4662 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4664 case Q3TCMOD_SCROLL:
4665 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4667 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4668 w = tcmod->parms[0];
4669 h = tcmod->parms[1];
4670 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4672 idx = floor(f * w * h);
4673 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4675 case Q3TCMOD_STRETCH:
4676 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4677 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4679 case Q3TCMOD_TRANSFORM:
4680 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4681 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4682 VectorSet(tcmat + 6, 0 , 0 , 1);
4683 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4684 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4686 case Q3TCMOD_TURBULENT:
4687 // this is handled in the RSurf_PrepareVertices function
4688 matrix = identitymatrix;
4691 // either replace or concatenate the transformation
4693 t->currenttexmatrix = matrix;
4696 matrix4x4_t temp = t->currenttexmatrix;
4697 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4701 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4702 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4703 t->glosstexture = r_texture_black;
4704 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4705 t->backgroundglosstexture = r_texture_black;
4706 t->specularpower = r_shadow_glossexponent.value;
4707 // TODO: store reference values for these in the texture?
4708 t->specularscale = 0;
4709 if (r_shadow_gloss.integer > 0)
4711 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4713 if (r_shadow_glossintensity.value > 0)
4715 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4716 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4717 t->specularscale = r_shadow_glossintensity.value;
4720 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4722 t->glosstexture = r_texture_white;
4723 t->backgroundglosstexture = r_texture_white;
4724 t->specularscale = r_shadow_gloss2intensity.value;
4728 // lightmaps mode looks bad with dlights using actual texturing, so turn
4729 // off the colormap and glossmap, but leave the normalmap on as it still
4730 // accurately represents the shading involved
4731 if (gl_lightmaps.integer)
4733 t->basetexture = r_texture_grey128;
4734 t->backgroundbasetexture = NULL;
4735 t->specularscale = 0;
4736 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4739 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4740 VectorClear(t->dlightcolor);
4741 t->currentnumlayers = 0;
4742 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4745 int blendfunc1, blendfunc2, depthmask;
4746 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4748 blendfunc1 = GL_SRC_ALPHA;
4749 blendfunc2 = GL_ONE;
4751 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4753 blendfunc1 = GL_SRC_ALPHA;
4754 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4756 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4758 blendfunc1 = t->customblendfunc[0];
4759 blendfunc2 = t->customblendfunc[1];
4763 blendfunc1 = GL_ONE;
4764 blendfunc2 = GL_ZERO;
4766 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4767 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4768 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4769 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4771 // fullbright is not affected by r_refdef.lightmapintensity
4772 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]);
4773 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4774 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]);
4775 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4776 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]);
4780 vec3_t ambientcolor;
4782 // set the color tint used for lights affecting this surface
4783 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4785 // q3bsp has no lightmap updates, so the lightstylevalue that
4786 // would normally be baked into the lightmap must be
4787 // applied to the color
4788 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4789 if (ent->model->type == mod_brushq3)
4790 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4791 colorscale *= r_refdef.lightmapintensity;
4792 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4793 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4794 // basic lit geometry
4795 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]);
4796 // add pants/shirt if needed
4797 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4798 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]);
4799 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4800 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]);
4801 // now add ambient passes if needed
4802 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4804 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]);
4805 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4806 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]);
4807 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4808 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]);
4811 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4812 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]);
4813 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4815 // if this is opaque use alpha blend which will darken the earlier
4818 // if this is an alpha blended material, all the earlier passes
4819 // were darkened by fog already, so we only need to add the fog
4820 // color ontop through the fog mask texture
4822 // if this is an additive blended material, all the earlier passes
4823 // were darkened by fog already, and we should not add fog color
4824 // (because the background was not darkened, there is no fog color
4825 // that was lost behind it).
4826 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]);
4831 void R_UpdateAllTextureInfo(entity_render_t *ent)
4835 for (i = 0;i < ent->model->num_texturesperskin;i++)
4836 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4839 rsurfacestate_t rsurface;
4841 void R_Mesh_ResizeArrays(int newvertices)
4844 if (rsurface.array_size >= newvertices)
4846 if (rsurface.array_modelvertex3f)
4847 Mem_Free(rsurface.array_modelvertex3f);
4848 rsurface.array_size = (newvertices + 1023) & ~1023;
4849 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4850 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4851 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4852 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4853 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4854 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4855 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4856 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4857 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4858 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4859 rsurface.array_color4f = base + rsurface.array_size * 27;
4860 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4863 void RSurf_ActiveWorldEntity(void)
4865 dp_model_t *model = r_refdef.scene.worldmodel;
4866 if (rsurface.array_size < model->surfmesh.num_vertices)
4867 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4868 rsurface.matrix = identitymatrix;
4869 rsurface.inversematrix = identitymatrix;
4870 R_Mesh_Matrix(&identitymatrix);
4871 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4872 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4873 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4874 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4875 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4876 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4877 rsurface.frameblend[0].frame = 0;
4878 rsurface.frameblend[0].lerp = 1;
4879 rsurface.frameblend[1].frame = 0;
4880 rsurface.frameblend[1].lerp = 0;
4881 rsurface.frameblend[2].frame = 0;
4882 rsurface.frameblend[2].lerp = 0;
4883 rsurface.frameblend[3].frame = 0;
4884 rsurface.frameblend[3].lerp = 0;
4885 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4886 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4887 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4888 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4889 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4890 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4891 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4892 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4893 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4894 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4895 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4896 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4897 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4898 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4899 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4900 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4901 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4902 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4903 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4904 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4905 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4906 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4907 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4908 rsurface.modelelement3i = model->surfmesh.data_element3i;
4909 rsurface.modelelement3s = model->surfmesh.data_element3s;
4910 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4911 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4912 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4913 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4914 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4915 rsurface.modelsurfaces = model->data_surfaces;
4916 rsurface.generatedvertex = false;
4917 rsurface.vertex3f = rsurface.modelvertex3f;
4918 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4919 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4920 rsurface.svector3f = rsurface.modelsvector3f;
4921 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4922 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4923 rsurface.tvector3f = rsurface.modeltvector3f;
4924 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4925 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4926 rsurface.normal3f = rsurface.modelnormal3f;
4927 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4928 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4929 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4932 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4934 dp_model_t *model = ent->model;
4935 if (rsurface.array_size < model->surfmesh.num_vertices)
4936 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4937 rsurface.matrix = ent->matrix;
4938 rsurface.inversematrix = ent->inversematrix;
4939 R_Mesh_Matrix(&rsurface.matrix);
4940 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4941 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4942 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4943 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4944 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4945 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4946 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4947 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4948 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4949 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4950 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4951 rsurface.frameblend[0] = ent->frameblend[0];
4952 rsurface.frameblend[1] = ent->frameblend[1];
4953 rsurface.frameblend[2] = ent->frameblend[2];
4954 rsurface.frameblend[3] = ent->frameblend[3];
4955 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4956 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4957 if (ent->model->brush.submodel)
4959 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4960 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4962 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4966 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4967 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4968 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4969 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4970 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4972 else if (wantnormals)
4974 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4975 rsurface.modelsvector3f = NULL;
4976 rsurface.modeltvector3f = NULL;
4977 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4978 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4982 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4983 rsurface.modelsvector3f = NULL;
4984 rsurface.modeltvector3f = NULL;
4985 rsurface.modelnormal3f = NULL;
4986 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4988 rsurface.modelvertex3f_bufferobject = 0;
4989 rsurface.modelvertex3f_bufferoffset = 0;
4990 rsurface.modelsvector3f_bufferobject = 0;
4991 rsurface.modelsvector3f_bufferoffset = 0;
4992 rsurface.modeltvector3f_bufferobject = 0;
4993 rsurface.modeltvector3f_bufferoffset = 0;
4994 rsurface.modelnormal3f_bufferobject = 0;
4995 rsurface.modelnormal3f_bufferoffset = 0;
4996 rsurface.generatedvertex = true;
5000 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5001 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5002 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5003 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5004 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5005 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5006 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5007 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5008 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5009 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5010 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5011 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5012 rsurface.generatedvertex = false;
5014 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5015 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5016 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5017 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5018 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5019 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5020 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5021 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5022 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5023 rsurface.modelelement3i = model->surfmesh.data_element3i;
5024 rsurface.modelelement3s = model->surfmesh.data_element3s;
5025 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5026 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5027 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5028 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5029 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5030 rsurface.modelsurfaces = model->data_surfaces;
5031 rsurface.vertex3f = rsurface.modelvertex3f;
5032 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5033 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5034 rsurface.svector3f = rsurface.modelsvector3f;
5035 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5036 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5037 rsurface.tvector3f = rsurface.modeltvector3f;
5038 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5039 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5040 rsurface.normal3f = rsurface.modelnormal3f;
5041 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5042 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5043 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5046 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5047 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5050 int texturesurfaceindex;
5055 const float *v1, *in_tc;
5057 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5059 q3shaderinfo_deform_t *deform;
5060 // 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
5061 if (rsurface.generatedvertex)
5063 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5064 generatenormals = true;
5065 for (i = 0;i < Q3MAXDEFORMS;i++)
5067 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5069 generatetangents = true;
5070 generatenormals = true;
5072 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5073 generatenormals = true;
5075 if (generatenormals && !rsurface.modelnormal3f)
5077 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5078 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5079 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5080 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5082 if (generatetangents && !rsurface.modelsvector3f)
5084 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5085 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5086 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5087 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5088 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5089 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5090 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);
5093 rsurface.vertex3f = rsurface.modelvertex3f;
5094 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5095 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5096 rsurface.svector3f = rsurface.modelsvector3f;
5097 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5098 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5099 rsurface.tvector3f = rsurface.modeltvector3f;
5100 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5101 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5102 rsurface.normal3f = rsurface.modelnormal3f;
5103 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5104 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5105 // if vertices are deformed (sprite flares and things in maps, possibly
5106 // water waves, bulges and other deformations), generate them into
5107 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5108 // (may be static model data or generated data for an animated model, or
5109 // the previous deform pass)
5110 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5112 switch (deform->deform)
5115 case Q3DEFORM_PROJECTIONSHADOW:
5116 case Q3DEFORM_TEXT0:
5117 case Q3DEFORM_TEXT1:
5118 case Q3DEFORM_TEXT2:
5119 case Q3DEFORM_TEXT3:
5120 case Q3DEFORM_TEXT4:
5121 case Q3DEFORM_TEXT5:
5122 case Q3DEFORM_TEXT6:
5123 case Q3DEFORM_TEXT7:
5126 case Q3DEFORM_AUTOSPRITE:
5127 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5128 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5129 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5130 VectorNormalize(newforward);
5131 VectorNormalize(newright);
5132 VectorNormalize(newup);
5133 // make deformed versions of only the model vertices used by the specified surfaces
5134 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5136 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5137 // a single autosprite surface can contain multiple sprites...
5138 for (j = 0;j < surface->num_vertices - 3;j += 4)
5140 VectorClear(center);
5141 for (i = 0;i < 4;i++)
5142 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5143 VectorScale(center, 0.25f, center);
5144 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5145 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5146 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5147 for (i = 0;i < 4;i++)
5149 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5150 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5153 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);
5154 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);
5156 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5157 rsurface.vertex3f_bufferobject = 0;
5158 rsurface.vertex3f_bufferoffset = 0;
5159 rsurface.svector3f = rsurface.array_deformedsvector3f;
5160 rsurface.svector3f_bufferobject = 0;
5161 rsurface.svector3f_bufferoffset = 0;
5162 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5163 rsurface.tvector3f_bufferobject = 0;
5164 rsurface.tvector3f_bufferoffset = 0;
5165 rsurface.normal3f = rsurface.array_deformednormal3f;
5166 rsurface.normal3f_bufferobject = 0;
5167 rsurface.normal3f_bufferoffset = 0;
5169 case Q3DEFORM_AUTOSPRITE2:
5170 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5171 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5172 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5173 VectorNormalize(newforward);
5174 VectorNormalize(newright);
5175 VectorNormalize(newup);
5176 // make deformed versions of only the model vertices used by the specified surfaces
5177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5179 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5180 const float *v1, *v2;
5190 memset(shortest, 0, sizeof(shortest));
5191 // a single autosprite surface can contain multiple sprites...
5192 for (j = 0;j < surface->num_vertices - 3;j += 4)
5194 VectorClear(center);
5195 for (i = 0;i < 4;i++)
5196 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5197 VectorScale(center, 0.25f, center);
5198 // find the two shortest edges, then use them to define the
5199 // axis vectors for rotating around the central axis
5200 for (i = 0;i < 6;i++)
5202 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5203 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5205 Debug_PolygonBegin(NULL, 0);
5206 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5207 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);
5208 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5211 l = VectorDistance2(v1, v2);
5212 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5214 l += (1.0f / 1024.0f);
5215 if (shortest[0].length2 > l || i == 0)
5217 shortest[1] = shortest[0];
5218 shortest[0].length2 = l;
5219 shortest[0].v1 = v1;
5220 shortest[0].v2 = v2;
5222 else if (shortest[1].length2 > l || i == 1)
5224 shortest[1].length2 = l;
5225 shortest[1].v1 = v1;
5226 shortest[1].v2 = v2;
5229 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5230 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5232 Debug_PolygonBegin(NULL, 0);
5233 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5234 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);
5235 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5238 // this calculates the right vector from the shortest edge
5239 // and the up vector from the edge midpoints
5240 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5241 VectorNormalize(right);
5242 VectorSubtract(end, start, up);
5243 VectorNormalize(up);
5244 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5245 //VectorSubtract(rsurface.modelorg, center, forward);
5246 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5247 VectorNegate(forward, forward);
5248 VectorReflect(forward, 0, up, forward);
5249 VectorNormalize(forward);
5250 CrossProduct(up, forward, newright);
5251 VectorNormalize(newright);
5253 Debug_PolygonBegin(NULL, 0);
5254 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);
5255 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5256 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5260 Debug_PolygonBegin(NULL, 0);
5261 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5262 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5263 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5266 // rotate the quad around the up axis vector, this is made
5267 // especially easy by the fact we know the quad is flat,
5268 // so we only have to subtract the center position and
5269 // measure distance along the right vector, and then
5270 // multiply that by the newright vector and add back the
5272 // we also need to subtract the old position to undo the
5273 // displacement from the center, which we do with a
5274 // DotProduct, the subtraction/addition of center is also
5275 // optimized into DotProducts here
5276 l = DotProduct(right, center);
5277 for (i = 0;i < 4;i++)
5279 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5280 f = DotProduct(right, v1) - l;
5281 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5284 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);
5285 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);
5287 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5288 rsurface.vertex3f_bufferobject = 0;
5289 rsurface.vertex3f_bufferoffset = 0;
5290 rsurface.svector3f = rsurface.array_deformedsvector3f;
5291 rsurface.svector3f_bufferobject = 0;
5292 rsurface.svector3f_bufferoffset = 0;
5293 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5294 rsurface.tvector3f_bufferobject = 0;
5295 rsurface.tvector3f_bufferoffset = 0;
5296 rsurface.normal3f = rsurface.array_deformednormal3f;
5297 rsurface.normal3f_bufferobject = 0;
5298 rsurface.normal3f_bufferoffset = 0;
5300 case Q3DEFORM_NORMAL:
5301 // deform the normals to make reflections wavey
5302 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5304 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5305 for (j = 0;j < surface->num_vertices;j++)
5308 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5309 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5310 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5311 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5312 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5313 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5314 VectorNormalize(normal);
5316 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);
5318 rsurface.svector3f = rsurface.array_deformedsvector3f;
5319 rsurface.svector3f_bufferobject = 0;
5320 rsurface.svector3f_bufferoffset = 0;
5321 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5322 rsurface.tvector3f_bufferobject = 0;
5323 rsurface.tvector3f_bufferoffset = 0;
5324 rsurface.normal3f = rsurface.array_deformednormal3f;
5325 rsurface.normal3f_bufferobject = 0;
5326 rsurface.normal3f_bufferoffset = 0;
5329 // deform vertex array to make wavey water and flags and such
5330 waveparms[0] = deform->waveparms[0];
5331 waveparms[1] = deform->waveparms[1];
5332 waveparms[2] = deform->waveparms[2];
5333 waveparms[3] = deform->waveparms[3];
5334 // this is how a divisor of vertex influence on deformation
5335 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5336 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5337 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5339 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5340 for (j = 0;j < surface->num_vertices;j++)
5342 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5343 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5344 // if the wavefunc depends on time, evaluate it per-vertex
5347 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5348 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5350 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5353 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5354 rsurface.vertex3f_bufferobject = 0;
5355 rsurface.vertex3f_bufferoffset = 0;
5357 case Q3DEFORM_BULGE:
5358 // deform vertex array to make the surface have moving bulges
5359 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5361 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5362 for (j = 0;j < surface->num_vertices;j++)
5364 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5365 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5368 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5369 rsurface.vertex3f_bufferobject = 0;
5370 rsurface.vertex3f_bufferoffset = 0;
5373 // deform vertex array
5374 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5375 VectorScale(deform->parms, scale, waveparms);
5376 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5378 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5379 for (j = 0;j < surface->num_vertices;j++)
5380 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5382 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5383 rsurface.vertex3f_bufferobject = 0;
5384 rsurface.vertex3f_bufferoffset = 0;
5388 // generate texcoords based on the chosen texcoord source
5389 switch(rsurface.texture->tcgen.tcgen)
5392 case Q3TCGEN_TEXTURE:
5393 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5394 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5395 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5397 case Q3TCGEN_LIGHTMAP:
5398 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5399 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5400 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5402 case Q3TCGEN_VECTOR:
5403 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5405 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5406 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)
5408 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5409 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5412 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5413 rsurface.texcoordtexture2f_bufferobject = 0;
5414 rsurface.texcoordtexture2f_bufferoffset = 0;
5416 case Q3TCGEN_ENVIRONMENT:
5417 // make environment reflections using a spheremap
5418 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5420 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5421 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5422 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5423 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5424 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5426 float l, d, eyedir[3];
5427 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5428 l = 0.5f / VectorLength(eyedir);
5429 d = DotProduct(normal, eyedir)*2;
5430 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5431 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5434 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5435 rsurface.texcoordtexture2f_bufferobject = 0;
5436 rsurface.texcoordtexture2f_bufferoffset = 0;
5439 // the only tcmod that needs software vertex processing is turbulent, so
5440 // check for it here and apply the changes if needed
5441 // and we only support that as the first one
5442 // (handling a mixture of turbulent and other tcmods would be problematic
5443 // without punting it entirely to a software path)
5444 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5446 amplitude = rsurface.texture->tcmods[0].parms[1];
5447 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5448 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5450 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5451 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)
5453 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5454 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5457 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5458 rsurface.texcoordtexture2f_bufferobject = 0;
5459 rsurface.texcoordtexture2f_bufferoffset = 0;
5461 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5462 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5463 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5464 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5467 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5470 const msurface_t *surface = texturesurfacelist[0];
5471 const msurface_t *surface2;
5476 // TODO: lock all array ranges before render, rather than on each surface
5477 if (texturenumsurfaces == 1)
5479 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5480 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);
5482 else if (r_batchmode.integer == 2)
5484 #define MAXBATCHTRIANGLES 4096
5485 int batchtriangles = 0;
5486 int batchelements[MAXBATCHTRIANGLES*3];
5487 for (i = 0;i < texturenumsurfaces;i = j)
5489 surface = texturesurfacelist[i];
5491 if (surface->num_triangles > MAXBATCHTRIANGLES)
5493 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);
5496 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5497 batchtriangles = surface->num_triangles;
5498 firstvertex = surface->num_firstvertex;
5499 endvertex = surface->num_firstvertex + surface->num_vertices;
5500 for (;j < texturenumsurfaces;j++)
5502 surface2 = texturesurfacelist[j];
5503 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5505 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5506 batchtriangles += surface2->num_triangles;
5507 firstvertex = min(firstvertex, surface2->num_firstvertex);
5508 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5510 surface2 = texturesurfacelist[j-1];
5511 numvertices = endvertex - firstvertex;
5512 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5515 else if (r_batchmode.integer == 1)
5517 for (i = 0;i < texturenumsurfaces;i = j)
5519 surface = texturesurfacelist[i];
5520 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5521 if (texturesurfacelist[j] != surface2)
5523 surface2 = texturesurfacelist[j-1];
5524 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5525 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5526 GL_LockArrays(surface->num_firstvertex, numvertices);
5527 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5532 for (i = 0;i < texturenumsurfaces;i++)
5534 surface = texturesurfacelist[i];
5535 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5536 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);
5541 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5543 int i, planeindex, vertexindex;
5547 r_waterstate_waterplane_t *p, *bestp;
5548 msurface_t *surface;
5549 if (r_waterstate.renderingscene)
5551 for (i = 0;i < texturenumsurfaces;i++)
5553 surface = texturesurfacelist[i];
5554 if (lightmaptexunit >= 0)
5555 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5556 if (deluxemaptexunit >= 0)
5557 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5558 // pick the closest matching water plane
5561 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5564 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5566 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5567 d += fabs(PlaneDiff(vert, &p->plane));
5569 if (bestd > d || !bestp)
5577 if (refractiontexunit >= 0)
5578 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5579 if (reflectiontexunit >= 0)
5580 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5584 if (refractiontexunit >= 0)
5585 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5586 if (reflectiontexunit >= 0)
5587 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5589 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5590 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);
5594 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5598 const msurface_t *surface = texturesurfacelist[0];
5599 const msurface_t *surface2;
5604 // TODO: lock all array ranges before render, rather than on each surface
5605 if (texturenumsurfaces == 1)
5607 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5608 if (deluxemaptexunit >= 0)
5609 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5610 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5611 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);
5613 else if (r_batchmode.integer == 2)
5615 #define MAXBATCHTRIANGLES 4096
5616 int batchtriangles = 0;
5617 int batchelements[MAXBATCHTRIANGLES*3];
5618 for (i = 0;i < texturenumsurfaces;i = j)
5620 surface = texturesurfacelist[i];
5621 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5622 if (deluxemaptexunit >= 0)
5623 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5625 if (surface->num_triangles > MAXBATCHTRIANGLES)
5627 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);
5630 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5631 batchtriangles = surface->num_triangles;
5632 firstvertex = surface->num_firstvertex;
5633 endvertex = surface->num_firstvertex + surface->num_vertices;
5634 for (;j < texturenumsurfaces;j++)
5636 surface2 = texturesurfacelist[j];
5637 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5639 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5640 batchtriangles += surface2->num_triangles;
5641 firstvertex = min(firstvertex, surface2->num_firstvertex);
5642 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5644 surface2 = texturesurfacelist[j-1];
5645 numvertices = endvertex - firstvertex;
5646 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5649 else if (r_batchmode.integer == 1)
5652 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5653 for (i = 0;i < texturenumsurfaces;i = j)
5655 surface = texturesurfacelist[i];
5656 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5657 if (texturesurfacelist[j] != surface2)
5659 Con_Printf(" %i", j - i);
5662 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5664 for (i = 0;i < texturenumsurfaces;i = j)
5666 surface = texturesurfacelist[i];
5667 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5668 if (deluxemaptexunit >= 0)
5669 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5670 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5671 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5674 Con_Printf(" %i", j - i);
5676 surface2 = texturesurfacelist[j-1];
5677 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5678 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5679 GL_LockArrays(surface->num_firstvertex, numvertices);
5680 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5688 for (i = 0;i < texturenumsurfaces;i++)
5690 surface = texturesurfacelist[i];
5691 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5692 if (deluxemaptexunit >= 0)
5693 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5694 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5695 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);
5700 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5703 int texturesurfaceindex;
5704 if (r_showsurfaces.integer == 2)
5706 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5708 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5709 for (j = 0;j < surface->num_triangles;j++)
5711 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5712 GL_Color(f, f, f, 1);
5713 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5719 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5721 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5722 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5723 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);
5724 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5725 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);
5730 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5732 int texturesurfaceindex;
5735 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5737 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5738 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)
5746 rsurface.lightmapcolor4f = rsurface.array_color4f;
5747 rsurface.lightmapcolor4f_bufferobject = 0;
5748 rsurface.lightmapcolor4f_bufferoffset = 0;
5751 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5753 int texturesurfaceindex;
5757 if (rsurface.lightmapcolor4f)
5759 // generate color arrays for the surfaces in this list
5760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763 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)
5765 f = FogPoint_Model(v);
5775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5778 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)
5780 f = FogPoint_Model(v);
5788 rsurface.lightmapcolor4f = rsurface.array_color4f;
5789 rsurface.lightmapcolor4f_bufferobject = 0;
5790 rsurface.lightmapcolor4f_bufferoffset = 0;
5793 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5795 int texturesurfaceindex;
5799 if (!rsurface.lightmapcolor4f)
5801 // generate color arrays for the surfaces in this list
5802 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5804 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5805 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)
5807 f = FogPoint_Model(v);
5808 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5809 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5810 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5814 rsurface.lightmapcolor4f = rsurface.array_color4f;
5815 rsurface.lightmapcolor4f_bufferobject = 0;
5816 rsurface.lightmapcolor4f_bufferoffset = 0;
5819 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5821 int texturesurfaceindex;
5824 if (!rsurface.lightmapcolor4f)
5826 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5829 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)
5837 rsurface.lightmapcolor4f = rsurface.array_color4f;
5838 rsurface.lightmapcolor4f_bufferobject = 0;
5839 rsurface.lightmapcolor4f_bufferoffset = 0;
5842 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5844 int texturesurfaceindex;
5847 if (!rsurface.lightmapcolor4f)
5849 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5851 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5852 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)
5854 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5855 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5856 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5860 rsurface.lightmapcolor4f = rsurface.array_color4f;
5861 rsurface.lightmapcolor4f_bufferobject = 0;
5862 rsurface.lightmapcolor4f_bufferoffset = 0;
5865 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5868 rsurface.lightmapcolor4f = NULL;
5869 rsurface.lightmapcolor4f_bufferobject = 0;
5870 rsurface.lightmapcolor4f_bufferoffset = 0;
5871 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5872 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5873 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5874 GL_Color(r, g, b, a);
5875 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5878 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5880 // TODO: optimize applyfog && applycolor case
5881 // just apply fog if necessary, and tint the fog color array if necessary
5882 rsurface.lightmapcolor4f = NULL;
5883 rsurface.lightmapcolor4f_bufferobject = 0;
5884 rsurface.lightmapcolor4f_bufferoffset = 0;
5885 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5886 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5887 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5888 GL_Color(r, g, b, a);
5889 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5892 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5894 int texturesurfaceindex;
5898 if (texturesurfacelist[0]->lightmapinfo)
5900 // generate color arrays for the surfaces in this list
5901 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5903 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5904 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5906 if (surface->lightmapinfo->samples)
5908 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5909 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5910 VectorScale(lm, scale, c);
5911 if (surface->lightmapinfo->styles[1] != 255)
5913 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5915 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5916 VectorMA(c, scale, lm, c);
5917 if (surface->lightmapinfo->styles[2] != 255)
5920 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5921 VectorMA(c, scale, lm, c);
5922 if (surface->lightmapinfo->styles[3] != 255)
5925 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5926 VectorMA(c, scale, lm, c);
5936 rsurface.lightmapcolor4f = rsurface.array_color4f;
5937 rsurface.lightmapcolor4f_bufferobject = 0;
5938 rsurface.lightmapcolor4f_bufferoffset = 0;
5942 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5943 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5944 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5946 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5947 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5948 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5949 GL_Color(r, g, b, a);
5950 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5953 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5955 int texturesurfaceindex;
5958 float *v, *c, *c2, alpha;
5959 vec3_t ambientcolor;
5960 vec3_t diffusecolor;
5964 VectorCopy(rsurface.modellight_lightdir, lightdir);
5965 f = 0.5f * r_refdef.lightmapintensity;
5966 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5967 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5968 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5969 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5970 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5971 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5973 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5975 // generate color arrays for the surfaces in this list
5976 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5978 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5979 int numverts = surface->num_vertices;
5980 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5981 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5982 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5983 // q3-style directional shading
5984 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5986 if ((f = DotProduct(c2, lightdir)) > 0)
5987 VectorMA(ambientcolor, f, diffusecolor, c);
5989 VectorCopy(ambientcolor, c);
5997 rsurface.lightmapcolor4f = rsurface.array_color4f;
5998 rsurface.lightmapcolor4f_bufferobject = 0;
5999 rsurface.lightmapcolor4f_bufferoffset = 0;
6000 *applycolor = false;
6004 *r = ambientcolor[0];
6005 *g = ambientcolor[1];
6006 *b = ambientcolor[2];
6007 rsurface.lightmapcolor4f = NULL;
6008 rsurface.lightmapcolor4f_bufferobject = 0;
6009 rsurface.lightmapcolor4f_bufferoffset = 0;
6013 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6015 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6016 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6017 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6018 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6019 GL_Color(r, g, b, a);
6020 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6023 void RSurf_SetupDepthAndCulling(void)
6025 // submodels are biased to avoid z-fighting with world surfaces that they
6026 // may be exactly overlapping (avoids z-fighting artifacts on certain
6027 // doors and things in Quake maps)
6028 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6029 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6030 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6031 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6034 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6036 // transparent sky would be ridiculous
6037 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6039 R_SetupGenericShader(false);
6042 skyrendernow = false;
6043 // we have to force off the water clipping plane while rendering sky
6047 // restore entity matrix
6048 R_Mesh_Matrix(&rsurface.matrix);
6050 RSurf_SetupDepthAndCulling();
6052 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6053 // skymasking on them, and Quake3 never did sky masking (unlike
6054 // software Quake and software Quake2), so disable the sky masking
6055 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6056 // and skymasking also looks very bad when noclipping outside the
6057 // level, so don't use it then either.
6058 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6060 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6061 R_Mesh_ColorPointer(NULL, 0, 0);
6062 R_Mesh_ResetTextureState();
6063 if (skyrendermasked)
6065 R_SetupDepthOrShadowShader();
6066 // depth-only (masking)
6067 GL_ColorMask(0,0,0,0);
6068 // just to make sure that braindead drivers don't draw
6069 // anything despite that colormask...
6070 GL_BlendFunc(GL_ZERO, GL_ONE);
6074 R_SetupGenericShader(false);
6076 GL_BlendFunc(GL_ONE, GL_ZERO);
6078 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6079 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6080 if (skyrendermasked)
6081 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6083 R_Mesh_ResetTextureState();
6084 GL_Color(1, 1, 1, 1);
6087 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6089 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6092 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6093 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6094 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6095 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6096 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6097 if (rsurface.texture->backgroundcurrentskinframe)
6099 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6100 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6101 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6102 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6104 if(rsurface.texture->colormapping)
6106 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6107 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6109 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6110 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6111 R_Mesh_ColorPointer(NULL, 0, 0);
6113 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6115 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6117 // render background
6118 GL_BlendFunc(GL_ONE, GL_ZERO);
6120 GL_AlphaTest(false);
6122 GL_Color(1, 1, 1, 1);
6123 R_Mesh_ColorPointer(NULL, 0, 0);
6125 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6126 if (r_glsl_permutation)
6128 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6129 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6130 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6131 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6132 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6133 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6134 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);
6136 GL_LockArrays(0, 0);
6138 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6139 GL_DepthMask(false);
6140 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6141 R_Mesh_ColorPointer(NULL, 0, 0);
6143 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6144 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6145 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6148 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6149 if (!r_glsl_permutation)
6152 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6153 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6154 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6155 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6156 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6157 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6159 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6161 GL_BlendFunc(GL_ONE, GL_ZERO);
6163 GL_AlphaTest(false);
6167 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6168 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6169 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6172 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6174 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6175 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);
6177 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6181 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6182 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);
6184 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6186 GL_LockArrays(0, 0);
6189 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6191 // OpenGL 1.3 path - anything not completely ancient
6192 int texturesurfaceindex;
6193 qboolean applycolor;
6197 const texturelayer_t *layer;
6198 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6200 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6203 int layertexrgbscale;
6204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6206 if (layerindex == 0)
6210 GL_AlphaTest(false);
6211 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6214 GL_DepthMask(layer->depthmask && writedepth);
6215 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6216 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6218 layertexrgbscale = 4;
6219 VectorScale(layer->color, 0.25f, layercolor);
6221 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6223 layertexrgbscale = 2;
6224 VectorScale(layer->color, 0.5f, layercolor);
6228 layertexrgbscale = 1;
6229 VectorScale(layer->color, 1.0f, layercolor);
6231 layercolor[3] = layer->color[3];
6232 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6233 R_Mesh_ColorPointer(NULL, 0, 0);
6234 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6235 switch (layer->type)
6237 case TEXTURELAYERTYPE_LITTEXTURE:
6238 memset(&m, 0, sizeof(m));
6239 m.tex[0] = R_GetTexture(r_texture_white);
6240 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6241 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6242 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6243 m.tex[1] = R_GetTexture(layer->texture);
6244 m.texmatrix[1] = layer->texmatrix;
6245 m.texrgbscale[1] = layertexrgbscale;
6246 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6247 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6248 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6249 R_Mesh_TextureState(&m);
6250 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6251 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6252 else if (rsurface.uselightmaptexture)
6253 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6255 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6257 case TEXTURELAYERTYPE_TEXTURE:
6258 memset(&m, 0, sizeof(m));
6259 m.tex[0] = R_GetTexture(layer->texture);
6260 m.texmatrix[0] = layer->texmatrix;
6261 m.texrgbscale[0] = layertexrgbscale;
6262 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6263 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6264 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6265 R_Mesh_TextureState(&m);
6266 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6268 case TEXTURELAYERTYPE_FOG:
6269 memset(&m, 0, sizeof(m));
6270 m.texrgbscale[0] = layertexrgbscale;
6273 m.tex[0] = R_GetTexture(layer->texture);
6274 m.texmatrix[0] = layer->texmatrix;
6275 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6276 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6277 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6279 R_Mesh_TextureState(&m);
6280 // generate a color array for the fog pass
6281 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6282 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6286 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6287 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)
6289 f = 1 - FogPoint_Model(v);
6290 c[0] = layercolor[0];
6291 c[1] = layercolor[1];
6292 c[2] = layercolor[2];
6293 c[3] = f * layercolor[3];
6296 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6299 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6301 GL_LockArrays(0, 0);
6304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6306 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6307 GL_AlphaTest(false);
6311 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6313 // OpenGL 1.1 - crusty old voodoo path
6314 int texturesurfaceindex;
6318 const texturelayer_t *layer;
6319 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6321 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6325 if (layerindex == 0)
6329 GL_AlphaTest(false);
6330 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6333 GL_DepthMask(layer->depthmask && writedepth);
6334 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6335 R_Mesh_ColorPointer(NULL, 0, 0);
6336 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6337 switch (layer->type)
6339 case TEXTURELAYERTYPE_LITTEXTURE:
6340 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6342 // two-pass lit texture with 2x rgbscale
6343 // first the lightmap pass
6344 memset(&m, 0, sizeof(m));
6345 m.tex[0] = R_GetTexture(r_texture_white);
6346 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6347 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6348 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6349 R_Mesh_TextureState(&m);
6350 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6351 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6352 else if (rsurface.uselightmaptexture)
6353 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6355 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6356 GL_LockArrays(0, 0);
6357 // then apply the texture to it
6358 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6359 memset(&m, 0, sizeof(m));
6360 m.tex[0] = R_GetTexture(layer->texture);
6361 m.texmatrix[0] = layer->texmatrix;
6362 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6363 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6364 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6365 R_Mesh_TextureState(&m);
6366 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);
6370 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6371 memset(&m, 0, sizeof(m));
6372 m.tex[0] = R_GetTexture(layer->texture);
6373 m.texmatrix[0] = layer->texmatrix;
6374 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6375 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6376 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6377 R_Mesh_TextureState(&m);
6378 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6379 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);
6381 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);
6384 case TEXTURELAYERTYPE_TEXTURE:
6385 // singletexture unlit texture with transparency support
6386 memset(&m, 0, sizeof(m));
6387 m.tex[0] = R_GetTexture(layer->texture);
6388 m.texmatrix[0] = layer->texmatrix;
6389 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6390 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6391 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6392 R_Mesh_TextureState(&m);
6393 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);
6395 case TEXTURELAYERTYPE_FOG:
6396 // singletexture fogging
6397 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6400 memset(&m, 0, sizeof(m));
6401 m.tex[0] = R_GetTexture(layer->texture);
6402 m.texmatrix[0] = layer->texmatrix;
6403 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6404 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6405 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6406 R_Mesh_TextureState(&m);
6409 R_Mesh_ResetTextureState();
6410 // generate a color array for the fog pass
6411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6416 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)
6418 f = 1 - FogPoint_Model(v);
6419 c[0] = layer->color[0];
6420 c[1] = layer->color[1];
6421 c[2] = layer->color[2];
6422 c[3] = f * layer->color[3];
6425 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6428 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6430 GL_LockArrays(0, 0);
6433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6435 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6436 GL_AlphaTest(false);
6440 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6444 GL_AlphaTest(false);
6445 R_Mesh_ColorPointer(NULL, 0, 0);
6446 R_Mesh_ResetTextureState();
6447 R_SetupGenericShader(false);
6449 if(rsurface.texture && rsurface.texture->currentskinframe)
6450 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6459 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6461 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6462 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6463 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6466 // brighten it up (as texture value 127 means "unlit")
6467 c[0] *= 2 * r_refdef.view.colorscale;
6468 c[1] *= 2 * r_refdef.view.colorscale;
6469 c[2] *= 2 * r_refdef.view.colorscale;
6471 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6472 c[3] *= r_wateralpha.value;
6474 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6476 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6477 GL_DepthMask(false);
6479 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6481 GL_BlendFunc(GL_ONE, GL_ONE);
6482 GL_DepthMask(false);
6484 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6486 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6487 GL_DepthMask(false);
6489 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6491 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6492 GL_DepthMask(false);
6496 GL_BlendFunc(GL_ONE, GL_ZERO);
6497 GL_DepthMask(writedepth);
6500 rsurface.lightmapcolor4f = NULL;
6502 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6504 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6506 rsurface.lightmapcolor4f = NULL;
6507 rsurface.lightmapcolor4f_bufferobject = 0;
6508 rsurface.lightmapcolor4f_bufferoffset = 0;
6510 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6512 qboolean applycolor = true;
6515 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6517 r_refdef.lightmapintensity = 1;
6518 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6519 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6523 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6525 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6526 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6527 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6530 if(!rsurface.lightmapcolor4f)
6531 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6533 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6534 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6535 if(r_refdef.fogenabled)
6536 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6538 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6539 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6542 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6545 RSurf_SetupDepthAndCulling();
6546 if (r_showsurfaces.integer == 3)
6547 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6548 else if (r_glsl.integer && gl_support_fragment_shader)
6549 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6550 else if (gl_combine.integer && r_textureunits.integer >= 2)
6551 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6553 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6557 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6560 int texturenumsurfaces, endsurface;
6562 msurface_t *surface;
6563 msurface_t *texturesurfacelist[1024];
6565 // if the model is static it doesn't matter what value we give for
6566 // wantnormals and wanttangents, so this logic uses only rules applicable
6567 // to a model, knowing that they are meaningless otherwise
6568 if (ent == r_refdef.scene.worldentity)
6569 RSurf_ActiveWorldEntity();
6570 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6571 RSurf_ActiveModelEntity(ent, false, false);
6573 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6575 for (i = 0;i < numsurfaces;i = j)
6578 surface = rsurface.modelsurfaces + surfacelist[i];
6579 texture = surface->texture;
6580 R_UpdateTextureInfo(ent, texture);
6581 rsurface.texture = texture->currentframe;
6582 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6583 // scan ahead until we find a different texture
6584 endsurface = min(i + 1024, numsurfaces);
6585 texturenumsurfaces = 0;
6586 texturesurfacelist[texturenumsurfaces++] = surface;
6587 for (;j < endsurface;j++)
6589 surface = rsurface.modelsurfaces + surfacelist[j];
6590 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6592 texturesurfacelist[texturenumsurfaces++] = surface;
6594 // render the range of surfaces
6595 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6597 GL_AlphaTest(false);
6600 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6605 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6607 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6609 RSurf_SetupDepthAndCulling();
6610 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6611 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6613 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6615 RSurf_SetupDepthAndCulling();
6616 GL_AlphaTest(false);
6617 R_Mesh_ColorPointer(NULL, 0, 0);
6618 R_Mesh_ResetTextureState();
6619 R_SetupGenericShader(false);
6620 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6622 GL_BlendFunc(GL_ONE, GL_ZERO);
6623 GL_Color(0, 0, 0, 1);
6624 GL_DepthTest(writedepth);
6625 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6627 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6629 RSurf_SetupDepthAndCulling();
6630 GL_AlphaTest(false);
6631 R_Mesh_ColorPointer(NULL, 0, 0);
6632 R_Mesh_ResetTextureState();
6633 R_SetupGenericShader(false);
6634 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6636 GL_BlendFunc(GL_ONE, GL_ZERO);
6638 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6640 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6641 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6642 else if (!rsurface.texture->currentnumlayers)
6644 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6646 // transparent surfaces get pushed off into the transparent queue
6647 int surfacelistindex;
6648 const msurface_t *surface;
6649 vec3_t tempcenter, center;
6650 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6652 surface = texturesurfacelist[surfacelistindex];
6653 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6654 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6655 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6656 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6657 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6662 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6663 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6668 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6672 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6675 for (i = 0;i < numsurfaces;i++)
6676 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6677 R_Water_AddWaterPlane(surfacelist[i]);
6680 // break the surface list down into batches by texture and use of lightmapping
6681 for (i = 0;i < numsurfaces;i = j)
6684 // texture is the base texture pointer, rsurface.texture is the
6685 // current frame/skin the texture is directing us to use (for example
6686 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6687 // use skin 1 instead)
6688 texture = surfacelist[i]->texture;
6689 rsurface.texture = texture->currentframe;
6690 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6691 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6693 // if this texture is not the kind we want, skip ahead to the next one
6694 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6698 // simply scan ahead until we find a different texture or lightmap state
6699 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6701 // render the range of surfaces
6702 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6706 float locboxvertex3f[6*4*3] =
6708 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6709 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6710 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6711 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6712 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6713 1,0,0, 0,0,0, 0,1,0, 1,1,0
6716 unsigned short locboxelements[6*2*3] =
6726 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6729 cl_locnode_t *loc = (cl_locnode_t *)ent;
6731 float vertex3f[6*4*3];
6733 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6734 GL_DepthMask(false);
6735 GL_DepthRange(0, 1);
6736 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6738 GL_CullFace(GL_NONE);
6739 R_Mesh_Matrix(&identitymatrix);
6741 R_Mesh_VertexPointer(vertex3f, 0, 0);
6742 R_Mesh_ColorPointer(NULL, 0, 0);
6743 R_Mesh_ResetTextureState();
6744 R_SetupGenericShader(false);
6747 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6748 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6749 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6750 surfacelist[0] < 0 ? 0.5f : 0.125f);
6752 if (VectorCompare(loc->mins, loc->maxs))
6754 VectorSet(size, 2, 2, 2);
6755 VectorMA(loc->mins, -0.5f, size, mins);
6759 VectorCopy(loc->mins, mins);
6760 VectorSubtract(loc->maxs, loc->mins, size);
6763 for (i = 0;i < 6*4*3;)
6764 for (j = 0;j < 3;j++, i++)
6765 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6767 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6770 void R_DrawLocs(void)
6773 cl_locnode_t *loc, *nearestloc;
6775 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6776 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6778 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6779 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6783 void R_DrawDebugModel(entity_render_t *ent)
6785 int i, j, k, l, flagsmask;
6786 const int *elements;
6788 msurface_t *surface;
6789 dp_model_t *model = ent->model;
6792 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6794 R_Mesh_ColorPointer(NULL, 0, 0);
6795 R_Mesh_ResetTextureState();
6796 R_SetupGenericShader(false);
6797 GL_DepthRange(0, 1);
6798 GL_DepthTest(!r_showdisabledepthtest.integer);
6799 GL_DepthMask(false);
6800 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6802 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6804 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6805 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6807 if (brush->colbrushf && brush->colbrushf->numtriangles)
6809 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6810 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);
6811 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6814 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6816 if (surface->num_collisiontriangles)
6818 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6819 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);
6820 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6825 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6827 if (r_showtris.integer || r_shownormals.integer)
6829 if (r_showdisabledepthtest.integer)
6831 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6832 GL_DepthMask(false);
6836 GL_BlendFunc(GL_ONE, GL_ZERO);
6839 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6841 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6843 rsurface.texture = surface->texture->currentframe;
6844 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6846 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6847 if (r_showtris.value > 0)
6849 if (!rsurface.texture->currentlayers->depthmask)
6850 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6851 else if (ent == r_refdef.scene.worldentity)
6852 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6854 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6855 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6858 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6860 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6861 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6862 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6863 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6868 if (r_shownormals.value > 0)
6871 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6873 VectorCopy(rsurface.vertex3f + l * 3, v);
6874 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6875 qglVertex3f(v[0], v[1], v[2]);
6876 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6877 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6878 qglVertex3f(v[0], v[1], v[2]);
6883 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6885 VectorCopy(rsurface.vertex3f + l * 3, v);
6886 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6887 qglVertex3f(v[0], v[1], v[2]);
6888 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6889 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6890 qglVertex3f(v[0], v[1], v[2]);
6895 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6897 VectorCopy(rsurface.vertex3f + l * 3, v);
6898 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6899 qglVertex3f(v[0], v[1], v[2]);
6900 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6901 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6902 qglVertex3f(v[0], v[1], v[2]);
6909 rsurface.texture = NULL;
6913 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6914 int r_maxsurfacelist = 0;
6915 msurface_t **r_surfacelist = NULL;
6916 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6918 int i, j, endj, f, flagsmask;
6920 dp_model_t *model = r_refdef.scene.worldmodel;
6921 msurface_t *surfaces;
6922 unsigned char *update;
6923 int numsurfacelist = 0;
6927 if (r_maxsurfacelist < model->num_surfaces)
6929 r_maxsurfacelist = model->num_surfaces;
6931 Mem_Free(r_surfacelist);
6932 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6935 RSurf_ActiveWorldEntity();
6937 surfaces = model->data_surfaces;
6938 update = model->brushq1.lightmapupdateflags;
6940 // update light styles on this submodel
6941 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6943 model_brush_lightstyleinfo_t *style;
6944 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6946 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6948 int *list = style->surfacelist;
6949 style->value = r_refdef.scene.lightstylevalue[style->style];
6950 for (j = 0;j < style->numsurfaces;j++)
6951 update[list[j]] = true;
6956 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6957 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6961 R_DrawDebugModel(r_refdef.scene.worldentity);
6967 rsurface.uselightmaptexture = false;
6968 rsurface.texture = NULL;
6969 rsurface.rtlight = NULL;
6971 // add visible surfaces to draw list
6972 j = model->firstmodelsurface;
6973 endj = j + model->nummodelsurfaces;
6978 if (r_refdef.viewcache.world_surfacevisible[j])
6980 r_surfacelist[numsurfacelist++] = surfaces + j;
6981 // update lightmap if needed
6983 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6989 if (r_refdef.viewcache.world_surfacevisible[j])
6990 r_surfacelist[numsurfacelist++] = surfaces + j;
6991 // don't do anything if there were no surfaces
6992 if (!numsurfacelist)
6994 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6995 GL_AlphaTest(false);
6997 // add to stats if desired
6998 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7000 r_refdef.stats.world_surfaces += numsurfacelist;
7001 for (j = 0;j < numsurfacelist;j++)
7002 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7006 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7008 int i, j, endj, f, flagsmask;
7010 dp_model_t *model = ent->model;
7011 msurface_t *surfaces;
7012 unsigned char *update;
7013 int numsurfacelist = 0;
7017 if (r_maxsurfacelist < model->num_surfaces)
7019 r_maxsurfacelist = model->num_surfaces;
7021 Mem_Free(r_surfacelist);
7022 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7025 // if the model is static it doesn't matter what value we give for
7026 // wantnormals and wanttangents, so this logic uses only rules applicable
7027 // to a model, knowing that they are meaningless otherwise
7028 if (ent == r_refdef.scene.worldentity)
7029 RSurf_ActiveWorldEntity();
7030 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7031 RSurf_ActiveModelEntity(ent, false, false);
7033 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7035 surfaces = model->data_surfaces;
7036 update = model->brushq1.lightmapupdateflags;
7038 // update light styles
7039 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7041 model_brush_lightstyleinfo_t *style;
7042 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7044 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7046 int *list = style->surfacelist;
7047 style->value = r_refdef.scene.lightstylevalue[style->style];
7048 for (j = 0;j < style->numsurfaces;j++)
7049 update[list[j]] = true;
7054 R_UpdateAllTextureInfo(ent);
7055 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7059 R_DrawDebugModel(ent);
7065 rsurface.uselightmaptexture = false;
7066 rsurface.texture = NULL;
7067 rsurface.rtlight = NULL;
7069 // add visible surfaces to draw list
7070 j = model->firstmodelsurface;
7071 endj = j + model->nummodelsurfaces;
7073 r_surfacelist[numsurfacelist++] = surfaces + j;
7074 // don't do anything if there were no surfaces
7075 if (!numsurfacelist)
7077 // update lightmaps if needed
7079 for (j = model->firstmodelsurface;j < endj;j++)
7081 R_BuildLightMap(ent, surfaces + j);
7082 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7083 GL_AlphaTest(false);
7085 // add to stats if desired
7086 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7088 r_refdef.stats.entities++;
7089 r_refdef.stats.entities_surfaces += numsurfacelist;
7090 for (j = 0;j < numsurfacelist;j++)
7091 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;