2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
60 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
61 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
135 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "# extension GL_EXT_gpu_shader4 : enable\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "# extension GL_ARB_texture_gather : enable\n"
460 "# define USETEXTUREGATHER\n"
462 "# ifdef GL_AMD_texture_texture4\n"
463 "# extension GL_AMD_texture_texture4 : enable\n"
464 "# define USETEXTUREGATHER\n"
465 "# define textureGather texture4\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "// common definitions between vertex shader and fragment shader:\n"
476 "//#ifdef __GLSL_CG_DATA_TYPES\n"
477 "//# define myhalf half\n"
478 "//# define myhalf2 half2\n"
479 "//# define myhalf3half3\n"
480 "//# define myhalf4 half4\n"
482 "# define myhalf float\n"
483 "# define myhalf2 vec2\n"
484 "# define myhalf3 vec3\n"
485 "# define myhalf4 vec4\n"
488 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "# ifdef VERTEX_SHADER\n"
493 " gl_Position = ftransform();\n"
498 "#ifdef MODE_SHOWDEPTH\n"
499 "# ifdef VERTEX_SHADER\n"
502 " gl_Position = ftransform();\n"
503 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
506 "# ifdef FRAGMENT_SHADER\n"
509 " gl_FragColor = gl_Color;\n"
513 "#else // !MODE_SHOWDEPTH\n"
515 "#ifdef MODE_POSTPROCESS\n"
516 "# ifdef VERTEX_SHADER\n"
519 " gl_FrontColor = gl_Color;\n"
520 " gl_Position = ftransform();\n"
521 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
527 "# ifdef FRAGMENT_SHADER\n"
529 "uniform sampler2D Texture_First;\n"
531 "uniform sampler2D Texture_Second;\n"
533 "#ifdef USEGAMMARAMPS\n"
534 "uniform sampler2D Texture_GammaRamps;\n"
536 "#ifdef USESATURATION\n"
537 "uniform float Saturation;\n"
539 "#ifdef USEVIEWTINT\n"
540 "uniform vec4 TintColor;\n"
542 "//uncomment these if you want to use them:\n"
543 "uniform vec4 UserVec1;\n"
544 "// uniform vec4 UserVec2;\n"
545 "// uniform vec4 UserVec3;\n"
546 "// uniform vec4 UserVec4;\n"
547 "// uniform float ClientTime;\n"
548 "uniform vec2 PixelSize;\n"
551 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#ifdef USEVIEWTINT\n"
556 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
559 "#ifdef USEPOSTPROCESSING\n"
560 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
561 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
562 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
563 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
564 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
565 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
567 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
570 "#ifdef USESATURATION\n"
571 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
572 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
573 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
574 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
577 "#ifdef USEGAMMARAMPS\n"
578 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
579 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
580 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
587 "#ifdef MODE_GENERIC\n"
588 "# ifdef VERTEX_SHADER\n"
591 " gl_FrontColor = gl_Color;\n"
592 "# ifdef USEDIFFUSE\n"
593 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "# ifdef USESPECULAR\n"
596 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 " gl_Position = ftransform();\n"
601 "# ifdef FRAGMENT_SHADER\n"
603 "# ifdef USEDIFFUSE\n"
604 "uniform sampler2D Texture_First;\n"
606 "# ifdef USESPECULAR\n"
607 "uniform sampler2D Texture_Second;\n"
612 " gl_FragColor = gl_Color;\n"
613 "# ifdef USEDIFFUSE\n"
614 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
617 "# ifdef USESPECULAR\n"
618 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "# ifdef USECOLORMAPPING\n"
621 " gl_FragColor *= tex2;\n"
624 " gl_FragColor += tex2;\n"
626 "# ifdef USEVERTEXTEXTUREBLEND\n"
627 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#else // !MODE_GENERIC\n"
634 "varying vec2 TexCoord;\n"
635 "#ifdef USEVERTEXTEXTUREBLEND\n"
636 "varying vec2 TexCoord2;\n"
638 "varying vec2 TexCoordLightmap;\n"
640 "#ifdef MODE_LIGHTSOURCE\n"
641 "varying vec3 CubeVector;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 LightVector;\n"
647 "#ifdef MODE_LIGHTDIRECTION\n"
648 "varying vec3 LightVector;\n"
651 "varying vec3 EyeVector;\n"
653 "varying vec3 EyeVectorModelSpace;\n"
656 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
657 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
658 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "#ifdef MODE_WATER\n"
661 "varying vec4 ModelViewProjectionPosition;\n"
663 "#ifdef MODE_REFRACTION\n"
664 "varying vec4 ModelViewProjectionPosition;\n"
666 "#ifdef USEREFLECTION\n"
667 "varying vec4 ModelViewProjectionPosition;\n"
674 "// vertex shader specific:\n"
675 "#ifdef VERTEX_SHADER\n"
677 "uniform vec3 LightPosition;\n"
678 "uniform vec3 EyePosition;\n"
679 "uniform vec3 LightDir;\n"
681 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
685 " gl_FrontColor = gl_Color;\n"
686 " // copy the surface texcoord\n"
687 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
688 "#ifdef USEVERTEXTEXTUREBLEND\n"
689 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#ifndef MODE_LIGHTSOURCE\n"
692 "# ifndef MODE_LIGHTDIRECTION\n"
693 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
697 "#ifdef MODE_LIGHTSOURCE\n"
698 " // transform vertex position into light attenuation/cubemap space\n"
699 " // (-1 to +1 across the light box)\n"
700 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 " // transform unnormalized light direction into tangent space\n"
703 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
704 " // normalize it per pixel)\n"
705 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
706 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
707 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
708 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
711 "#ifdef MODE_LIGHTDIRECTION\n"
712 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
713 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
714 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
717 " // transform unnormalized eye direction into tangent space\n"
719 " vec3 EyeVectorModelSpace;\n"
721 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
722 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
723 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
724 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
727 " VectorS = gl_MultiTexCoord1.xyz;\n"
728 " VectorT = gl_MultiTexCoord2.xyz;\n"
729 " VectorR = gl_MultiTexCoord3.xyz;\n"
732 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
733 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
734 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
735 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
738 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 " gl_Position = ftransform();\n"
742 "#ifdef MODE_WATER\n"
743 " ModelViewProjectionPosition = gl_Position;\n"
745 "#ifdef MODE_REFRACTION\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef USEREFLECTION\n"
749 " ModelViewProjectionPosition = gl_Position;\n"
753 "#endif // VERTEX_SHADER\n"
758 "// fragment shader specific:\n"
759 "#ifdef FRAGMENT_SHADER\n"
761 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
762 "uniform sampler2D Texture_Normal;\n"
763 "uniform sampler2D Texture_Color;\n"
764 "uniform sampler2D Texture_Gloss;\n"
765 "uniform sampler2D Texture_Glow;\n"
766 "uniform sampler2D Texture_SecondaryNormal;\n"
767 "uniform sampler2D Texture_SecondaryColor;\n"
768 "uniform sampler2D Texture_SecondaryGloss;\n"
769 "uniform sampler2D Texture_SecondaryGlow;\n"
770 "uniform sampler2D Texture_Pants;\n"
771 "uniform sampler2D Texture_Shirt;\n"
772 "uniform sampler2D Texture_FogMask;\n"
773 "uniform sampler2D Texture_Lightmap;\n"
774 "uniform sampler2D Texture_Deluxemap;\n"
775 "uniform sampler2D Texture_Refraction;\n"
776 "uniform sampler2D Texture_Reflection;\n"
777 "uniform sampler2D Texture_Attenuation;\n"
778 "uniform samplerCube Texture_Cube;\n"
780 "#define showshadowmap 0\n"
782 "#ifdef USESHADOWMAPRECT\n"
783 "# ifdef USESHADOWSAMPLER\n"
784 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "uniform sampler2DRect Texture_ShadowMapRect;\n"
790 "#ifdef USESHADOWMAP2D\n"
791 "# ifdef USESHADOWSAMPLER\n"
792 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "uniform sampler2D Texture_ShadowMap2D;\n"
798 "#ifdef USESHADOWMAPVSDCT\n"
799 "uniform samplerCube Texture_CubeProjection;\n"
802 "#ifdef USESHADOWMAPCUBE\n"
803 "# ifdef USESHADOWSAMPLER\n"
804 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "uniform samplerCube Texture_ShadowMapCube;\n"
810 "uniform myhalf3 LightColor;\n"
811 "uniform myhalf3 AmbientColor;\n"
812 "uniform myhalf3 DiffuseColor;\n"
813 "uniform myhalf3 SpecularColor;\n"
814 "uniform myhalf3 Color_Pants;\n"
815 "uniform myhalf3 Color_Shirt;\n"
816 "uniform myhalf3 FogColor;\n"
818 "uniform myhalf4 TintColor;\n"
821 "//#ifdef MODE_WATER\n"
822 "uniform vec4 DistortScaleRefractReflect;\n"
823 "uniform vec4 ScreenScaleRefractReflect;\n"
824 "uniform vec4 ScreenCenterRefractReflect;\n"
825 "uniform myhalf4 RefractColor;\n"
826 "uniform myhalf4 ReflectColor;\n"
827 "uniform myhalf ReflectFactor;\n"
828 "uniform myhalf ReflectOffset;\n"
830 "//# ifdef MODE_REFRACTION\n"
831 "//uniform vec4 DistortScaleRefractReflect;\n"
832 "//uniform vec4 ScreenScaleRefractReflect;\n"
833 "//uniform vec4 ScreenCenterRefractReflect;\n"
834 "//uniform myhalf4 RefractColor;\n"
835 "//# ifdef USEREFLECTION\n"
836 "//uniform myhalf4 ReflectColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform vec4 DistortScaleRefractReflect;\n"
841 "//uniform vec4 ScreenScaleRefractReflect;\n"
842 "//uniform vec4 ScreenCenterRefractReflect;\n"
843 "//uniform myhalf4 ReflectColor;\n"
848 "uniform myhalf GlowScale;\n"
849 "uniform myhalf SceneBrightness;\n"
851 "uniform float OffsetMapping_Scale;\n"
852 "uniform float OffsetMapping_Bias;\n"
853 "uniform float FogRangeRecip;\n"
855 "uniform myhalf AmbientScale;\n"
856 "uniform myhalf DiffuseScale;\n"
857 "uniform myhalf SpecularScale;\n"
858 "uniform myhalf SpecularPower;\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
864 " // 14 sample relief mapping: linear search and then binary search\n"
865 " // this basically steps forward a small amount repeatedly until it finds\n"
866 " // itself inside solid, then jitters forward and back using decreasing\n"
867 " // amounts to find the impact\n"
868 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
869 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
870 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 " vec3 RT = vec3(TexCoord, 1);\n"
872 " OffsetVector *= 0.1;\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
883 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
884 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
885 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
889 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
890 " // this basically moves forward the full distance, and then backs up based\n"
891 " // on height of samples\n"
892 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
893 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
894 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
895 " TexCoord += OffsetVector;\n"
896 " OffsetVector *= 0.333;\n"
897 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 " return TexCoord;\n"
903 "#endif // USEOFFSETMAPPING\n"
905 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
906 "uniform vec4 ShadowMap_TextureScale;\n"
907 "uniform vec4 ShadowMap_Parameters;\n"
910 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
911 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 " vec3 adir = abs(dir);\n"
914 "# ifndef USESHADOWMAPVSDCT\n"
918 " if (adir.x > adir.y)\n"
920 " if (adir.x > adir.z)\n"
923 " if (dir.x >= 0.0) { tc = vec2(-dir.z, -dir.y); offset = vec2(0.5, 0.5); } // +X\n"
924 " else { tc = vec2( dir.z, -dir.y); offset = vec2(1.5, 0.5); } // -X\n"
929 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
930 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
935 " if (adir.y > adir.z)\n"
938 " if (dir.y >= 0.0) { tc = vec2( dir.x, dir.z); offset = vec2(0.5, 1.5); } // +Y\n"
939 " else { tc = vec2( dir.x, -dir.z); offset = vec2(1.5, 1.5); } // -Y\n"
944 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
945 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
949 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
950 " stc.xy *= ShadowMap_TextureScale.xy;\n"
953 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_Parameters.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
956 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
958 "#ifdef USESHADOWMAPCUBE\n"
959 "vec4 GetShadowMapTCCube(vec3 dir)\n"
961 " vec3 adir = abs(dir);\n"
962 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
966 "#if !showshadowmap\n"
967 "# ifdef USESHADOWMAPRECT\n"
968 "float ShadowMapCompare(vec3 dir)\n"
970 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
972 "# ifdef USESHADOWSAMPLER\n"
974 "# ifdef USESHADOWMAPPCF\n"
975 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
976 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
978 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
983 "# ifdef USESHADOWMAPPCF\n"
984 "# if USESHADOWMAPPCF > 1\n"
985 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
986 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
987 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
988 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
989 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
990 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
991 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
992 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
994 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
995 " vec2 offset = fract(shadowmaptc.xy);\n"
996 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
997 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))),\n"
998 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
999 " cols = row2 + mix(row1, row3, offset.y);\n"
1000 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1003 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1011 "# ifdef USESHADOWMAP2D\n"
1012 "float ShadowMapCompare(vec3 dir)\n"
1014 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1017 "# ifdef USESHADOWSAMPLER\n"
1018 "# ifdef USESHADOWMAPPCF\n"
1019 "# ifdef GL_EXT_gpu_shader4\n"
1020 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1022 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1024 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1026 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1029 "# ifdef USESHADOWMAPPCF\n"
1030 "# ifdef USETEXTUREGATHER\n"
1031 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1032 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1033 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1034 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1035 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1036 " cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1037 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1038 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1040 "# if USESHADOWMAPPCF > 1\n"
1041 "# ifdef GL_EXT_gpu_shader4\n"
1042 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1043 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1045 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1046 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1048 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1049 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
1050 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
1051 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1052 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1053 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1055 "# ifdef GL_EXT_gpu_shader4\n"
1056 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
1058 "# define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r \n"
1060 " vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
1061 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
1062 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0))),\n"
1063 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
1064 " cols = row2 + mix(row1, row3, offset.y);\n"
1065 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1069 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1076 "# ifdef USESHADOWMAPCUBE\n"
1077 "float ShadowMapCompare(vec3 dir)\n"
1079 " // apply depth texture cubemap as light filter\n"
1080 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1082 "# ifdef USESHADOWSAMPLER\n"
1083 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1085 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1092 "#ifdef MODE_WATER\n"
1097 "#ifdef USEOFFSETMAPPING\n"
1098 " // apply offsetmapping\n"
1099 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1100 "#define TexCoord TexCoordOffset\n"
1103 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1104 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1105 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1106 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1107 " // FIXME temporary hack to detect the case that the reflection\n"
1108 " // gets blackened at edges due to leaving the area that contains actual\n"
1110 " // Remove this 'ack once we have a better way to stop this thing from\n"
1112 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1113 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1114 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1115 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1116 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1117 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1118 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1119 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1120 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1121 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1122 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1123 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1126 "#else // !MODE_WATER\n"
1127 "#ifdef MODE_REFRACTION\n"
1129 "// refraction pass\n"
1132 "#ifdef USEOFFSETMAPPING\n"
1133 " // apply offsetmapping\n"
1134 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1135 "#define TexCoord TexCoordOffset\n"
1138 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1139 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1140 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1141 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1142 " // FIXME temporary hack to detect the case that the reflection\n"
1143 " // gets blackened at edges due to leaving the area that contains actual\n"
1145 " // Remove this 'ack once we have a better way to stop this thing from\n"
1147 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1148 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1149 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1150 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1151 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1152 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1155 "#else // !MODE_REFRACTION\n"
1158 "#ifdef USEOFFSETMAPPING\n"
1159 " // apply offsetmapping\n"
1160 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1161 "#define TexCoord TexCoordOffset\n"
1164 " // combine the diffuse textures (base, pants, shirt)\n"
1165 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1166 "#ifdef USECOLORMAPPING\n"
1167 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1169 "#ifdef USEVERTEXTEXTUREBLEND\n"
1170 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1171 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1172 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1173 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1175 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1178 "#ifdef USEDIFFUSE\n"
1179 " // get the surface normal and the gloss color\n"
1180 "# ifdef USEVERTEXTEXTUREBLEND\n"
1181 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1182 "# ifdef USESPECULAR\n"
1183 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1186 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1187 "# ifdef USESPECULAR\n"
1188 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1195 "#ifdef MODE_LIGHTSOURCE\n"
1196 " // light source\n"
1198 " // calculate surface normal, light normal, and specular normal\n"
1199 " // compute color intensity for the two textures (colormap and glossmap)\n"
1200 " // scale by light color and attenuation as efficiently as possible\n"
1201 " // (do as much scalar math as possible rather than vector math)\n"
1202 "# ifdef USEDIFFUSE\n"
1203 " // get the light normal\n"
1204 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1206 "# ifdef USESPECULAR\n"
1207 "# ifndef USEEXACTSPECULARMATH\n"
1208 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1211 " // calculate directional shading\n"
1212 "# ifdef USEEXACTSPECULARMATH\n"
1213 " 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"
1215 " 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"
1218 "# ifdef USEDIFFUSE\n"
1219 " // calculate directional shading\n"
1220 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1222 " // calculate directionless shading\n"
1223 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1227 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1228 "#if !showshadowmap\n"
1229 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1233 "# ifdef USECUBEFILTER\n"
1234 " // apply light cubemap filter\n"
1235 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1236 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1238 "#endif // MODE_LIGHTSOURCE\n"
1243 "#ifdef MODE_LIGHTDIRECTION\n"
1244 " // directional model lighting\n"
1245 "# ifdef USEDIFFUSE\n"
1246 " // get the light normal\n"
1247 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1249 "# ifdef USESPECULAR\n"
1250 " // calculate directional shading\n"
1251 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1252 "# ifdef USEEXACTSPECULARMATH\n"
1253 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1255 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1256 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1259 "# ifdef USEDIFFUSE\n"
1261 " // calculate directional shading\n"
1262 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1264 " color.rgb *= AmbientColor;\n"
1267 "#endif // MODE_LIGHTDIRECTION\n"
1272 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1273 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1275 " // get the light normal\n"
1276 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1277 " myhalf3 diffusenormal;\n"
1278 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1279 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1280 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1281 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1282 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1283 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1284 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1285 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1286 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1287 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1288 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1289 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1290 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1291 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1292 "# ifdef USESPECULAR\n"
1293 "# ifdef USEEXACTSPECULARMATH\n"
1294 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1296 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1297 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1301 " // apply lightmap color\n"
1302 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1303 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1308 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1309 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1311 " // get the light normal\n"
1312 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1313 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1314 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1315 "# ifdef USESPECULAR\n"
1316 "# ifdef USEEXACTSPECULARMATH\n"
1317 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1319 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1320 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1324 " // apply lightmap color\n"
1325 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1326 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1331 "#ifdef MODE_LIGHTMAP\n"
1332 " // apply lightmap color\n"
1333 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1334 "#endif // MODE_LIGHTMAP\n"
1339 "#ifdef MODE_VERTEXCOLOR\n"
1340 " // apply lightmap color\n"
1341 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1342 "#endif // MODE_VERTEXCOLOR\n"
1347 "#ifdef MODE_FLATCOLOR\n"
1348 "#endif // MODE_FLATCOLOR\n"
1356 " color *= TintColor;\n"
1359 "#ifdef USEVERTEXTEXTUREBLEND\n"
1360 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1362 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1366 " color.rgb *= SceneBrightness;\n"
1368 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1370 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1373 " // 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"
1374 "#ifdef USEREFLECTION\n"
1375 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1376 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1377 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1378 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1379 " // FIXME temporary hack to detect the case that the reflection\n"
1380 " // gets blackened at edges due to leaving the area that contains actual\n"
1382 " // Remove this 'ack once we have a better way to stop this thing from\n"
1384 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1385 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1386 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1387 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1388 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1389 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1392 " gl_FragColor = vec4(color);\n"
1394 "#if showshadowmap\n"
1395 "# ifdef USESHADOWMAPRECT\n"
1396 "# ifdef USESHADOWSAMPLER\n"
1397 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1399 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1402 "# ifdef USESHADOWMAP2D\n"
1403 "# ifdef USESHADOWSAMPLER\n"
1404 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1406 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1410 "# ifdef USESHADOWMAPCUBE\n"
1411 "# ifdef USESHADOWSAMPLER\n"
1412 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1414 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1419 "#endif // !MODE_REFRACTION\n"
1420 "#endif // !MODE_WATER\n"
1422 "#endif // FRAGMENT_SHADER\n"
1424 "#endif // !MODE_GENERIC\n"
1425 "#endif // !MODE_POSTPROCESS\n"
1426 "#endif // !MODE_SHOWDEPTH\n"
1427 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1430 typedef struct shaderpermutationinfo_s
1432 const char *pretext;
1435 shaderpermutationinfo_t;
1437 typedef struct shadermodeinfo_s
1439 const char *vertexfilename;
1440 const char *geometryfilename;
1441 const char *fragmentfilename;
1442 const char *pretext;
1447 typedef enum shaderpermutation_e
1449 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1450 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1451 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1452 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1453 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1454 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1455 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1456 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1457 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1458 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1459 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1460 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1461 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1462 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1463 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1464 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1465 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1466 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1467 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1468 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1469 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1470 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1471 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1472 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1473 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1475 shaderpermutation_t;
1477 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1478 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1480 {"#define USEDIFFUSE\n", " diffuse"},
1481 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1482 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1483 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1484 {"#define USECUBEFILTER\n", " cubefilter"},
1485 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1486 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1487 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1488 {"#define USEREFLECTION\n", " reflection"},
1489 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1490 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1491 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1492 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1493 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1494 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1495 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1496 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1497 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1500 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1501 typedef enum shadermode_e
1503 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1504 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1505 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1506 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1507 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1508 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1509 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1510 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1511 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1512 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1513 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1514 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1515 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1520 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1521 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1523 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1524 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1525 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1526 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1527 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1528 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1529 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1530 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1531 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1532 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1533 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1534 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1535 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1538 struct r_glsl_permutation_s;
1539 typedef struct r_glsl_permutation_s
1541 /// hash lookup data
1542 struct r_glsl_permutation_s *hashnext;
1544 unsigned int permutation;
1546 /// indicates if we have tried compiling this permutation already
1548 /// 0 if compilation failed
1550 /// locations of detected uniforms in program object, or -1 if not found
1551 int loc_Texture_First;
1552 int loc_Texture_Second;
1553 int loc_Texture_GammaRamps;
1554 int loc_Texture_Normal;
1555 int loc_Texture_Color;
1556 int loc_Texture_Gloss;
1557 int loc_Texture_Glow;
1558 int loc_Texture_SecondaryNormal;
1559 int loc_Texture_SecondaryColor;
1560 int loc_Texture_SecondaryGloss;
1561 int loc_Texture_SecondaryGlow;
1562 int loc_Texture_Pants;
1563 int loc_Texture_Shirt;
1564 int loc_Texture_FogMask;
1565 int loc_Texture_Lightmap;
1566 int loc_Texture_Deluxemap;
1567 int loc_Texture_Attenuation;
1568 int loc_Texture_Cube;
1569 int loc_Texture_Refraction;
1570 int loc_Texture_Reflection;
1571 int loc_Texture_ShadowMapRect;
1572 int loc_Texture_ShadowMapCube;
1573 int loc_Texture_ShadowMap2D;
1574 int loc_Texture_CubeProjection;
1576 int loc_LightPosition;
1577 int loc_EyePosition;
1578 int loc_Color_Pants;
1579 int loc_Color_Shirt;
1580 int loc_FogRangeRecip;
1581 int loc_AmbientScale;
1582 int loc_DiffuseScale;
1583 int loc_SpecularScale;
1584 int loc_SpecularPower;
1586 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1587 int loc_OffsetMapping_Scale;
1589 int loc_AmbientColor;
1590 int loc_DiffuseColor;
1591 int loc_SpecularColor;
1593 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1594 int loc_GammaCoeff; ///< 1 / gamma
1595 int loc_DistortScaleRefractReflect;
1596 int loc_ScreenScaleRefractReflect;
1597 int loc_ScreenCenterRefractReflect;
1598 int loc_RefractColor;
1599 int loc_ReflectColor;
1600 int loc_ReflectFactor;
1601 int loc_ReflectOffset;
1609 int loc_ShadowMap_TextureScale;
1610 int loc_ShadowMap_Parameters;
1612 r_glsl_permutation_t;
1614 #define SHADERPERMUTATION_HASHSIZE 4096
1616 /// information about each possible shader permutation
1617 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1618 /// currently selected permutation
1619 r_glsl_permutation_t *r_glsl_permutation;
1620 /// storage for permutations linked in the hash table
1621 memexpandablearray_t r_glsl_permutationarray;
1623 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1625 //unsigned int hashdepth = 0;
1626 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1627 r_glsl_permutation_t *p;
1628 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1630 if (p->mode == mode && p->permutation == permutation)
1632 //if (hashdepth > 10)
1633 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1638 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1640 p->permutation = permutation;
1641 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1642 r_glsl_permutationhash[mode][hashindex] = p;
1643 //if (hashdepth > 10)
1644 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1648 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1651 if (!filename || !filename[0])
1653 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1656 if (printfromdisknotice)
1657 Con_DPrint("from disk... ");
1658 return shaderstring;
1660 else if (!strcmp(filename, "glsl/default.glsl"))
1662 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1663 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1665 return shaderstring;
1668 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1671 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1672 int vertstrings_count = 0;
1673 int geomstrings_count = 0;
1674 int fragstrings_count = 0;
1675 char *vertexstring, *geometrystring, *fragmentstring;
1676 const char *vertstrings_list[32+3];
1677 const char *geomstrings_list[32+3];
1678 const char *fragstrings_list[32+3];
1679 char permutationname[256];
1686 permutationname[0] = 0;
1687 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1688 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1689 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1691 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1693 // the first pretext is which type of shader to compile as
1694 // (later these will all be bound together as a program object)
1695 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1696 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1697 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1699 // the second pretext is the mode (for example a light source)
1700 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1701 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1702 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1703 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1705 // now add all the permutation pretexts
1706 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1708 if (permutation & (1<<i))
1710 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1711 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1712 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1713 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1717 // keep line numbers correct
1718 vertstrings_list[vertstrings_count++] = "\n";
1719 geomstrings_list[geomstrings_count++] = "\n";
1720 fragstrings_list[fragstrings_count++] = "\n";
1724 // now append the shader text itself
1725 vertstrings_list[vertstrings_count++] = vertexstring;
1726 geomstrings_list[geomstrings_count++] = geometrystring;
1727 fragstrings_list[fragstrings_count++] = fragmentstring;
1729 // if any sources were NULL, clear the respective list
1731 vertstrings_count = 0;
1732 if (!geometrystring)
1733 geomstrings_count = 0;
1734 if (!fragmentstring)
1735 fragstrings_count = 0;
1737 // compile the shader program
1738 if (vertstrings_count + geomstrings_count + fragstrings_count)
1739 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1743 qglUseProgramObjectARB(p->program);CHECKGLERROR
1744 // look up all the uniform variable names we care about, so we don't
1745 // have to look them up every time we set them
1746 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1747 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1748 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1749 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1750 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1751 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1752 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1753 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1754 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1755 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1756 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1757 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1758 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1759 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1760 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1761 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1762 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1763 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1764 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1765 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1766 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1767 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1768 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1769 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1770 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1771 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1772 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1773 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1774 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1775 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1776 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1777 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1778 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1779 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1780 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1781 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1782 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1783 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1784 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1785 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1786 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1787 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1788 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1789 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1790 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1791 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1792 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1793 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1794 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1795 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1796 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1797 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1798 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1799 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1800 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1801 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1802 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1803 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1804 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1805 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1806 // initialize the samplers to refer to the texture units we use
1807 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1808 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1809 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1810 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1811 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1812 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1813 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1814 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1815 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1816 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1817 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1818 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1819 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1820 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1821 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1822 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1823 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1824 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1825 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1826 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1827 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1828 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1829 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1830 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1832 if (developer.integer)
1833 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1836 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1840 Mem_Free(vertexstring);
1842 Mem_Free(geometrystring);
1844 Mem_Free(fragmentstring);
1847 void R_GLSL_Restart_f(void)
1849 unsigned int i, limit;
1850 r_glsl_permutation_t *p;
1851 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1852 for (i = 0;i < limit;i++)
1854 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1856 GL_Backend_FreeProgram(p->program);
1857 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1860 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1863 void R_GLSL_DumpShader_f(void)
1867 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1870 Con_Printf("failed to write to glsl/default.glsl\n");
1874 FS_Print(file, "/* The engine may define the following macros:\n");
1875 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1876 for (i = 0;i < SHADERMODE_COUNT;i++)
1877 FS_Print(file, shadermodeinfo[i].pretext);
1878 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1879 FS_Print(file, shaderpermutationinfo[i].pretext);
1880 FS_Print(file, "*/\n");
1881 FS_Print(file, builtinshaderstring);
1884 Con_Printf("glsl/default.glsl written\n");
1887 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1889 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1890 if (r_glsl_permutation != perm)
1892 r_glsl_permutation = perm;
1893 if (!r_glsl_permutation->program)
1895 if (!r_glsl_permutation->compiled)
1896 R_GLSL_CompilePermutation(perm, mode, permutation);
1897 if (!r_glsl_permutation->program)
1899 // remove features until we find a valid permutation
1901 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1903 // reduce i more quickly whenever it would not remove any bits
1904 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1905 if (!(permutation & j))
1908 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1909 if (!r_glsl_permutation->compiled)
1910 R_GLSL_CompilePermutation(perm, mode, permutation);
1911 if (r_glsl_permutation->program)
1914 if (i >= SHADERPERMUTATION_COUNT)
1916 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");
1917 Cvar_SetValueQuick(&r_glsl, 0);
1918 R_GLSL_Restart_f(); // unload shaders
1919 return; // no bit left to clear
1924 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1928 void R_SetupGenericShader(qboolean usetexture)
1930 if (gl_support_fragment_shader)
1932 if (r_glsl.integer && r_glsl_usegeneric.integer)
1933 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1934 else if (r_glsl_permutation)
1936 r_glsl_permutation = NULL;
1937 qglUseProgramObjectARB(0);CHECKGLERROR
1942 void R_SetupGenericTwoTextureShader(int texturemode)
1944 if (gl_support_fragment_shader)
1946 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947 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))));
1948 else if (r_glsl_permutation)
1950 r_glsl_permutation = NULL;
1951 qglUseProgramObjectARB(0);CHECKGLERROR
1954 if (!r_glsl_permutation)
1956 if (texturemode == GL_DECAL && gl_combine.integer)
1957 texturemode = GL_INTERPOLATE_ARB;
1958 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1962 void R_SetupDepthOrShadowShader(void)
1964 if (gl_support_fragment_shader)
1966 if (r_glsl.integer && r_glsl_usegeneric.integer)
1967 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1968 else if (r_glsl_permutation)
1970 r_glsl_permutation = NULL;
1971 qglUseProgramObjectARB(0);CHECKGLERROR
1976 void R_SetupShowDepthShader(void)
1978 if (gl_support_fragment_shader)
1980 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1982 else if (r_glsl_permutation)
1984 r_glsl_permutation = NULL;
1985 qglUseProgramObjectARB(0);CHECKGLERROR
1990 extern rtexture_t *r_shadow_attenuationgradienttexture;
1991 extern rtexture_t *r_shadow_attenuation2dtexture;
1992 extern rtexture_t *r_shadow_attenuation3dtexture;
1993 extern qboolean r_shadow_usingshadowmaprect;
1994 extern qboolean r_shadow_usingshadowmapcube;
1995 extern qboolean r_shadow_usingshadowmap2d;
1996 extern float r_shadow_shadowmap_texturescale[4];
1997 extern float r_shadow_shadowmap_parameters[4];
1998 extern int r_shadow_shadowmapvsdct;
1999 extern int r_shadow_shadowmapfilter;
2000 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2002 // select a permutation of the lighting shader appropriate to this
2003 // combination of texture, entity, light source, and fogging, only use the
2004 // minimum features necessary to avoid wasting rendering time in the
2005 // fragment shader on features that are not being used
2006 unsigned int permutation = 0;
2007 unsigned int mode = 0;
2008 // TODO: implement geometry-shader based shadow volumes someday
2009 if (r_glsl_offsetmapping.integer)
2011 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2012 if (r_glsl_offsetmapping_reliefmapping.integer)
2013 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2015 if (rsurfacepass == RSURFPASS_BACKGROUND)
2017 // distorted background
2018 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2019 mode = SHADERMODE_WATER;
2021 mode = SHADERMODE_REFRACTION;
2023 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2026 mode = SHADERMODE_LIGHTSOURCE;
2027 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2028 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2029 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2030 permutation |= SHADERPERMUTATION_CUBEFILTER;
2031 if (diffusescale > 0)
2032 permutation |= SHADERPERMUTATION_DIFFUSE;
2033 if (specularscale > 0)
2034 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2035 if (r_refdef.fogenabled)
2036 permutation |= SHADERPERMUTATION_FOG;
2037 if (rsurface.texture->colormapping)
2038 permutation |= SHADERPERMUTATION_COLORMAPPING;
2039 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2041 if (r_shadow_usingshadowmaprect)
2042 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2043 if (r_shadow_usingshadowmap2d)
2044 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2045 if (r_shadow_usingshadowmapcube)
2046 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2047 else if(r_shadow_shadowmapvsdct)
2048 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2050 switch (r_shadow_shadowmapfilter)
2053 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2056 permutation |= SHADERPERMUTATION_SHADOWSAMPLER | SHADERPERMUTATION_SHADOWMAPPCF;
2059 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2062 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2067 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2069 // unshaded geometry (fullbright or ambient model lighting)
2070 mode = SHADERMODE_FLATCOLOR;
2071 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2072 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2073 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2074 permutation |= SHADERPERMUTATION_GLOW;
2075 if (r_refdef.fogenabled)
2076 permutation |= SHADERPERMUTATION_FOG;
2077 if (rsurface.texture->colormapping)
2078 permutation |= SHADERPERMUTATION_COLORMAPPING;
2079 if (r_glsl_offsetmapping.integer)
2081 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2082 if (r_glsl_offsetmapping_reliefmapping.integer)
2083 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2086 permutation |= SHADERPERMUTATION_REFLECTION;
2088 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2090 // directional model lighting
2091 mode = SHADERMODE_LIGHTDIRECTION;
2092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2093 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2094 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2095 permutation |= SHADERPERMUTATION_GLOW;
2096 permutation |= SHADERPERMUTATION_DIFFUSE;
2097 if (specularscale > 0)
2098 permutation |= SHADERPERMUTATION_SPECULAR;
2099 if (r_refdef.fogenabled)
2100 permutation |= SHADERPERMUTATION_FOG;
2101 if (rsurface.texture->colormapping)
2102 permutation |= SHADERPERMUTATION_COLORMAPPING;
2103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2104 permutation |= SHADERPERMUTATION_REFLECTION;
2106 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2108 // ambient model lighting
2109 mode = SHADERMODE_LIGHTDIRECTION;
2110 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2111 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2112 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2113 permutation |= SHADERPERMUTATION_GLOW;
2114 if (r_refdef.fogenabled)
2115 permutation |= SHADERPERMUTATION_FOG;
2116 if (rsurface.texture->colormapping)
2117 permutation |= SHADERPERMUTATION_COLORMAPPING;
2118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2119 permutation |= SHADERPERMUTATION_REFLECTION;
2124 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2126 // deluxemapping (light direction texture)
2127 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2128 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2130 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2131 permutation |= SHADERPERMUTATION_DIFFUSE;
2132 if (specularscale > 0)
2133 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2135 else if (r_glsl_deluxemapping.integer >= 2)
2137 // fake deluxemapping (uniform light direction in tangentspace)
2138 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2139 permutation |= SHADERPERMUTATION_DIFFUSE;
2140 if (specularscale > 0)
2141 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 else if (rsurface.uselightmaptexture)
2145 // ordinary lightmapping (q1bsp, q3bsp)
2146 mode = SHADERMODE_LIGHTMAP;
2150 // ordinary vertex coloring (q3bsp)
2151 mode = SHADERMODE_VERTEXCOLOR;
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2154 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2155 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2156 permutation |= SHADERPERMUTATION_GLOW;
2157 if (r_refdef.fogenabled)
2158 permutation |= SHADERPERMUTATION_FOG;
2159 if (rsurface.texture->colormapping)
2160 permutation |= SHADERPERMUTATION_COLORMAPPING;
2161 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2162 permutation |= SHADERPERMUTATION_REFLECTION;
2164 if(permutation & SHADERPERMUTATION_SPECULAR)
2165 if(r_shadow_glossexact.integer)
2166 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2167 R_SetupShader_SetPermutation(mode, permutation);
2168 if (mode == SHADERMODE_LIGHTSOURCE)
2170 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2171 if (permutation & SHADERPERMUTATION_DIFFUSE)
2173 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2174 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2175 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2176 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2180 // ambient only is simpler
2181 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]);
2182 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2183 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2184 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2186 // additive passes are only darkened by fog, not tinted
2187 if (r_glsl_permutation->loc_FogColor >= 0)
2188 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2189 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2190 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2194 if (mode == SHADERMODE_LIGHTDIRECTION)
2196 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);
2197 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);
2198 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);
2199 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]);
2203 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2204 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2205 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2207 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]);
2208 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2209 // additive passes are only darkened by fog, not tinted
2210 if (r_glsl_permutation->loc_FogColor >= 0)
2212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2213 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2215 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2217 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);
2218 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]);
2219 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]);
2220 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2221 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2222 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2223 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2225 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2226 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2227 if (r_glsl_permutation->loc_Color_Pants >= 0)
2229 if (rsurface.texture->currentskinframe->pants)
2230 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2232 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2234 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2236 if (rsurface.texture->currentskinframe->shirt)
2237 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2239 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2241 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2242 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2244 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2248 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2250 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2254 #define SKINFRAME_HASH 1024
2258 int loadsequence; // incremented each level change
2259 memexpandablearray_t array;
2260 skinframe_t *hash[SKINFRAME_HASH];
2263 r_skinframe_t r_skinframe;
2265 void R_SkinFrame_PrepareForPurge(void)
2267 r_skinframe.loadsequence++;
2268 // wrap it without hitting zero
2269 if (r_skinframe.loadsequence >= 200)
2270 r_skinframe.loadsequence = 1;
2273 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2277 // mark the skinframe as used for the purging code
2278 skinframe->loadsequence = r_skinframe.loadsequence;
2281 void R_SkinFrame_Purge(void)
2285 for (i = 0;i < SKINFRAME_HASH;i++)
2287 for (s = r_skinframe.hash[i];s;s = s->next)
2289 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2291 if (s->merged == s->base)
2293 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2294 R_PurgeTexture(s->stain );s->stain = NULL;
2295 R_PurgeTexture(s->merged);s->merged = NULL;
2296 R_PurgeTexture(s->base );s->base = NULL;
2297 R_PurgeTexture(s->pants );s->pants = NULL;
2298 R_PurgeTexture(s->shirt );s->shirt = NULL;
2299 R_PurgeTexture(s->nmap );s->nmap = NULL;
2300 R_PurgeTexture(s->gloss );s->gloss = NULL;
2301 R_PurgeTexture(s->glow );s->glow = NULL;
2302 R_PurgeTexture(s->fog );s->fog = NULL;
2303 s->loadsequence = 0;
2309 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2311 char basename[MAX_QPATH];
2313 Image_StripImageExtension(name, basename, sizeof(basename));
2315 if( last == NULL ) {
2317 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2318 item = r_skinframe.hash[hashindex];
2323 // linearly search through the hash bucket
2324 for( ; item ; item = item->next ) {
2325 if( !strcmp( item->basename, basename ) ) {
2332 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2336 char basename[MAX_QPATH];
2338 Image_StripImageExtension(name, basename, sizeof(basename));
2340 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2341 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2342 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2346 rtexture_t *dyntexture;
2347 // check whether its a dynamic texture
2348 dyntexture = CL_GetDynTexture( basename );
2349 if (!add && !dyntexture)
2351 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2352 memset(item, 0, sizeof(*item));
2353 strlcpy(item->basename, basename, sizeof(item->basename));
2354 item->base = dyntexture; // either NULL or dyntexture handle
2355 item->textureflags = textureflags;
2356 item->comparewidth = comparewidth;
2357 item->compareheight = compareheight;
2358 item->comparecrc = comparecrc;
2359 item->next = r_skinframe.hash[hashindex];
2360 r_skinframe.hash[hashindex] = item;
2362 else if( item->base == NULL )
2364 rtexture_t *dyntexture;
2365 // check whether its a dynamic texture
2366 // 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]
2367 dyntexture = CL_GetDynTexture( basename );
2368 item->base = dyntexture; // either NULL or dyntexture handle
2371 R_SkinFrame_MarkUsed(item);
2375 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2377 unsigned long long avgcolor[5], wsum; \
2385 for(pix = 0; pix < cnt; ++pix) \
2388 for(comp = 0; comp < 3; ++comp) \
2390 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2393 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2395 for(comp = 0; comp < 3; ++comp) \
2396 avgcolor[comp] += getpixel * w; \
2399 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400 avgcolor[4] += getpixel; \
2402 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2404 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2405 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2406 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2407 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2410 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2412 // FIXME: it should be possible to disable loading various layers using
2413 // cvars, to prevent wasted loading time and memory usage if the user does
2415 qboolean loadnormalmap = true;
2416 qboolean loadgloss = true;
2417 qboolean loadpantsandshirt = true;
2418 qboolean loadglow = true;
2420 unsigned char *pixels;
2421 unsigned char *bumppixels;
2422 unsigned char *basepixels = NULL;
2423 int basepixels_width;
2424 int basepixels_height;
2425 skinframe_t *skinframe;
2429 if (cls.state == ca_dedicated)
2432 // return an existing skinframe if already loaded
2433 // if loading of the first image fails, don't make a new skinframe as it
2434 // would cause all future lookups of this to be missing
2435 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2436 if (skinframe && skinframe->base)
2439 basepixels = loadimagepixelsbgra(name, complain, true);
2440 if (basepixels == NULL)
2443 if (developer_loading.integer)
2444 Con_Printf("loading skin \"%s\"\n", name);
2446 // we've got some pixels to store, so really allocate this new texture now
2448 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2449 skinframe->stain = NULL;
2450 skinframe->merged = NULL;
2451 skinframe->base = r_texture_notexture;
2452 skinframe->pants = NULL;
2453 skinframe->shirt = NULL;
2454 skinframe->nmap = r_texture_blanknormalmap;
2455 skinframe->gloss = NULL;
2456 skinframe->glow = NULL;
2457 skinframe->fog = NULL;
2459 basepixels_width = image_width;
2460 basepixels_height = image_height;
2461 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);
2463 if (textureflags & TEXF_ALPHA)
2465 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2466 if (basepixels[j] < 255)
2468 if (j < basepixels_width * basepixels_height * 4)
2470 // has transparent pixels
2472 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2473 for (j = 0;j < image_width * image_height * 4;j += 4)
2478 pixels[j+3] = basepixels[j+3];
2480 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);
2485 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2486 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2488 // _norm is the name used by tenebrae and has been adopted as standard
2491 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2493 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);
2497 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2499 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2500 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2501 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2503 Mem_Free(bumppixels);
2505 else if (r_shadow_bumpscale_basetexture.value > 0)
2507 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2508 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2509 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);
2513 // _luma is supported for tenebrae compatibility
2514 // (I think it's a very stupid name, but oh well)
2515 // _glow is the preferred name
2516 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;}
2517 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;}
2518 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;}
2519 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;}
2522 Mem_Free(basepixels);
2527 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2530 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2533 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)
2538 for (i = 0;i < width*height;i++)
2539 if (((unsigned char *)&palette[in[i]])[3] > 0)
2541 if (i == width*height)
2544 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2551 unsigned char *temp1, *temp2;
2552 skinframe_t *skinframe;
2554 if (cls.state == ca_dedicated)
2557 // if already loaded just return it, otherwise make a new skinframe
2558 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2559 if (skinframe && skinframe->base)
2562 skinframe->stain = NULL;
2563 skinframe->merged = NULL;
2564 skinframe->base = r_texture_notexture;
2565 skinframe->pants = NULL;
2566 skinframe->shirt = NULL;
2567 skinframe->nmap = r_texture_blanknormalmap;
2568 skinframe->gloss = NULL;
2569 skinframe->glow = NULL;
2570 skinframe->fog = NULL;
2572 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2576 if (developer_loading.integer)
2577 Con_Printf("loading 32bit skin \"%s\"\n", name);
2579 if (r_shadow_bumpscale_basetexture.value > 0)
2581 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2582 temp2 = temp1 + width * height * 4;
2583 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2584 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2587 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2588 if (textureflags & TEXF_ALPHA)
2590 for (i = 3;i < width * height * 4;i += 4)
2591 if (skindata[i] < 255)
2593 if (i < width * height * 4)
2595 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2596 memcpy(fogpixels, skindata, width * height * 4);
2597 for (i = 0;i < width * height * 4;i += 4)
2598 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2599 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2600 Mem_Free(fogpixels);
2604 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2605 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2610 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 unsigned char *temp1, *temp2;
2614 unsigned int *palette;
2615 skinframe_t *skinframe;
2617 if (cls.state == ca_dedicated)
2620 // if already loaded just return it, otherwise make a new skinframe
2621 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2622 if (skinframe && skinframe->base)
2625 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2627 skinframe->stain = NULL;
2628 skinframe->merged = NULL;
2629 skinframe->base = r_texture_notexture;
2630 skinframe->pants = NULL;
2631 skinframe->shirt = NULL;
2632 skinframe->nmap = r_texture_blanknormalmap;
2633 skinframe->gloss = NULL;
2634 skinframe->glow = NULL;
2635 skinframe->fog = NULL;
2637 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2641 if (developer_loading.integer)
2642 Con_Printf("loading quake skin \"%s\"\n", name);
2644 if (r_shadow_bumpscale_basetexture.value > 0)
2646 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2647 temp2 = temp1 + width * height * 4;
2648 // use either a custom palette or the quake palette
2649 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2650 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2651 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2654 // use either a custom palette, or the quake palette
2655 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2656 if (loadglowtexture)
2657 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2658 if (loadpantsandshirt)
2660 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2661 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2663 if (skinframe->pants || skinframe->shirt)
2664 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
2665 if (textureflags & TEXF_ALPHA)
2667 for (i = 0;i < width * height;i++)
2668 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2670 if (i < width * height)
2671 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2674 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2675 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2680 skinframe_t *R_SkinFrame_LoadMissing(void)
2682 skinframe_t *skinframe;
2684 if (cls.state == ca_dedicated)
2687 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2688 skinframe->stain = NULL;
2689 skinframe->merged = NULL;
2690 skinframe->base = r_texture_notexture;
2691 skinframe->pants = NULL;
2692 skinframe->shirt = NULL;
2693 skinframe->nmap = r_texture_blanknormalmap;
2694 skinframe->gloss = NULL;
2695 skinframe->glow = NULL;
2696 skinframe->fog = NULL;
2698 skinframe->avgcolor[0] = rand() / RAND_MAX;
2699 skinframe->avgcolor[1] = rand() / RAND_MAX;
2700 skinframe->avgcolor[2] = rand() / RAND_MAX;
2701 skinframe->avgcolor[3] = 1;
2706 void gl_main_start(void)
2710 memset(r_queries, 0, sizeof(r_queries));
2712 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2713 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2715 // set up r_skinframe loading system for textures
2716 memset(&r_skinframe, 0, sizeof(r_skinframe));
2717 r_skinframe.loadsequence = 1;
2718 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2720 r_main_texturepool = R_AllocTexturePool();
2721 R_BuildBlankTextures();
2723 if (gl_texturecubemap)
2726 R_BuildNormalizationCube();
2728 r_texture_fogattenuation = NULL;
2729 r_texture_gammaramps = NULL;
2730 //r_texture_fogintensity = NULL;
2731 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2732 memset(&r_waterstate, 0, sizeof(r_waterstate));
2733 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2734 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2735 memset(&r_svbsp, 0, sizeof (r_svbsp));
2737 r_refdef.fogmasktable_density = 0;
2740 extern rtexture_t *loadingscreentexture;
2741 void gl_main_shutdown(void)
2744 qglDeleteQueriesARB(r_maxqueries, r_queries);
2748 memset(r_queries, 0, sizeof(r_queries));
2750 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2751 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2753 // clear out the r_skinframe state
2754 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2755 memset(&r_skinframe, 0, sizeof(r_skinframe));
2758 Mem_Free(r_svbsp.nodes);
2759 memset(&r_svbsp, 0, sizeof (r_svbsp));
2760 R_FreeTexturePool(&r_main_texturepool);
2761 loadingscreentexture = NULL;
2762 r_texture_blanknormalmap = NULL;
2763 r_texture_white = NULL;
2764 r_texture_grey128 = NULL;
2765 r_texture_black = NULL;
2766 r_texture_whitecube = NULL;
2767 r_texture_normalizationcube = NULL;
2768 r_texture_fogattenuation = NULL;
2769 r_texture_gammaramps = NULL;
2770 //r_texture_fogintensity = NULL;
2771 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2772 memset(&r_waterstate, 0, sizeof(r_waterstate));
2776 extern void CL_ParseEntityLump(char *entitystring);
2777 void gl_main_newmap(void)
2779 // FIXME: move this code to client
2781 char *entities, entname[MAX_QPATH];
2784 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2785 l = (int)strlen(entname) - 4;
2786 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2788 memcpy(entname + l, ".ent", 5);
2789 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2791 CL_ParseEntityLump(entities);
2796 if (cl.worldmodel->brush.entities)
2797 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2801 void GL_Main_Init(void)
2803 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2805 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2806 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2807 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2808 if (gamemode == GAME_NEHAHRA)
2810 Cvar_RegisterVariable (&gl_fogenable);
2811 Cvar_RegisterVariable (&gl_fogdensity);
2812 Cvar_RegisterVariable (&gl_fogred);
2813 Cvar_RegisterVariable (&gl_foggreen);
2814 Cvar_RegisterVariable (&gl_fogblue);
2815 Cvar_RegisterVariable (&gl_fogstart);
2816 Cvar_RegisterVariable (&gl_fogend);
2817 Cvar_RegisterVariable (&gl_skyclip);
2819 Cvar_RegisterVariable(&r_motionblur);
2820 Cvar_RegisterVariable(&r_motionblur_maxblur);
2821 Cvar_RegisterVariable(&r_motionblur_bmin);
2822 Cvar_RegisterVariable(&r_motionblur_vmin);
2823 Cvar_RegisterVariable(&r_motionblur_vmax);
2824 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2825 Cvar_RegisterVariable(&r_motionblur_randomize);
2826 Cvar_RegisterVariable(&r_damageblur);
2827 Cvar_RegisterVariable(&r_animcache);
2828 Cvar_RegisterVariable(&r_depthfirst);
2829 Cvar_RegisterVariable(&r_useinfinitefarclip);
2830 Cvar_RegisterVariable(&r_nearclip);
2831 Cvar_RegisterVariable(&r_showbboxes);
2832 Cvar_RegisterVariable(&r_showsurfaces);
2833 Cvar_RegisterVariable(&r_showtris);
2834 Cvar_RegisterVariable(&r_shownormals);
2835 Cvar_RegisterVariable(&r_showlighting);
2836 Cvar_RegisterVariable(&r_showshadowvolumes);
2837 Cvar_RegisterVariable(&r_showcollisionbrushes);
2838 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2839 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2840 Cvar_RegisterVariable(&r_showdisabledepthtest);
2841 Cvar_RegisterVariable(&r_drawportals);
2842 Cvar_RegisterVariable(&r_drawentities);
2843 Cvar_RegisterVariable(&r_cullentities_trace);
2844 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2845 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2846 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2847 Cvar_RegisterVariable(&r_drawviewmodel);
2848 Cvar_RegisterVariable(&r_speeds);
2849 Cvar_RegisterVariable(&r_fullbrights);
2850 Cvar_RegisterVariable(&r_wateralpha);
2851 Cvar_RegisterVariable(&r_dynamic);
2852 Cvar_RegisterVariable(&r_fullbright);
2853 Cvar_RegisterVariable(&r_shadows);
2854 Cvar_RegisterVariable(&r_shadows_darken);
2855 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2856 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2857 Cvar_RegisterVariable(&r_shadows_throwdistance);
2858 Cvar_RegisterVariable(&r_shadows_throwdirection);
2859 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2860 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2861 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2862 Cvar_RegisterVariable(&r_fog_exp2);
2863 Cvar_RegisterVariable(&r_drawfog);
2864 Cvar_RegisterVariable(&r_textureunits);
2865 Cvar_RegisterVariable(&r_glsl);
2866 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2867 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2868 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2869 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2870 Cvar_RegisterVariable(&r_glsl_postprocess);
2871 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2872 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2873 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2874 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2875 Cvar_RegisterVariable(&r_glsl_usegeneric);
2876 Cvar_RegisterVariable(&r_water);
2877 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2878 Cvar_RegisterVariable(&r_water_clippingplanebias);
2879 Cvar_RegisterVariable(&r_water_refractdistort);
2880 Cvar_RegisterVariable(&r_water_reflectdistort);
2881 Cvar_RegisterVariable(&r_lerpsprites);
2882 Cvar_RegisterVariable(&r_lerpmodels);
2883 Cvar_RegisterVariable(&r_lerplightstyles);
2884 Cvar_RegisterVariable(&r_waterscroll);
2885 Cvar_RegisterVariable(&r_bloom);
2886 Cvar_RegisterVariable(&r_bloom_colorscale);
2887 Cvar_RegisterVariable(&r_bloom_brighten);
2888 Cvar_RegisterVariable(&r_bloom_blur);
2889 Cvar_RegisterVariable(&r_bloom_resolution);
2890 Cvar_RegisterVariable(&r_bloom_colorexponent);
2891 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2892 Cvar_RegisterVariable(&r_hdr);
2893 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2894 Cvar_RegisterVariable(&r_hdr_glowintensity);
2895 Cvar_RegisterVariable(&r_hdr_range);
2896 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2897 Cvar_RegisterVariable(&developer_texturelogging);
2898 Cvar_RegisterVariable(&gl_lightmaps);
2899 Cvar_RegisterVariable(&r_test);
2900 Cvar_RegisterVariable(&r_batchmode);
2901 Cvar_RegisterVariable(&r_glsl_saturation);
2902 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2903 Cvar_SetValue("r_fullbrights", 0);
2904 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2906 Cvar_RegisterVariable(&r_track_sprites);
2907 Cvar_RegisterVariable(&r_track_sprites_flags);
2908 Cvar_RegisterVariable(&r_track_sprites_scalew);
2909 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2912 extern void R_Textures_Init(void);
2913 extern void GL_Draw_Init(void);
2914 extern void GL_Main_Init(void);
2915 extern void R_Shadow_Init(void);
2916 extern void R_Sky_Init(void);
2917 extern void GL_Surf_Init(void);
2918 extern void R_Particles_Init(void);
2919 extern void R_Explosion_Init(void);
2920 extern void gl_backend_init(void);
2921 extern void Sbar_Init(void);
2922 extern void R_LightningBeams_Init(void);
2923 extern void Mod_RenderInit(void);
2925 void Render_Init(void)
2937 R_LightningBeams_Init();
2946 extern char *ENGINE_EXTENSIONS;
2949 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2950 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2951 gl_version = (const char *)qglGetString(GL_VERSION);
2952 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2956 if (!gl_platformextensions)
2957 gl_platformextensions = "";
2959 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2960 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2961 Con_Printf("GL_VERSION: %s\n", gl_version);
2962 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2963 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2965 VID_CheckExtensions();
2967 // LordHavoc: report supported extensions
2968 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2970 // clear to black (loading plaque will be seen over this)
2972 qglClearColor(0,0,0,1);CHECKGLERROR
2973 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2976 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2980 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2982 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2985 p = r_refdef.view.frustum + i;
2990 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2994 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2998 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3002 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3006 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3010 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3014 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3018 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3026 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3030 for (i = 0;i < numplanes;i++)
3037 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3041 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3045 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3049 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3053 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3057 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3061 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3065 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3073 //==================================================================================
3075 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3078 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3079 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3080 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3083 typedef struct r_animcache_entity_s
3090 qboolean wantnormals;
3091 qboolean wanttangents;
3093 r_animcache_entity_t;
3095 typedef struct r_animcache_s
3097 r_animcache_entity_t entity[MAX_EDICTS*2];
3103 static r_animcache_t r_animcachestate;
3105 void R_AnimCache_Free(void)
3108 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3110 r_animcachestate.entity[idx].maxvertices = 0;
3111 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3112 r_animcachestate.entity[idx].vertex3f = NULL;
3113 r_animcachestate.entity[idx].normal3f = NULL;
3114 r_animcachestate.entity[idx].svector3f = NULL;
3115 r_animcachestate.entity[idx].tvector3f = NULL;
3117 r_animcachestate.currentindex = 0;
3118 r_animcachestate.maxindex = 0;
3121 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3125 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3127 if (cache->maxvertices >= numvertices)
3130 // Release existing memory
3131 if (cache->vertex3f)
3132 Mem_Free(cache->vertex3f);
3134 // Pad by 1024 verts
3135 cache->maxvertices = (numvertices + 1023) & ~1023;
3136 arraySize = cache->maxvertices * 3;
3138 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3139 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3140 r_animcachestate.entity[cacheIdx].vertex3f = base;
3141 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3142 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3143 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3145 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3148 void R_AnimCache_NewFrame(void)
3152 if (r_animcache.integer && r_drawentities.integer)
3153 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3154 else if (r_animcachestate.maxindex)
3157 r_animcachestate.currentindex = 0;
3159 for (i = 0;i < r_refdef.scene.numentities;i++)
3160 r_refdef.scene.entities[i]->animcacheindex = -1;
3163 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3165 dp_model_t *model = ent->model;
3166 r_animcache_entity_t *c;
3167 // see if it's already cached this frame
3168 if (ent->animcacheindex >= 0)
3170 // add normals/tangents if needed
3171 c = r_animcachestate.entity + ent->animcacheindex;
3173 wantnormals = false;
3174 if (c->wanttangents)
3175 wanttangents = false;
3176 if (wantnormals || wanttangents)
3177 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3181 // see if this ent is worth caching
3182 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3184 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3186 // assign it a cache entry and make sure the arrays are big enough
3187 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3188 ent->animcacheindex = r_animcachestate.currentindex++;
3189 c = r_animcachestate.entity + ent->animcacheindex;
3190 c->wantnormals = wantnormals;
3191 c->wanttangents = wanttangents;
3192 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3197 void R_AnimCache_CacheVisibleEntities(void)
3200 qboolean wantnormals;
3201 qboolean wanttangents;
3203 if (!r_animcachestate.maxindex)
3206 wantnormals = !r_showsurfaces.integer;
3207 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3209 // TODO: thread this?
3211 for (i = 0;i < r_refdef.scene.numentities;i++)
3213 if (!r_refdef.viewcache.entityvisible[i])
3215 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3219 //==================================================================================
3221 static void R_View_UpdateEntityLighting (void)
3224 entity_render_t *ent;
3225 vec3_t tempdiffusenormal;
3227 for (i = 0;i < r_refdef.scene.numentities;i++)
3229 ent = r_refdef.scene.entities[i];
3231 // skip unseen models
3232 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3236 if (ent->model && ent->model->brush.num_leafs)
3238 // TODO: use modellight for r_ambient settings on world?
3239 VectorSet(ent->modellight_ambient, 0, 0, 0);
3240 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3241 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3245 // fetch the lighting from the worldmodel data
3246 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3247 VectorClear(ent->modellight_diffuse);
3248 VectorClear(tempdiffusenormal);
3249 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3252 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3253 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3256 VectorSet(ent->modellight_ambient, 1, 1, 1);
3258 // move the light direction into modelspace coordinates for lighting code
3259 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3260 if(VectorLength2(ent->modellight_lightdir) == 0)
3261 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3262 VectorNormalize(ent->modellight_lightdir);
3266 static void R_View_UpdateEntityVisible (void)
3269 entity_render_t *ent;
3271 if (!r_drawentities.integer)
3274 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3275 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3277 // worldmodel can check visibility
3278 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3279 for (i = 0;i < r_refdef.scene.numentities;i++)
3281 ent = r_refdef.scene.entities[i];
3282 if (!(ent->flags & renderimask))
3283 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)))
3284 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))
3285 r_refdef.viewcache.entityvisible[i] = true;
3287 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3289 for (i = 0;i < r_refdef.scene.numentities;i++)
3291 ent = r_refdef.scene.entities[i];
3292 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3294 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))
3295 ent->last_trace_visibility = realtime;
3296 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3297 r_refdef.viewcache.entityvisible[i] = 0;
3304 // no worldmodel or it can't check visibility
3305 for (i = 0;i < r_refdef.scene.numentities;i++)
3307 ent = r_refdef.scene.entities[i];
3308 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));
3313 /// only used if skyrendermasked, and normally returns false
3314 int R_DrawBrushModelsSky (void)
3317 entity_render_t *ent;
3319 if (!r_drawentities.integer)
3323 for (i = 0;i < r_refdef.scene.numentities;i++)
3325 if (!r_refdef.viewcache.entityvisible[i])
3327 ent = r_refdef.scene.entities[i];
3328 if (!ent->model || !ent->model->DrawSky)
3330 ent->model->DrawSky(ent);
3336 static void R_DrawNoModel(entity_render_t *ent);
3337 static void R_DrawModels(void)
3340 entity_render_t *ent;
3342 if (!r_drawentities.integer)
3345 for (i = 0;i < r_refdef.scene.numentities;i++)
3347 if (!r_refdef.viewcache.entityvisible[i])
3349 ent = r_refdef.scene.entities[i];
3350 r_refdef.stats.entities++;
3351 if (ent->model && ent->model->Draw != NULL)
3352 ent->model->Draw(ent);
3358 static void R_DrawModelsDepth(void)
3361 entity_render_t *ent;
3363 if (!r_drawentities.integer)
3366 for (i = 0;i < r_refdef.scene.numentities;i++)
3368 if (!r_refdef.viewcache.entityvisible[i])
3370 ent = r_refdef.scene.entities[i];
3371 if (ent->model && ent->model->DrawDepth != NULL)
3372 ent->model->DrawDepth(ent);
3376 static void R_DrawModelsDebug(void)
3379 entity_render_t *ent;
3381 if (!r_drawentities.integer)
3384 for (i = 0;i < r_refdef.scene.numentities;i++)
3386 if (!r_refdef.viewcache.entityvisible[i])
3388 ent = r_refdef.scene.entities[i];
3389 if (ent->model && ent->model->DrawDebug != NULL)
3390 ent->model->DrawDebug(ent);
3394 static void R_DrawModelsAddWaterPlanes(void)
3397 entity_render_t *ent;
3399 if (!r_drawentities.integer)
3402 for (i = 0;i < r_refdef.scene.numentities;i++)
3404 if (!r_refdef.viewcache.entityvisible[i])
3406 ent = r_refdef.scene.entities[i];
3407 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3408 ent->model->DrawAddWaterPlanes(ent);
3412 static void R_View_SetFrustum(void)
3415 double slopex, slopey;
3416 vec3_t forward, left, up, origin;
3418 // we can't trust r_refdef.view.forward and friends in reflected scenes
3419 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3422 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3423 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3424 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3425 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3426 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3427 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3428 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3429 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3430 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3431 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3432 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3433 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3437 zNear = r_refdef.nearclip;
3438 nudge = 1.0 - 1.0 / (1<<23);
3439 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3440 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3441 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3442 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3443 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3444 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3445 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3446 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3452 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3453 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3454 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3455 r_refdef.view.frustum[0].dist = m[15] - m[12];
3457 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3458 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3459 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3460 r_refdef.view.frustum[1].dist = m[15] + m[12];
3462 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3463 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3464 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3465 r_refdef.view.frustum[2].dist = m[15] - m[13];
3467 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3468 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3469 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3470 r_refdef.view.frustum[3].dist = m[15] + m[13];
3472 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3473 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3474 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3475 r_refdef.view.frustum[4].dist = m[15] - m[14];
3477 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3478 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3479 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3480 r_refdef.view.frustum[5].dist = m[15] + m[14];
3483 if (r_refdef.view.useperspective)
3485 slopex = 1.0 / r_refdef.view.frustum_x;
3486 slopey = 1.0 / r_refdef.view.frustum_y;
3487 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3488 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3489 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3490 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3491 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3493 // Leaving those out was a mistake, those were in the old code, and they
3494 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3495 // I couldn't reproduce it after adding those normalizations. --blub
3496 VectorNormalize(r_refdef.view.frustum[0].normal);
3497 VectorNormalize(r_refdef.view.frustum[1].normal);
3498 VectorNormalize(r_refdef.view.frustum[2].normal);
3499 VectorNormalize(r_refdef.view.frustum[3].normal);
3501 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3502 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3503 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3504 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3505 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3507 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3508 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3509 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3510 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3511 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3515 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3516 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3517 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3518 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3519 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3520 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3521 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3522 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3523 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3524 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3526 r_refdef.view.numfrustumplanes = 5;
3528 if (r_refdef.view.useclipplane)
3530 r_refdef.view.numfrustumplanes = 6;
3531 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3534 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3535 PlaneClassify(r_refdef.view.frustum + i);
3537 // LordHavoc: note to all quake engine coders, Quake had a special case
3538 // for 90 degrees which assumed a square view (wrong), so I removed it,
3539 // Quake2 has it disabled as well.
3541 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3542 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3543 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3544 //PlaneClassify(&frustum[0]);
3546 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3547 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3548 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3549 //PlaneClassify(&frustum[1]);
3551 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3552 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3553 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3554 //PlaneClassify(&frustum[2]);
3556 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3557 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3558 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3559 //PlaneClassify(&frustum[3]);
3562 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3563 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3564 //PlaneClassify(&frustum[4]);
3567 void R_View_Update(void)
3569 R_View_SetFrustum();
3570 R_View_WorldVisibility(r_refdef.view.useclipplane);
3571 R_View_UpdateEntityVisible();
3572 R_View_UpdateEntityLighting();
3575 void R_SetupView(qboolean allowwaterclippingplane)
3577 const double *customclipplane = NULL;
3579 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3581 // LordHavoc: couldn't figure out how to make this approach the
3582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3585 dist = r_refdef.view.clipplane.dist;
3586 plane[0] = r_refdef.view.clipplane.normal[0];
3587 plane[1] = r_refdef.view.clipplane.normal[1];
3588 plane[2] = r_refdef.view.clipplane.normal[2];
3590 customclipplane = plane;
3593 if (!r_refdef.view.useperspective)
3594 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3595 else if (gl_stencil && r_useinfinitefarclip.integer)
3596 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3598 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3599 R_SetViewport(&r_refdef.view.viewport);
3602 void R_ResetViewRendering2D(void)
3604 r_viewport_t viewport;
3607 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3608 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3609 R_SetViewport(&viewport);
3610 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3611 GL_Color(1, 1, 1, 1);
3612 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3613 GL_BlendFunc(GL_ONE, GL_ZERO);
3614 GL_AlphaTest(false);
3615 GL_ScissorTest(false);
3616 GL_DepthMask(false);
3617 GL_DepthRange(0, 1);
3618 GL_DepthTest(false);
3619 R_Mesh_Matrix(&identitymatrix);
3620 R_Mesh_ResetTextureState();
3621 GL_PolygonOffset(0, 0);
3622 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3623 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3624 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3625 qglStencilMask(~0);CHECKGLERROR
3626 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3627 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3628 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3629 R_SetupGenericShader(true);
3632 void R_ResetViewRendering3D(void)
3637 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3638 GL_Color(1, 1, 1, 1);
3639 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3640 GL_BlendFunc(GL_ONE, GL_ZERO);
3641 GL_AlphaTest(false);
3642 GL_ScissorTest(true);
3644 GL_DepthRange(0, 1);
3646 R_Mesh_Matrix(&identitymatrix);
3647 R_Mesh_ResetTextureState();
3648 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3649 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3650 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3651 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3652 qglStencilMask(~0);CHECKGLERROR
3653 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3654 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3655 GL_CullFace(r_refdef.view.cullface_back);
3656 R_SetupGenericShader(true);
3659 void R_RenderScene(void);
3660 void R_RenderWaterPlanes(void);
3662 static void R_Water_StartFrame(void)
3665 int waterwidth, waterheight, texturewidth, textureheight;
3666 r_waterstate_waterplane_t *p;
3668 // set waterwidth and waterheight to the water resolution that will be
3669 // used (often less than the screen resolution for faster rendering)
3670 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3671 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3673 // calculate desired texture sizes
3674 // can't use water if the card does not support the texture size
3675 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3676 texturewidth = textureheight = waterwidth = waterheight = 0;
3677 else if (gl_support_arb_texture_non_power_of_two)
3679 texturewidth = waterwidth;
3680 textureheight = waterheight;
3684 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3685 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3688 // allocate textures as needed
3689 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3691 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3692 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3694 if (p->texture_refraction)
3695 R_FreeTexture(p->texture_refraction);
3696 p->texture_refraction = NULL;
3697 if (p->texture_reflection)
3698 R_FreeTexture(p->texture_reflection);
3699 p->texture_reflection = NULL;
3701 memset(&r_waterstate, 0, sizeof(r_waterstate));
3702 r_waterstate.texturewidth = texturewidth;
3703 r_waterstate.textureheight = textureheight;
3706 // when doing a reduced render (HDR) we want to use a smaller area
3707 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3708 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3710 if (r_waterstate.waterwidth)
3712 r_waterstate.enabled = true;
3714 // set up variables that will be used in shader setup
3715 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3716 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3717 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3718 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3721 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3722 r_waterstate.numwaterplanes = 0;
3725 void R_Water_AddWaterPlane(msurface_t *surface)
3727 int triangleindex, planeindex;
3733 r_waterstate_waterplane_t *p;
3734 texture_t *t = R_GetCurrentTexture(surface->texture);
3735 // just use the first triangle with a valid normal for any decisions
3736 VectorClear(normal);
3737 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3739 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3740 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3741 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3742 TriangleNormal(vert[0], vert[1], vert[2], normal);
3743 if (VectorLength2(normal) >= 0.001)
3747 VectorCopy(normal, plane.normal);
3748 VectorNormalize(plane.normal);
3749 plane.dist = DotProduct(vert[0], plane.normal);
3750 PlaneClassify(&plane);
3751 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3753 // skip backfaces (except if nocullface is set)
3754 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3756 VectorNegate(plane.normal, plane.normal);
3758 PlaneClassify(&plane);
3762 // find a matching plane if there is one
3763 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3764 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3766 if (planeindex >= r_waterstate.maxwaterplanes)
3767 return; // nothing we can do, out of planes
3769 // if this triangle does not fit any known plane rendered this frame, add one
3770 if (planeindex >= r_waterstate.numwaterplanes)
3772 // store the new plane
3773 r_waterstate.numwaterplanes++;
3775 // clear materialflags and pvs
3776 p->materialflags = 0;
3777 p->pvsvalid = false;
3779 // merge this surface's materialflags into the waterplane
3780 p->materialflags |= t->currentmaterialflags;
3781 // merge this surface's PVS into the waterplane
3782 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3783 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3784 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3786 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3791 static void R_Water_ProcessPlanes(void)
3793 r_refdef_view_t originalview;
3794 r_refdef_view_t myview;
3796 r_waterstate_waterplane_t *p;
3798 originalview = r_refdef.view;
3800 // make sure enough textures are allocated
3801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3803 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3805 if (!p->texture_refraction)
3806 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);
3807 if (!p->texture_refraction)
3811 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3813 if (!p->texture_reflection)
3814 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);
3815 if (!p->texture_reflection)
3821 r_refdef.view = originalview;
3822 r_refdef.view.showdebug = false;
3823 r_refdef.view.width = r_waterstate.waterwidth;
3824 r_refdef.view.height = r_waterstate.waterheight;
3825 r_refdef.view.useclipplane = true;
3826 myview = r_refdef.view;
3827 r_waterstate.renderingscene = true;
3828 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3830 // render the normal view scene and copy into texture
3831 // (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)
3832 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3834 r_refdef.view = myview;
3835 r_refdef.view.clipplane = p->plane;
3836 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3837 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3838 PlaneClassify(&r_refdef.view.clipplane);
3840 R_ResetViewRendering3D();
3841 R_ClearScreen(r_refdef.fogenabled);
3845 // copy view into the screen texture
3846 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3847 GL_ActiveTexture(0);
3849 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3852 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3854 r_refdef.view = myview;
3855 // render reflected scene and copy into texture
3856 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3857 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3858 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3859 r_refdef.view.clipplane = p->plane;
3860 // reverse the cullface settings for this render
3861 r_refdef.view.cullface_front = GL_FRONT;
3862 r_refdef.view.cullface_back = GL_BACK;
3863 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3865 r_refdef.view.usecustompvs = true;
3867 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3869 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3872 R_ResetViewRendering3D();
3873 R_ClearScreen(r_refdef.fogenabled);
3877 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3878 GL_ActiveTexture(0);
3880 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3883 r_waterstate.renderingscene = false;
3884 r_refdef.view = originalview;
3885 R_ResetViewRendering3D();
3886 R_ClearScreen(r_refdef.fogenabled);
3890 r_refdef.view = originalview;
3891 r_waterstate.renderingscene = false;
3892 Cvar_SetValueQuick(&r_water, 0);
3893 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3897 void R_Bloom_StartFrame(void)
3899 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3901 // set bloomwidth and bloomheight to the bloom resolution that will be
3902 // used (often less than the screen resolution for faster rendering)
3903 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3904 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3905 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3906 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3907 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3909 // calculate desired texture sizes
3910 if (gl_support_arb_texture_non_power_of_two)
3912 screentexturewidth = r_refdef.view.width;
3913 screentextureheight = r_refdef.view.height;
3914 bloomtexturewidth = r_bloomstate.bloomwidth;
3915 bloomtextureheight = r_bloomstate.bloomheight;
3919 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3920 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3921 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3922 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3925 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3927 Cvar_SetValueQuick(&r_hdr, 0);
3928 Cvar_SetValueQuick(&r_bloom, 0);
3929 Cvar_SetValueQuick(&r_motionblur, 0);
3930 Cvar_SetValueQuick(&r_damageblur, 0);
3933 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3934 screentexturewidth = screentextureheight = 0;
3935 if (!r_hdr.integer && !r_bloom.integer)
3936 bloomtexturewidth = bloomtextureheight = 0;
3938 // allocate textures as needed
3939 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3941 if (r_bloomstate.texture_screen)
3942 R_FreeTexture(r_bloomstate.texture_screen);
3943 r_bloomstate.texture_screen = NULL;
3944 r_bloomstate.screentexturewidth = screentexturewidth;
3945 r_bloomstate.screentextureheight = screentextureheight;
3946 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3947 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);
3949 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3951 if (r_bloomstate.texture_bloom)
3952 R_FreeTexture(r_bloomstate.texture_bloom);
3953 r_bloomstate.texture_bloom = NULL;
3954 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3955 r_bloomstate.bloomtextureheight = bloomtextureheight;
3956 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3957 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);
3960 // when doing a reduced render (HDR) we want to use a smaller area
3961 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3962 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3963 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3964 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3965 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3967 // set up a texcoord array for the full resolution screen image
3968 // (we have to keep this around to copy back during final render)
3969 r_bloomstate.screentexcoord2f[0] = 0;
3970 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3971 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3972 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3973 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3974 r_bloomstate.screentexcoord2f[5] = 0;
3975 r_bloomstate.screentexcoord2f[6] = 0;
3976 r_bloomstate.screentexcoord2f[7] = 0;
3978 // set up a texcoord array for the reduced resolution bloom image
3979 // (which will be additive blended over the screen image)
3980 r_bloomstate.bloomtexcoord2f[0] = 0;
3981 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3982 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3983 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3984 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3985 r_bloomstate.bloomtexcoord2f[5] = 0;
3986 r_bloomstate.bloomtexcoord2f[6] = 0;
3987 r_bloomstate.bloomtexcoord2f[7] = 0;
3989 if (r_hdr.integer || r_bloom.integer)
3991 r_bloomstate.enabled = true;
3992 r_bloomstate.hdr = r_hdr.integer != 0;
3995 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
3998 void R_Bloom_CopyBloomTexture(float colorscale)
4000 r_refdef.stats.bloom++;
4002 // scale down screen texture to the bloom texture size
4004 R_SetViewport(&r_bloomstate.viewport);
4005 GL_BlendFunc(GL_ONE, GL_ZERO);
4006 GL_Color(colorscale, colorscale, colorscale, 1);
4007 // TODO: optimize with multitexture or GLSL
4008 R_SetupGenericShader(true);
4009 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4010 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4011 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4012 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4014 // we now have a bloom image in the framebuffer
4015 // copy it into the bloom image texture for later processing
4016 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4017 GL_ActiveTexture(0);
4019 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4020 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4023 void R_Bloom_CopyHDRTexture(void)
4025 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4026 GL_ActiveTexture(0);
4028 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4029 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4032 void R_Bloom_MakeTexture(void)
4035 float xoffset, yoffset, r, brighten;
4037 r_refdef.stats.bloom++;
4039 R_ResetViewRendering2D();
4040 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4041 R_Mesh_ColorPointer(NULL, 0, 0);
4042 R_SetupGenericShader(true);
4044 // we have a bloom image in the framebuffer
4046 R_SetViewport(&r_bloomstate.viewport);
4048 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4051 r = bound(0, r_bloom_colorexponent.value / x, 1);
4052 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4053 GL_Color(r, r, r, 1);
4054 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4055 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4056 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4057 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4059 // copy the vertically blurred bloom view to a texture
4060 GL_ActiveTexture(0);
4062 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4063 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4066 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4067 brighten = r_bloom_brighten.value;
4069 brighten *= r_hdr_range.value;
4070 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4071 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4073 for (dir = 0;dir < 2;dir++)
4075 // blend on at multiple vertical offsets to achieve a vertical blur
4076 // TODO: do offset blends using GLSL
4077 GL_BlendFunc(GL_ONE, GL_ZERO);
4078 for (x = -range;x <= range;x++)
4080 if (!dir){xoffset = 0;yoffset = x;}
4081 else {xoffset = x;yoffset = 0;}
4082 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4083 yoffset /= (float)r_bloomstate.bloomtextureheight;
4084 // compute a texcoord array with the specified x and y offset
4085 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4086 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4087 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4088 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4089 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4090 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4091 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4092 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4093 // this r value looks like a 'dot' particle, fading sharply to
4094 // black at the edges
4095 // (probably not realistic but looks good enough)
4096 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4097 //r = (dir ? 1.0f : brighten)/(range*2+1);
4098 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4099 GL_Color(r, r, r, 1);
4100 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4101 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4102 GL_BlendFunc(GL_ONE, GL_ONE);
4105 // copy the vertically blurred bloom view to a texture
4106 GL_ActiveTexture(0);
4108 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4109 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4112 // apply subtract last
4113 // (just like it would be in a GLSL shader)
4114 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4116 GL_BlendFunc(GL_ONE, GL_ZERO);
4117 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4118 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4119 GL_Color(1, 1, 1, 1);
4120 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4121 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4123 GL_BlendFunc(GL_ONE, GL_ONE);
4124 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4125 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4126 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4127 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4128 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4129 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4130 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4132 // copy the darkened bloom view to a texture
4133 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4134 GL_ActiveTexture(0);
4136 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4137 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4141 void R_HDR_RenderBloomTexture(void)
4143 int oldwidth, oldheight;
4144 float oldcolorscale;
4146 oldcolorscale = r_refdef.view.colorscale;
4147 oldwidth = r_refdef.view.width;
4148 oldheight = r_refdef.view.height;
4149 r_refdef.view.width = r_bloomstate.bloomwidth;
4150 r_refdef.view.height = r_bloomstate.bloomheight;
4152 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4153 // TODO: add exposure compensation features
4154 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4156 r_refdef.view.showdebug = false;
4157 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4159 R_ResetViewRendering3D();
4161 R_ClearScreen(r_refdef.fogenabled);
4162 if (r_timereport_active)
4163 R_TimeReport("HDRclear");
4166 if (r_timereport_active)
4167 R_TimeReport("visibility");
4169 // only do secondary renders with HDR if r_hdr is 2 or higher
4170 r_waterstate.numwaterplanes = 0;
4171 if (r_waterstate.enabled && r_hdr.integer >= 2)
4172 R_RenderWaterPlanes();
4174 r_refdef.view.showdebug = true;
4176 r_waterstate.numwaterplanes = 0;
4178 R_ResetViewRendering2D();
4180 R_Bloom_CopyHDRTexture();
4181 R_Bloom_MakeTexture();
4183 // restore the view settings
4184 r_refdef.view.width = oldwidth;
4185 r_refdef.view.height = oldheight;
4186 r_refdef.view.colorscale = oldcolorscale;
4188 R_ResetViewRendering3D();
4190 R_ClearScreen(r_refdef.fogenabled);
4191 if (r_timereport_active)
4192 R_TimeReport("viewclear");
4195 static void R_BlendView(void)
4197 if (r_bloomstate.texture_screen)
4199 // make sure the buffer is available
4200 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4202 R_ResetViewRendering2D();
4203 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4204 R_Mesh_ColorPointer(NULL, 0, 0);
4205 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4206 GL_ActiveTexture(0);CHECKGLERROR
4208 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4210 // declare variables
4212 static float avgspeed;
4214 speed = VectorLength(cl.movement_velocity);
4216 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4217 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4219 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4220 speed = bound(0, speed, 1);
4221 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4223 // calculate values into a standard alpha
4224 cl.motionbluralpha = 1 - exp(-
4226 (r_motionblur.value * speed / 80)
4228 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4231 max(0.0001, cl.time - cl.oldtime) // fps independent
4234 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4235 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4237 if (cl.motionbluralpha > 0)
4239 R_SetupGenericShader(true);
4240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4241 GL_Color(1, 1, 1, cl.motionbluralpha);
4242 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4243 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4244 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4245 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4249 // copy view into the screen texture
4250 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4251 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4254 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4256 unsigned int permutation =
4257 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4258 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4259 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4260 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4261 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4263 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4265 // render simple bloom effect
4266 // copy the screen and shrink it and darken it for the bloom process
4267 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4268 // make the bloom texture
4269 R_Bloom_MakeTexture();
4272 R_ResetViewRendering2D();
4273 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4274 R_Mesh_ColorPointer(NULL, 0, 0);
4275 GL_Color(1, 1, 1, 1);
4276 GL_BlendFunc(GL_ONE, GL_ZERO);
4277 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4278 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4279 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4280 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4281 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4282 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4283 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4284 if (r_glsl_permutation->loc_TintColor >= 0)
4285 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4286 if (r_glsl_permutation->loc_ClientTime >= 0)
4287 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4288 if (r_glsl_permutation->loc_PixelSize >= 0)
4289 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4290 if (r_glsl_permutation->loc_UserVec1 >= 0)
4292 float a=0, b=0, c=0, d=0;
4293 #if _MSC_VER >= 1400
4294 #define sscanf sscanf_s
4296 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4297 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4299 if (r_glsl_permutation->loc_UserVec2 >= 0)
4301 float a=0, b=0, c=0, d=0;
4302 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4303 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4305 if (r_glsl_permutation->loc_UserVec3 >= 0)
4307 float a=0, b=0, c=0, d=0;
4308 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4309 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4311 if (r_glsl_permutation->loc_UserVec4 >= 0)
4313 float a=0, b=0, c=0, d=0;
4314 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4315 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4317 if (r_glsl_permutation->loc_Saturation >= 0)
4318 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4319 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4320 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4326 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4328 // render high dynamic range bloom effect
4329 // the bloom texture was made earlier this render, so we just need to
4330 // blend it onto the screen...
4331 R_ResetViewRendering2D();
4332 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4333 R_Mesh_ColorPointer(NULL, 0, 0);
4334 R_SetupGenericShader(true);
4335 GL_Color(1, 1, 1, 1);
4336 GL_BlendFunc(GL_ONE, GL_ONE);
4337 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4338 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4339 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4340 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4342 else if (r_bloomstate.texture_bloom)
4344 // render simple bloom effect
4345 // copy the screen and shrink it and darken it for the bloom process
4346 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4347 // make the bloom texture
4348 R_Bloom_MakeTexture();
4349 // put the original screen image back in place and blend the bloom
4351 R_ResetViewRendering2D();
4352 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4353 R_Mesh_ColorPointer(NULL, 0, 0);
4354 GL_Color(1, 1, 1, 1);
4355 GL_BlendFunc(GL_ONE, GL_ZERO);
4356 // do both in one pass if possible
4357 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4358 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4359 if (r_textureunits.integer >= 2 && gl_combine.integer)
4361 R_SetupGenericTwoTextureShader(GL_ADD);
4362 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4363 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4367 R_SetupGenericShader(true);
4368 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4369 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4370 // now blend on the bloom texture
4371 GL_BlendFunc(GL_ONE, GL_ONE);
4372 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4373 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4375 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4376 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4378 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4380 // apply a color tint to the whole view
4381 R_ResetViewRendering2D();
4382 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4383 R_Mesh_ColorPointer(NULL, 0, 0);
4384 R_SetupGenericShader(false);
4385 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4386 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4387 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4391 matrix4x4_t r_waterscrollmatrix;
4393 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4395 if (r_refdef.fog_density)
4397 r_refdef.fogcolor[0] = r_refdef.fog_red;
4398 r_refdef.fogcolor[1] = r_refdef.fog_green;
4399 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4403 VectorCopy(r_refdef.fogcolor, fogvec);
4404 // color.rgb *= ContrastBoost * SceneBrightness;
4405 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4406 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4407 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4408 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4413 void R_UpdateVariables(void)
4417 r_refdef.scene.ambient = r_ambient.value;
4419 r_refdef.farclip = 4096;
4420 if (r_refdef.scene.worldmodel)
4421 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4422 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4424 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4425 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4426 r_refdef.polygonfactor = 0;
4427 r_refdef.polygonoffset = 0;
4428 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4429 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4431 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4432 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4433 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4434 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4435 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4436 if (r_showsurfaces.integer)
4438 r_refdef.scene.rtworld = false;
4439 r_refdef.scene.rtworldshadows = false;
4440 r_refdef.scene.rtdlight = false;
4441 r_refdef.scene.rtdlightshadows = false;
4442 r_refdef.lightmapintensity = 0;
4445 if (gamemode == GAME_NEHAHRA)
4447 if (gl_fogenable.integer)
4449 r_refdef.oldgl_fogenable = true;
4450 r_refdef.fog_density = gl_fogdensity.value;
4451 r_refdef.fog_red = gl_fogred.value;
4452 r_refdef.fog_green = gl_foggreen.value;
4453 r_refdef.fog_blue = gl_fogblue.value;
4454 r_refdef.fog_alpha = 1;
4455 r_refdef.fog_start = 0;
4456 r_refdef.fog_end = gl_skyclip.value;
4458 else if (r_refdef.oldgl_fogenable)
4460 r_refdef.oldgl_fogenable = false;
4461 r_refdef.fog_density = 0;
4462 r_refdef.fog_red = 0;
4463 r_refdef.fog_green = 0;
4464 r_refdef.fog_blue = 0;
4465 r_refdef.fog_alpha = 0;
4466 r_refdef.fog_start = 0;
4467 r_refdef.fog_end = 0;
4471 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4472 r_refdef.fog_start = max(0, r_refdef.fog_start);
4473 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4475 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4477 if (r_refdef.fog_density && r_drawfog.integer)
4479 r_refdef.fogenabled = true;
4480 // this is the point where the fog reaches 0.9986 alpha, which we
4481 // consider a good enough cutoff point for the texture
4482 // (0.9986 * 256 == 255.6)
4483 if (r_fog_exp2.integer)
4484 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4486 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4487 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4488 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4489 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4490 // fog color was already set
4491 // update the fog texture
4492 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)
4493 R_BuildFogTexture();
4496 r_refdef.fogenabled = false;
4498 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4500 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4502 // build GLSL gamma texture
4503 #define RAMPWIDTH 256
4504 unsigned short ramp[RAMPWIDTH * 3];
4505 unsigned char rampbgr[RAMPWIDTH][4];
4508 r_texture_gammaramps_serial = vid_gammatables_serial;
4510 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4511 for(i = 0; i < RAMPWIDTH; ++i)
4513 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4514 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4515 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4518 if (r_texture_gammaramps)
4520 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4524 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4530 // remove GLSL gamma texture
4534 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4535 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4541 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4542 if( scenetype != r_currentscenetype ) {
4543 // store the old scenetype
4544 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4545 r_currentscenetype = scenetype;
4546 // move in the new scene
4547 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4556 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4558 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4559 if( scenetype == r_currentscenetype ) {
4560 return &r_refdef.scene;
4562 return &r_scenes_store[ scenetype ];
4571 void R_RenderView(void)
4573 if (r_timereport_active)
4574 R_TimeReport("start");
4575 r_frame++; // used only by R_GetCurrentTexture
4576 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4578 R_AnimCache_NewFrame();
4580 if (r_refdef.view.isoverlay)
4582 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4583 GL_Clear( GL_DEPTH_BUFFER_BIT );
4584 R_TimeReport("depthclear");
4586 r_refdef.view.showdebug = false;
4588 r_waterstate.enabled = false;
4589 r_waterstate.numwaterplanes = 0;
4597 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4598 return; //Host_Error ("R_RenderView: NULL worldmodel");
4600 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4602 // break apart the view matrix into vectors for various purposes
4603 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4604 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4605 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4606 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4607 // make an inverted copy of the view matrix for tracking sprites
4608 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4610 R_Shadow_UpdateWorldLightSelection();
4612 R_Bloom_StartFrame();
4613 R_Water_StartFrame();
4616 if (r_timereport_active)
4617 R_TimeReport("viewsetup");
4619 R_ResetViewRendering3D();
4621 if (r_refdef.view.clear || r_refdef.fogenabled)
4623 R_ClearScreen(r_refdef.fogenabled);
4624 if (r_timereport_active)
4625 R_TimeReport("viewclear");
4627 r_refdef.view.clear = true;
4629 // this produces a bloom texture to be used in R_BlendView() later
4631 R_HDR_RenderBloomTexture();
4633 r_refdef.view.showdebug = true;
4636 if (r_timereport_active)
4637 R_TimeReport("visibility");
4639 r_waterstate.numwaterplanes = 0;
4640 if (r_waterstate.enabled)
4641 R_RenderWaterPlanes();
4644 r_waterstate.numwaterplanes = 0;
4647 if (r_timereport_active)
4648 R_TimeReport("blendview");
4650 GL_Scissor(0, 0, vid.width, vid.height);
4651 GL_ScissorTest(false);
4655 void R_RenderWaterPlanes(void)
4657 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4659 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4660 if (r_timereport_active)
4661 R_TimeReport("waterworld");
4664 // don't let sound skip if going slow
4665 if (r_refdef.scene.extraupdate)
4668 R_DrawModelsAddWaterPlanes();
4669 if (r_timereport_active)
4670 R_TimeReport("watermodels");
4672 if (r_waterstate.numwaterplanes)
4674 R_Water_ProcessPlanes();
4675 if (r_timereport_active)
4676 R_TimeReport("waterscenes");
4680 extern void R_DrawLightningBeams (void);
4681 extern void VM_CL_AddPolygonsToMeshQueue (void);
4682 extern void R_DrawPortals (void);
4683 extern cvar_t cl_locs_show;
4684 static void R_DrawLocs(void);
4685 static void R_DrawEntityBBoxes(void);
4686 void R_RenderScene(void)
4688 r_refdef.stats.renders++;
4692 // don't let sound skip if going slow
4693 if (r_refdef.scene.extraupdate)
4696 R_MeshQueue_BeginScene();
4700 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);
4702 if (cl.csqc_vidvars.drawworld)
4704 // don't let sound skip if going slow
4705 if (r_refdef.scene.extraupdate)
4708 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4710 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4711 if (r_timereport_active)
4712 R_TimeReport("worldsky");
4715 if (R_DrawBrushModelsSky() && r_timereport_active)
4716 R_TimeReport("bmodelsky");
4719 R_AnimCache_CacheVisibleEntities();
4721 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4723 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4724 if (r_timereport_active)
4725 R_TimeReport("worlddepth");
4727 if (r_depthfirst.integer >= 2)
4729 R_DrawModelsDepth();
4730 if (r_timereport_active)
4731 R_TimeReport("modeldepth");
4734 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4736 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4737 if (r_timereport_active)
4738 R_TimeReport("world");
4741 // don't let sound skip if going slow
4742 if (r_refdef.scene.extraupdate)
4746 if (r_timereport_active)
4747 R_TimeReport("models");
4749 // don't let sound skip if going slow
4750 if (r_refdef.scene.extraupdate)
4753 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4755 R_DrawModelShadows();
4756 R_ResetViewRendering3D();
4757 // don't let sound skip if going slow
4758 if (r_refdef.scene.extraupdate)
4762 R_ShadowVolumeLighting(false);
4763 if (r_timereport_active)
4764 R_TimeReport("rtlights");
4766 // don't let sound skip if going slow
4767 if (r_refdef.scene.extraupdate)
4770 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4772 R_DrawModelShadows();
4773 R_ResetViewRendering3D();
4774 // don't let sound skip if going slow
4775 if (r_refdef.scene.extraupdate)
4779 if (cl.csqc_vidvars.drawworld)
4781 R_DrawLightningBeams();
4782 if (r_timereport_active)
4783 R_TimeReport("lightning");
4786 if (r_timereport_active)
4787 R_TimeReport("decals");
4790 if (r_timereport_active)
4791 R_TimeReport("particles");
4794 if (r_timereport_active)
4795 R_TimeReport("explosions");
4798 R_SetupGenericShader(true);
4799 VM_CL_AddPolygonsToMeshQueue();
4801 if (r_refdef.view.showdebug)
4803 if (cl_locs_show.integer)
4806 if (r_timereport_active)
4807 R_TimeReport("showlocs");
4810 if (r_drawportals.integer)
4813 if (r_timereport_active)
4814 R_TimeReport("portals");
4817 if (r_showbboxes.value > 0)
4819 R_DrawEntityBBoxes();
4820 if (r_timereport_active)
4821 R_TimeReport("bboxes");
4825 R_SetupGenericShader(true);
4826 R_MeshQueue_RenderTransparent();
4827 if (r_timereport_active)
4828 R_TimeReport("drawtrans");
4830 R_SetupGenericShader(true);
4832 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))
4834 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4835 if (r_timereport_active)
4836 R_TimeReport("worlddebug");
4837 R_DrawModelsDebug();
4838 if (r_timereport_active)
4839 R_TimeReport("modeldebug");
4842 R_SetupGenericShader(true);
4844 if (cl.csqc_vidvars.drawworld)
4847 if (r_timereport_active)
4848 R_TimeReport("coronas");
4851 // don't let sound skip if going slow
4852 if (r_refdef.scene.extraupdate)
4855 R_ResetViewRendering2D();
4858 static const unsigned short bboxelements[36] =
4868 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4871 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4872 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4873 GL_DepthMask(false);
4874 GL_DepthRange(0, 1);
4875 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4876 R_Mesh_Matrix(&identitymatrix);
4877 R_Mesh_ResetTextureState();
4879 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4880 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4881 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4882 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4883 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4884 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4885 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4886 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4887 R_FillColors(color4f, 8, cr, cg, cb, ca);
4888 if (r_refdef.fogenabled)
4890 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4892 f1 = FogPoint_World(v);
4894 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4895 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4896 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4899 R_Mesh_VertexPointer(vertex3f, 0, 0);
4900 R_Mesh_ColorPointer(color4f, 0, 0);
4901 R_Mesh_ResetTextureState();
4902 R_SetupGenericShader(false);
4903 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4906 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4910 prvm_edict_t *edict;
4911 prvm_prog_t *prog_save = prog;
4913 // this function draws bounding boxes of server entities
4917 GL_CullFace(GL_NONE);
4918 R_SetupGenericShader(false);
4922 for (i = 0;i < numsurfaces;i++)
4924 edict = PRVM_EDICT_NUM(surfacelist[i]);
4925 switch ((int)edict->fields.server->solid)
4927 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4928 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4929 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4930 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4931 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4932 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4934 color[3] *= r_showbboxes.value;
4935 color[3] = bound(0, color[3], 1);
4936 GL_DepthTest(!r_showdisabledepthtest.integer);
4937 GL_CullFace(r_refdef.view.cullface_front);
4938 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4944 static void R_DrawEntityBBoxes(void)
4947 prvm_edict_t *edict;
4949 prvm_prog_t *prog_save = prog;
4951 // this function draws bounding boxes of server entities
4957 for (i = 0;i < prog->num_edicts;i++)
4959 edict = PRVM_EDICT_NUM(i);
4960 if (edict->priv.server->free)
4962 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4963 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4965 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4967 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4968 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4974 unsigned short nomodelelements[24] =
4986 float nomodelvertex3f[6*3] =
4996 float nomodelcolor4f[6*4] =
4998 0.0f, 0.0f, 0.5f, 1.0f,
4999 0.0f, 0.0f, 0.5f, 1.0f,
5000 0.0f, 0.5f, 0.0f, 1.0f,
5001 0.0f, 0.5f, 0.0f, 1.0f,
5002 0.5f, 0.0f, 0.0f, 1.0f,
5003 0.5f, 0.0f, 0.0f, 1.0f
5006 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5011 // this is only called once per entity so numsurfaces is always 1, and
5012 // surfacelist is always {0}, so this code does not handle batches
5013 R_Mesh_Matrix(&ent->matrix);
5015 if (ent->flags & EF_ADDITIVE)
5017 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5018 GL_DepthMask(false);
5020 else if (ent->alpha < 1)
5022 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5023 GL_DepthMask(false);
5027 GL_BlendFunc(GL_ONE, GL_ZERO);
5030 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5031 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5032 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5033 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5034 R_SetupGenericShader(false);
5035 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5036 if (r_refdef.fogenabled)
5039 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5040 R_Mesh_ColorPointer(color4f, 0, 0);
5041 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5042 f1 = FogPoint_World(org);
5044 for (i = 0, c = color4f;i < 6;i++, c += 4)
5046 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5047 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5048 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5052 else if (ent->alpha != 1)
5054 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5055 R_Mesh_ColorPointer(color4f, 0, 0);
5056 for (i = 0, c = color4f;i < 6;i++, c += 4)
5060 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5061 R_Mesh_ResetTextureState();
5062 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5065 void R_DrawNoModel(entity_render_t *ent)
5068 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5069 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5070 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5072 // R_DrawNoModelCallback(ent, 0);
5075 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5077 vec3_t right1, right2, diff, normal;
5079 VectorSubtract (org2, org1, normal);
5081 // calculate 'right' vector for start
5082 VectorSubtract (r_refdef.view.origin, org1, diff);
5083 CrossProduct (normal, diff, right1);
5084 VectorNormalize (right1);
5086 // calculate 'right' vector for end
5087 VectorSubtract (r_refdef.view.origin, org2, diff);
5088 CrossProduct (normal, diff, right2);
5089 VectorNormalize (right2);
5091 vert[ 0] = org1[0] + width * right1[0];
5092 vert[ 1] = org1[1] + width * right1[1];
5093 vert[ 2] = org1[2] + width * right1[2];
5094 vert[ 3] = org1[0] - width * right1[0];
5095 vert[ 4] = org1[1] - width * right1[1];
5096 vert[ 5] = org1[2] - width * right1[2];
5097 vert[ 6] = org2[0] - width * right2[0];
5098 vert[ 7] = org2[1] - width * right2[1];
5099 vert[ 8] = org2[2] - width * right2[2];
5100 vert[ 9] = org2[0] + width * right2[0];
5101 vert[10] = org2[1] + width * right2[1];
5102 vert[11] = org2[2] + width * right2[2];
5105 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5107 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)
5109 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5113 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5114 fog = FogPoint_World(origin);
5116 R_Mesh_Matrix(&identitymatrix);
5117 GL_BlendFunc(blendfunc1, blendfunc2);
5119 GL_CullFace(GL_NONE);
5121 GL_DepthMask(false);
5122 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5123 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5124 GL_DepthTest(!depthdisable);
5126 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5127 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5128 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5129 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5130 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5131 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5132 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5133 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5134 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5135 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5136 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5137 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5139 R_Mesh_VertexPointer(vertex3f, 0, 0);
5140 R_Mesh_ColorPointer(NULL, 0, 0);
5141 R_Mesh_ResetTextureState();
5142 R_SetupGenericShader(true);
5143 R_Mesh_TexBind(0, R_GetTexture(texture));
5144 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5145 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5146 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5147 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5149 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5151 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5152 GL_BlendFunc(blendfunc1, GL_ONE);
5154 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5155 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5159 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5164 VectorSet(v, x, y, z);
5165 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5166 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5168 if (i == mesh->numvertices)
5170 if (mesh->numvertices < mesh->maxvertices)
5172 VectorCopy(v, vertex3f);
5173 mesh->numvertices++;
5175 return mesh->numvertices;
5181 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5185 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5186 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5187 e = mesh->element3i + mesh->numtriangles * 3;
5188 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5190 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5191 if (mesh->numtriangles < mesh->maxtriangles)
5196 mesh->numtriangles++;
5198 element[1] = element[2];
5202 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5206 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5207 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5208 e = mesh->element3i + mesh->numtriangles * 3;
5209 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5211 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5212 if (mesh->numtriangles < mesh->maxtriangles)
5217 mesh->numtriangles++;
5219 element[1] = element[2];
5223 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5224 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5226 int planenum, planenum2;
5229 mplane_t *plane, *plane2;
5231 double temppoints[2][256*3];
5232 // figure out how large a bounding box we need to properly compute this brush
5234 for (w = 0;w < numplanes;w++)
5235 maxdist = max(maxdist, planes[w].dist);
5236 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5237 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5238 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5242 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5243 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5245 if (planenum2 == planenum)
5247 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);
5250 if (tempnumpoints < 3)
5252 // generate elements forming a triangle fan for this polygon
5253 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5257 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)
5259 texturelayer_t *layer;
5260 layer = t->currentlayers + t->currentnumlayers++;
5262 layer->depthmask = depthmask;
5263 layer->blendfunc1 = blendfunc1;
5264 layer->blendfunc2 = blendfunc2;
5265 layer->texture = texture;
5266 layer->texmatrix = *matrix;
5267 layer->color[0] = r * r_refdef.view.colorscale;
5268 layer->color[1] = g * r_refdef.view.colorscale;
5269 layer->color[2] = b * r_refdef.view.colorscale;
5270 layer->color[3] = a;
5273 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5276 index = parms[2] + r_refdef.scene.time * parms[3];
5277 index -= floor(index);
5281 case Q3WAVEFUNC_NONE:
5282 case Q3WAVEFUNC_NOISE:
5283 case Q3WAVEFUNC_COUNT:
5286 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5287 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5288 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5289 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5290 case Q3WAVEFUNC_TRIANGLE:
5292 f = index - floor(index);
5303 return (float)(parms[0] + parms[1] * f);
5306 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5311 matrix4x4_t matrix, temp;
5312 switch(tcmod->tcmod)
5316 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5317 matrix = r_waterscrollmatrix;
5319 matrix = identitymatrix;
5321 case Q3TCMOD_ENTITYTRANSLATE:
5322 // this is used in Q3 to allow the gamecode to control texcoord
5323 // scrolling on the entity, which is not supported in darkplaces yet.
5324 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5326 case Q3TCMOD_ROTATE:
5327 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5328 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5329 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5332 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5334 case Q3TCMOD_SCROLL:
5335 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5337 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5338 w = (int) tcmod->parms[0];
5339 h = (int) tcmod->parms[1];
5340 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5342 idx = (int) floor(f * w * h);
5343 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5345 case Q3TCMOD_STRETCH:
5346 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5347 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5349 case Q3TCMOD_TRANSFORM:
5350 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5351 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5352 VectorSet(tcmat + 6, 0 , 0 , 1);
5353 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5354 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5356 case Q3TCMOD_TURBULENT:
5357 // this is handled in the RSurf_PrepareVertices function
5358 matrix = identitymatrix;
5362 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5365 texture_t *R_GetCurrentTexture(texture_t *t)
5368 const entity_render_t *ent = rsurface.entity;
5369 dp_model_t *model = ent->model;
5370 q3shaderinfo_layer_tcmod_t *tcmod;
5372 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5373 return t->currentframe;
5374 t->update_lastrenderframe = r_frame;
5375 t->update_lastrenderentity = (void *)ent;
5377 // switch to an alternate material if this is a q1bsp animated material
5379 texture_t *texture = t;
5380 int s = ent->skinnum;
5381 if ((unsigned int)s >= (unsigned int)model->numskins)
5383 if (model->skinscenes)
5385 if (model->skinscenes[s].framecount > 1)
5386 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5388 s = model->skinscenes[s].firstframe;
5391 t = t + s * model->num_surfaces;
5394 // use an alternate animation if the entity's frame is not 0,
5395 // and only if the texture has an alternate animation
5396 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5397 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5399 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5401 texture->currentframe = t;
5404 // update currentskinframe to be a qw skin or animation frame
5405 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"))
5407 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5409 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5410 if (developer_loading.integer)
5411 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5412 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);
5414 t->currentskinframe = r_qwskincache_skinframe[i];
5415 if (t->currentskinframe == NULL)
5416 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5418 else if (t->numskinframes >= 2)
5419 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5420 if (t->backgroundnumskinframes >= 2)
5421 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5423 t->currentmaterialflags = t->basematerialflags;
5424 t->currentalpha = ent->alpha;
5425 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5426 t->currentalpha *= r_wateralpha.value;
5427 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5428 t->currentalpha *= t->r_water_wateralpha;
5429 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5430 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5431 if (!(ent->flags & RENDER_LIGHT))
5432 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5433 else if (rsurface.modeltexcoordlightmap2f == NULL)
5435 // pick a model lighting mode
5436 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5437 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5439 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5441 if (ent->effects & EF_ADDITIVE)
5442 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5443 else if (t->currentalpha < 1)
5444 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5445 if (ent->effects & EF_DOUBLESIDED)
5446 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5447 if (ent->effects & EF_NODEPTHTEST)
5448 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5449 if (ent->flags & RENDER_VIEWMODEL)
5450 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5451 if (t->backgroundnumskinframes)
5452 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5453 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5455 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5456 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5459 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5461 // there is no tcmod
5462 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5464 t->currenttexmatrix = r_waterscrollmatrix;
5465 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5469 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5470 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5473 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5474 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5475 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5476 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5478 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5479 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5480 t->glosstexture = r_texture_black;
5481 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5482 t->backgroundglosstexture = r_texture_black;
5483 t->specularpower = r_shadow_glossexponent.value;
5484 // TODO: store reference values for these in the texture?
5485 t->specularscale = 0;
5486 if (r_shadow_gloss.integer > 0)
5488 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5490 if (r_shadow_glossintensity.value > 0)
5492 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5493 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5494 t->specularscale = r_shadow_glossintensity.value;
5497 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5499 t->glosstexture = r_texture_white;
5500 t->backgroundglosstexture = r_texture_white;
5501 t->specularscale = r_shadow_gloss2intensity.value;
5505 // lightmaps mode looks bad with dlights using actual texturing, so turn
5506 // off the colormap and glossmap, but leave the normalmap on as it still
5507 // accurately represents the shading involved
5508 if (gl_lightmaps.integer)
5510 t->basetexture = r_texture_grey128;
5511 t->backgroundbasetexture = NULL;
5512 t->specularscale = 0;
5513 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5516 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5517 VectorClear(t->dlightcolor);
5518 t->currentnumlayers = 0;
5519 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5522 int blendfunc1, blendfunc2;
5524 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5526 blendfunc1 = GL_SRC_ALPHA;
5527 blendfunc2 = GL_ONE;
5529 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5531 blendfunc1 = GL_SRC_ALPHA;
5532 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5534 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5536 blendfunc1 = t->customblendfunc[0];
5537 blendfunc2 = t->customblendfunc[1];
5541 blendfunc1 = GL_ONE;
5542 blendfunc2 = GL_ZERO;
5544 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5545 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5546 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5547 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5549 // fullbright is not affected by r_refdef.lightmapintensity
5550 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]);
5551 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5552 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_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]);
5553 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5554 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_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]);
5558 vec3_t ambientcolor;
5560 // set the color tint used for lights affecting this surface
5561 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5563 // q3bsp has no lightmap updates, so the lightstylevalue that
5564 // would normally be baked into the lightmap must be
5565 // applied to the color
5566 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5567 if (ent->model->type == mod_brushq3)
5568 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5569 colorscale *= r_refdef.lightmapintensity;
5570 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5571 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5572 // basic lit geometry
5573 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]);
5574 // add pants/shirt if needed
5575 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5576 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]);
5577 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5578 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]);
5579 // now add ambient passes if needed
5580 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5582 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]);
5583 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5584 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]);
5585 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5586 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]);
5589 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5590 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]);
5591 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5593 // if this is opaque use alpha blend which will darken the earlier
5596 // if this is an alpha blended material, all the earlier passes
5597 // were darkened by fog already, so we only need to add the fog
5598 // color ontop through the fog mask texture
5600 // if this is an additive blended material, all the earlier passes
5601 // were darkened by fog already, and we should not add fog color
5602 // (because the background was not darkened, there is no fog color
5603 // that was lost behind it).
5604 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]);
5608 return t->currentframe;
5611 rsurfacestate_t rsurface;
5613 void R_Mesh_ResizeArrays(int newvertices)
5616 if (rsurface.array_size >= newvertices)
5618 if (rsurface.array_modelvertex3f)
5619 Mem_Free(rsurface.array_modelvertex3f);
5620 rsurface.array_size = (newvertices + 1023) & ~1023;
5621 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5622 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5623 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5624 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5625 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5626 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5627 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5628 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5629 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5630 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5631 rsurface.array_color4f = base + rsurface.array_size * 27;
5632 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5635 void RSurf_ActiveWorldEntity(void)
5637 dp_model_t *model = r_refdef.scene.worldmodel;
5638 //if (rsurface.entity == r_refdef.scene.worldentity)
5640 rsurface.entity = r_refdef.scene.worldentity;
5641 if (rsurface.array_size < model->surfmesh.num_vertices)
5642 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5643 rsurface.matrix = identitymatrix;
5644 rsurface.inversematrix = identitymatrix;
5645 R_Mesh_Matrix(&identitymatrix);
5646 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5647 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5648 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5649 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5650 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5651 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5652 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5653 rsurface.frameblend[0].lerp = 1;
5654 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5655 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5656 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5657 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5658 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5659 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5660 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5661 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5662 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5663 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5664 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5665 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5666 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5667 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5668 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5669 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5670 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5671 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5672 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5673 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5674 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5675 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5676 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5677 rsurface.modelelement3i = model->surfmesh.data_element3i;
5678 rsurface.modelelement3s = model->surfmesh.data_element3s;
5679 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5680 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5681 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5682 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5683 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5684 rsurface.modelsurfaces = model->data_surfaces;
5685 rsurface.generatedvertex = false;
5686 rsurface.vertex3f = rsurface.modelvertex3f;
5687 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5688 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5689 rsurface.svector3f = rsurface.modelsvector3f;
5690 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5691 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5692 rsurface.tvector3f = rsurface.modeltvector3f;
5693 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5694 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5695 rsurface.normal3f = rsurface.modelnormal3f;
5696 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5697 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5698 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5701 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5703 dp_model_t *model = ent->model;
5704 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5706 rsurface.entity = (entity_render_t *)ent;
5707 if (rsurface.array_size < model->surfmesh.num_vertices)
5708 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5709 rsurface.matrix = ent->matrix;
5710 rsurface.inversematrix = ent->inversematrix;
5711 R_Mesh_Matrix(&rsurface.matrix);
5712 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5713 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5714 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5715 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5716 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5717 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5718 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5719 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5720 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5721 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5722 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5723 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5724 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5725 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5726 if (ent->model->brush.submodel)
5728 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5729 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5731 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5733 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5735 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5736 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5737 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5738 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5740 else if (wanttangents)
5742 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5743 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5744 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5745 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5746 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5748 else if (wantnormals)
5750 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5751 rsurface.modelsvector3f = NULL;
5752 rsurface.modeltvector3f = NULL;
5753 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5754 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5758 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5759 rsurface.modelsvector3f = NULL;
5760 rsurface.modeltvector3f = NULL;
5761 rsurface.modelnormal3f = NULL;
5762 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5764 rsurface.modelvertex3f_bufferobject = 0;
5765 rsurface.modelvertex3f_bufferoffset = 0;
5766 rsurface.modelsvector3f_bufferobject = 0;
5767 rsurface.modelsvector3f_bufferoffset = 0;
5768 rsurface.modeltvector3f_bufferobject = 0;
5769 rsurface.modeltvector3f_bufferoffset = 0;
5770 rsurface.modelnormal3f_bufferobject = 0;
5771 rsurface.modelnormal3f_bufferoffset = 0;
5772 rsurface.generatedvertex = true;
5776 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5777 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5778 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5779 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5780 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5781 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5782 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5783 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5784 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5785 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5786 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5787 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5788 rsurface.generatedvertex = false;
5790 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5791 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5792 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5793 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5794 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5795 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5796 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5797 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5798 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5799 rsurface.modelelement3i = model->surfmesh.data_element3i;
5800 rsurface.modelelement3s = model->surfmesh.data_element3s;
5801 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5802 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5803 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5804 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5805 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5806 rsurface.modelsurfaces = model->data_surfaces;
5807 rsurface.vertex3f = rsurface.modelvertex3f;
5808 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5809 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5810 rsurface.svector3f = rsurface.modelsvector3f;
5811 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5812 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5813 rsurface.tvector3f = rsurface.modeltvector3f;
5814 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5815 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5816 rsurface.normal3f = rsurface.modelnormal3f;
5817 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5818 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5819 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5822 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5823 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5826 int texturesurfaceindex;
5831 const float *v1, *in_tc;
5833 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5835 q3shaderinfo_deform_t *deform;
5836 // 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
5837 if (rsurface.generatedvertex)
5839 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5840 generatenormals = true;
5841 for (i = 0;i < Q3MAXDEFORMS;i++)
5843 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5845 generatetangents = true;
5846 generatenormals = true;
5848 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5849 generatenormals = true;
5851 if (generatenormals && !rsurface.modelnormal3f)
5853 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5854 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5855 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5856 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5858 if (generatetangents && !rsurface.modelsvector3f)
5860 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5861 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5862 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5863 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5864 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5865 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5866 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5869 rsurface.vertex3f = rsurface.modelvertex3f;
5870 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5871 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5872 rsurface.svector3f = rsurface.modelsvector3f;
5873 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5874 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5875 rsurface.tvector3f = rsurface.modeltvector3f;
5876 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5877 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5878 rsurface.normal3f = rsurface.modelnormal3f;
5879 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5880 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5881 // if vertices are deformed (sprite flares and things in maps, possibly
5882 // water waves, bulges and other deformations), generate them into
5883 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5884 // (may be static model data or generated data for an animated model, or
5885 // the previous deform pass)
5886 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5888 switch (deform->deform)
5891 case Q3DEFORM_PROJECTIONSHADOW:
5892 case Q3DEFORM_TEXT0:
5893 case Q3DEFORM_TEXT1:
5894 case Q3DEFORM_TEXT2:
5895 case Q3DEFORM_TEXT3:
5896 case Q3DEFORM_TEXT4:
5897 case Q3DEFORM_TEXT5:
5898 case Q3DEFORM_TEXT6:
5899 case Q3DEFORM_TEXT7:
5902 case Q3DEFORM_AUTOSPRITE:
5903 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5904 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5905 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5906 VectorNormalize(newforward);
5907 VectorNormalize(newright);
5908 VectorNormalize(newup);
5909 // make deformed versions of only the model vertices used by the specified surfaces
5910 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5912 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5913 // a single autosprite surface can contain multiple sprites...
5914 for (j = 0;j < surface->num_vertices - 3;j += 4)
5916 VectorClear(center);
5917 for (i = 0;i < 4;i++)
5918 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5919 VectorScale(center, 0.25f, center);
5920 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5921 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5922 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5923 for (i = 0;i < 4;i++)
5925 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5926 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5929 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5930 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5932 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5933 rsurface.vertex3f_bufferobject = 0;
5934 rsurface.vertex3f_bufferoffset = 0;
5935 rsurface.svector3f = rsurface.array_deformedsvector3f;
5936 rsurface.svector3f_bufferobject = 0;
5937 rsurface.svector3f_bufferoffset = 0;
5938 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5939 rsurface.tvector3f_bufferobject = 0;
5940 rsurface.tvector3f_bufferoffset = 0;
5941 rsurface.normal3f = rsurface.array_deformednormal3f;
5942 rsurface.normal3f_bufferobject = 0;
5943 rsurface.normal3f_bufferoffset = 0;
5945 case Q3DEFORM_AUTOSPRITE2:
5946 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5947 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5948 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5949 VectorNormalize(newforward);
5950 VectorNormalize(newright);
5951 VectorNormalize(newup);
5952 // make deformed versions of only the model vertices used by the specified surfaces
5953 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5955 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5956 const float *v1, *v2;
5966 memset(shortest, 0, sizeof(shortest));
5967 // a single autosprite surface can contain multiple sprites...
5968 for (j = 0;j < surface->num_vertices - 3;j += 4)
5970 VectorClear(center);
5971 for (i = 0;i < 4;i++)
5972 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5973 VectorScale(center, 0.25f, center);
5974 // find the two shortest edges, then use them to define the
5975 // axis vectors for rotating around the central axis
5976 for (i = 0;i < 6;i++)
5978 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5979 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5981 Debug_PolygonBegin(NULL, 0);
5982 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5983 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);
5984 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5987 l = VectorDistance2(v1, v2);
5988 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5990 l += (1.0f / 1024.0f);
5991 if (shortest[0].length2 > l || i == 0)
5993 shortest[1] = shortest[0];
5994 shortest[0].length2 = l;
5995 shortest[0].v1 = v1;
5996 shortest[0].v2 = v2;
5998 else if (shortest[1].length2 > l || i == 1)
6000 shortest[1].length2 = l;
6001 shortest[1].v1 = v1;
6002 shortest[1].v2 = v2;
6005 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6006 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6008 Debug_PolygonBegin(NULL, 0);
6009 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6010 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);
6011 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6014 // this calculates the right vector from the shortest edge
6015 // and the up vector from the edge midpoints
6016 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6017 VectorNormalize(right);
6018 VectorSubtract(end, start, up);
6019 VectorNormalize(up);
6020 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6021 VectorSubtract(rsurface.modelorg, center, forward);
6022 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6023 VectorNegate(forward, forward);
6024 VectorReflect(forward, 0, up, forward);
6025 VectorNormalize(forward);
6026 CrossProduct(up, forward, newright);
6027 VectorNormalize(newright);
6029 Debug_PolygonBegin(NULL, 0);
6030 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);
6031 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6032 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6036 Debug_PolygonBegin(NULL, 0);
6037 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6038 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6039 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6042 // rotate the quad around the up axis vector, this is made
6043 // especially easy by the fact we know the quad is flat,
6044 // so we only have to subtract the center position and
6045 // measure distance along the right vector, and then
6046 // multiply that by the newright vector and add back the
6048 // we also need to subtract the old position to undo the
6049 // displacement from the center, which we do with a
6050 // DotProduct, the subtraction/addition of center is also
6051 // optimized into DotProducts here
6052 l = DotProduct(right, center);
6053 for (i = 0;i < 4;i++)
6055 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6056 f = DotProduct(right, v1) - l;
6057 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6060 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6061 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6063 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6064 rsurface.vertex3f_bufferobject = 0;
6065 rsurface.vertex3f_bufferoffset = 0;
6066 rsurface.svector3f = rsurface.array_deformedsvector3f;
6067 rsurface.svector3f_bufferobject = 0;
6068 rsurface.svector3f_bufferoffset = 0;
6069 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6070 rsurface.tvector3f_bufferobject = 0;
6071 rsurface.tvector3f_bufferoffset = 0;
6072 rsurface.normal3f = rsurface.array_deformednormal3f;
6073 rsurface.normal3f_bufferobject = 0;
6074 rsurface.normal3f_bufferoffset = 0;
6076 case Q3DEFORM_NORMAL:
6077 // deform the normals to make reflections wavey
6078 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6080 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6081 for (j = 0;j < surface->num_vertices;j++)
6084 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6085 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6086 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6087 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6088 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6089 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6090 VectorNormalize(normal);
6092 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6094 rsurface.svector3f = rsurface.array_deformedsvector3f;
6095 rsurface.svector3f_bufferobject = 0;
6096 rsurface.svector3f_bufferoffset = 0;
6097 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6098 rsurface.tvector3f_bufferobject = 0;
6099 rsurface.tvector3f_bufferoffset = 0;
6100 rsurface.normal3f = rsurface.array_deformednormal3f;
6101 rsurface.normal3f_bufferobject = 0;
6102 rsurface.normal3f_bufferoffset = 0;
6105 // deform vertex array to make wavey water and flags and such
6106 waveparms[0] = deform->waveparms[0];
6107 waveparms[1] = deform->waveparms[1];
6108 waveparms[2] = deform->waveparms[2];
6109 waveparms[3] = deform->waveparms[3];
6110 // this is how a divisor of vertex influence on deformation
6111 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6112 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6113 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6115 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6116 for (j = 0;j < surface->num_vertices;j++)
6118 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6119 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6120 // if the wavefunc depends on time, evaluate it per-vertex
6123 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6124 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6126 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6129 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6130 rsurface.vertex3f_bufferobject = 0;
6131 rsurface.vertex3f_bufferoffset = 0;
6133 case Q3DEFORM_BULGE:
6134 // deform vertex array to make the surface have moving bulges
6135 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6137 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6138 for (j = 0;j < surface->num_vertices;j++)
6140 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6141 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6144 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6145 rsurface.vertex3f_bufferobject = 0;
6146 rsurface.vertex3f_bufferoffset = 0;
6149 // deform vertex array
6150 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6151 VectorScale(deform->parms, scale, waveparms);
6152 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6154 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6155 for (j = 0;j < surface->num_vertices;j++)
6156 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6158 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6159 rsurface.vertex3f_bufferobject = 0;
6160 rsurface.vertex3f_bufferoffset = 0;
6164 // generate texcoords based on the chosen texcoord source
6165 switch(rsurface.texture->tcgen.tcgen)
6168 case Q3TCGEN_TEXTURE:
6169 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6170 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6171 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6173 case Q3TCGEN_LIGHTMAP:
6174 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6175 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6176 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6178 case Q3TCGEN_VECTOR:
6179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6182 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)
6184 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6185 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6188 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6189 rsurface.texcoordtexture2f_bufferobject = 0;
6190 rsurface.texcoordtexture2f_bufferoffset = 0;
6192 case Q3TCGEN_ENVIRONMENT:
6193 // make environment reflections using a spheremap
6194 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6196 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6197 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6198 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6199 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6200 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6202 // identical to Q3A's method, but executed in worldspace so
6203 // carried models can be shiny too
6205 float viewer[3], d, reflected[3], worldreflected[3];
6207 VectorSubtract(rsurface.modelorg, vertex, viewer);
6208 // VectorNormalize(viewer);
6210 d = DotProduct(normal, viewer);
6212 reflected[0] = normal[0]*2*d - viewer[0];
6213 reflected[1] = normal[1]*2*d - viewer[1];
6214 reflected[2] = normal[2]*2*d - viewer[2];
6215 // note: this is proportinal to viewer, so we can normalize later
6217 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6218 VectorNormalize(worldreflected);
6220 // note: this sphere map only uses world x and z!
6221 // so positive and negative y will LOOK THE SAME.
6222 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6223 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6226 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6227 rsurface.texcoordtexture2f_bufferobject = 0;
6228 rsurface.texcoordtexture2f_bufferoffset = 0;
6231 // the only tcmod that needs software vertex processing is turbulent, so
6232 // check for it here and apply the changes if needed
6233 // and we only support that as the first one
6234 // (handling a mixture of turbulent and other tcmods would be problematic
6235 // without punting it entirely to a software path)
6236 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6238 amplitude = rsurface.texture->tcmods[0].parms[1];
6239 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6240 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6242 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6243 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)
6245 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6246 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6249 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6250 rsurface.texcoordtexture2f_bufferobject = 0;
6251 rsurface.texcoordtexture2f_bufferoffset = 0;
6253 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6254 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6255 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6256 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6259 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6262 const msurface_t *surface = texturesurfacelist[0];
6263 const msurface_t *surface2;
6268 // TODO: lock all array ranges before render, rather than on each surface
6269 if (texturenumsurfaces == 1)
6271 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6272 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);
6274 else if (r_batchmode.integer == 2)
6276 #define MAXBATCHTRIANGLES 4096
6277 int batchtriangles = 0;
6278 int batchelements[MAXBATCHTRIANGLES*3];
6279 for (i = 0;i < texturenumsurfaces;i = j)
6281 surface = texturesurfacelist[i];
6283 if (surface->num_triangles > MAXBATCHTRIANGLES)
6285 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);
6288 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6289 batchtriangles = surface->num_triangles;
6290 firstvertex = surface->num_firstvertex;
6291 endvertex = surface->num_firstvertex + surface->num_vertices;
6292 for (;j < texturenumsurfaces;j++)
6294 surface2 = texturesurfacelist[j];
6295 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6297 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6298 batchtriangles += surface2->num_triangles;
6299 firstvertex = min(firstvertex, surface2->num_firstvertex);
6300 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6302 surface2 = texturesurfacelist[j-1];
6303 numvertices = endvertex - firstvertex;
6304 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6307 else if (r_batchmode.integer == 1)
6309 for (i = 0;i < texturenumsurfaces;i = j)
6311 surface = texturesurfacelist[i];
6312 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6313 if (texturesurfacelist[j] != surface2)
6315 surface2 = texturesurfacelist[j-1];
6316 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6317 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6318 GL_LockArrays(surface->num_firstvertex, numvertices);
6319 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6324 for (i = 0;i < texturenumsurfaces;i++)
6326 surface = texturesurfacelist[i];
6327 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6328 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);
6333 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6335 int i, planeindex, vertexindex;
6339 r_waterstate_waterplane_t *p, *bestp;
6340 msurface_t *surface;
6341 if (r_waterstate.renderingscene)
6343 for (i = 0;i < texturenumsurfaces;i++)
6345 surface = texturesurfacelist[i];
6346 if (lightmaptexunit >= 0)
6347 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6348 if (deluxemaptexunit >= 0)
6349 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6350 // pick the closest matching water plane
6353 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6356 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6358 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6359 d += fabs(PlaneDiff(vert, &p->plane));
6361 if (bestd > d || !bestp)
6369 if (refractiontexunit >= 0)
6370 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6371 if (reflectiontexunit >= 0)
6372 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6376 if (refractiontexunit >= 0)
6377 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6378 if (reflectiontexunit >= 0)
6379 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6381 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6382 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);
6386 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6390 const msurface_t *surface = texturesurfacelist[0];
6391 const msurface_t *surface2;
6396 // TODO: lock all array ranges before render, rather than on each surface
6397 if (texturenumsurfaces == 1)
6399 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6400 if (deluxemaptexunit >= 0)
6401 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6402 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6403 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);
6405 else if (r_batchmode.integer == 2)
6407 #define MAXBATCHTRIANGLES 4096
6408 int batchtriangles = 0;
6409 int batchelements[MAXBATCHTRIANGLES*3];
6410 for (i = 0;i < texturenumsurfaces;i = j)
6412 surface = texturesurfacelist[i];
6413 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6414 if (deluxemaptexunit >= 0)
6415 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6417 if (surface->num_triangles > MAXBATCHTRIANGLES)
6419 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6422 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6423 batchtriangles = surface->num_triangles;
6424 firstvertex = surface->num_firstvertex;
6425 endvertex = surface->num_firstvertex + surface->num_vertices;
6426 for (;j < texturenumsurfaces;j++)
6428 surface2 = texturesurfacelist[j];
6429 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6431 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6432 batchtriangles += surface2->num_triangles;
6433 firstvertex = min(firstvertex, surface2->num_firstvertex);
6434 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6436 surface2 = texturesurfacelist[j-1];
6437 numvertices = endvertex - firstvertex;
6438 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6441 else if (r_batchmode.integer == 1)
6444 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6445 for (i = 0;i < texturenumsurfaces;i = j)
6447 surface = texturesurfacelist[i];
6448 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6449 if (texturesurfacelist[j] != surface2)
6451 Con_Printf(" %i", j - i);
6454 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6456 for (i = 0;i < texturenumsurfaces;i = j)
6458 surface = texturesurfacelist[i];
6459 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6460 if (deluxemaptexunit >= 0)
6461 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6462 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6463 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6466 Con_Printf(" %i", j - i);
6468 surface2 = texturesurfacelist[j-1];
6469 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6470 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6471 GL_LockArrays(surface->num_firstvertex, numvertices);
6472 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6480 for (i = 0;i < texturenumsurfaces;i++)
6482 surface = texturesurfacelist[i];
6483 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6484 if (deluxemaptexunit >= 0)
6485 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6486 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6487 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);
6492 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6495 int texturesurfaceindex;
6496 if (r_showsurfaces.integer == 2)
6498 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6500 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6501 for (j = 0;j < surface->num_triangles;j++)
6503 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6504 GL_Color(f, f, f, 1);
6505 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6511 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6513 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6514 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6515 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);
6516 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6517 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);
6522 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6524 int texturesurfaceindex;
6527 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6529 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6530 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)
6538 rsurface.lightmapcolor4f = rsurface.array_color4f;
6539 rsurface.lightmapcolor4f_bufferobject = 0;
6540 rsurface.lightmapcolor4f_bufferoffset = 0;
6543 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6545 int texturesurfaceindex;
6549 if (rsurface.lightmapcolor4f)
6551 // generate color arrays for the surfaces in this list
6552 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6554 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6555 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)
6557 f = FogPoint_Model(v);
6567 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6569 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6570 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)
6572 f = FogPoint_Model(v);
6580 rsurface.lightmapcolor4f = rsurface.array_color4f;
6581 rsurface.lightmapcolor4f_bufferobject = 0;
6582 rsurface.lightmapcolor4f_bufferoffset = 0;
6585 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6587 int texturesurfaceindex;
6591 if (!rsurface.lightmapcolor4f)
6593 // generate color arrays for the surfaces in this list
6594 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6596 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6597 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)
6599 f = FogPoint_Model(v);
6600 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6601 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6602 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6606 rsurface.lightmapcolor4f = rsurface.array_color4f;
6607 rsurface.lightmapcolor4f_bufferobject = 0;
6608 rsurface.lightmapcolor4f_bufferoffset = 0;
6611 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6613 int texturesurfaceindex;
6616 if (!rsurface.lightmapcolor4f)
6618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6621 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)
6629 rsurface.lightmapcolor4f = rsurface.array_color4f;
6630 rsurface.lightmapcolor4f_bufferobject = 0;
6631 rsurface.lightmapcolor4f_bufferoffset = 0;
6634 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6636 int texturesurfaceindex;
6639 if (!rsurface.lightmapcolor4f)
6641 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6643 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6644 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)
6646 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6647 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6648 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6652 rsurface.lightmapcolor4f = rsurface.array_color4f;
6653 rsurface.lightmapcolor4f_bufferobject = 0;
6654 rsurface.lightmapcolor4f_bufferoffset = 0;
6657 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6660 rsurface.lightmapcolor4f = NULL;
6661 rsurface.lightmapcolor4f_bufferobject = 0;
6662 rsurface.lightmapcolor4f_bufferoffset = 0;
6663 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6664 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6665 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6666 GL_Color(r, g, b, a);
6667 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6670 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6672 // TODO: optimize applyfog && applycolor case
6673 // just apply fog if necessary, and tint the fog color array if necessary
6674 rsurface.lightmapcolor4f = NULL;
6675 rsurface.lightmapcolor4f_bufferobject = 0;
6676 rsurface.lightmapcolor4f_bufferoffset = 0;
6677 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6678 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6679 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6680 GL_Color(r, g, b, a);
6681 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6684 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6686 int texturesurfaceindex;
6690 if (texturesurfacelist[0]->lightmapinfo)
6692 // generate color arrays for the surfaces in this list
6693 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6695 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6696 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6698 if (surface->lightmapinfo->samples)
6700 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6701 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6702 VectorScale(lm, scale, c);
6703 if (surface->lightmapinfo->styles[1] != 255)
6705 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6707 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6708 VectorMA(c, scale, lm, c);
6709 if (surface->lightmapinfo->styles[2] != 255)
6712 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6713 VectorMA(c, scale, lm, c);
6714 if (surface->lightmapinfo->styles[3] != 255)
6717 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6718 VectorMA(c, scale, lm, c);
6728 rsurface.lightmapcolor4f = rsurface.array_color4f;
6729 rsurface.lightmapcolor4f_bufferobject = 0;
6730 rsurface.lightmapcolor4f_bufferoffset = 0;
6734 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6735 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6736 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6738 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6739 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6740 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6741 GL_Color(r, g, b, a);
6742 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6745 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6747 int texturesurfaceindex;
6750 float *v, *c, *c2, alpha;
6751 vec3_t ambientcolor;
6752 vec3_t diffusecolor;
6756 VectorCopy(rsurface.modellight_lightdir, lightdir);
6757 f = 0.5f * r_refdef.lightmapintensity;
6758 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6759 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6760 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6761 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6762 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6763 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6765 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6767 // generate color arrays for the surfaces in this list
6768 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6770 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6771 int numverts = surface->num_vertices;
6772 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6773 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6774 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6775 // q3-style directional shading
6776 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6778 if ((f = DotProduct(c2, lightdir)) > 0)
6779 VectorMA(ambientcolor, f, diffusecolor, c);
6781 VectorCopy(ambientcolor, c);
6789 rsurface.lightmapcolor4f = rsurface.array_color4f;
6790 rsurface.lightmapcolor4f_bufferobject = 0;
6791 rsurface.lightmapcolor4f_bufferoffset = 0;
6792 *applycolor = false;
6796 *r = ambientcolor[0];
6797 *g = ambientcolor[1];
6798 *b = ambientcolor[2];
6799 rsurface.lightmapcolor4f = NULL;
6800 rsurface.lightmapcolor4f_bufferobject = 0;
6801 rsurface.lightmapcolor4f_bufferoffset = 0;
6805 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6807 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6808 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6809 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6810 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6811 GL_Color(r, g, b, a);
6812 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6815 void RSurf_SetupDepthAndCulling(void)
6817 // submodels are biased to avoid z-fighting with world surfaces that they
6818 // may be exactly overlapping (avoids z-fighting artifacts on certain
6819 // doors and things in Quake maps)
6820 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6821 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6822 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6823 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6826 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6828 // transparent sky would be ridiculous
6829 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6831 R_SetupGenericShader(false);
6834 skyrendernow = false;
6835 // we have to force off the water clipping plane while rendering sky
6839 // restore entity matrix
6840 R_Mesh_Matrix(&rsurface.matrix);
6842 RSurf_SetupDepthAndCulling();
6844 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6845 // skymasking on them, and Quake3 never did sky masking (unlike
6846 // software Quake and software Quake2), so disable the sky masking
6847 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6848 // and skymasking also looks very bad when noclipping outside the
6849 // level, so don't use it then either.
6850 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6852 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6853 R_Mesh_ColorPointer(NULL, 0, 0);
6854 R_Mesh_ResetTextureState();
6855 if (skyrendermasked)
6857 R_SetupDepthOrShadowShader();
6858 // depth-only (masking)
6859 GL_ColorMask(0,0,0,0);
6860 // just to make sure that braindead drivers don't draw
6861 // anything despite that colormask...
6862 GL_BlendFunc(GL_ZERO, GL_ONE);
6866 R_SetupGenericShader(false);
6868 GL_BlendFunc(GL_ONE, GL_ZERO);
6870 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6871 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6872 if (skyrendermasked)
6873 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6875 R_Mesh_ResetTextureState();
6876 GL_Color(1, 1, 1, 1);
6879 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6881 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6884 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6885 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6886 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6887 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6888 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6889 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6890 if (rsurface.texture->backgroundcurrentskinframe)
6892 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6893 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6894 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6895 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6897 if(rsurface.texture->colormapping)
6899 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6900 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6902 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6903 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6904 R_Mesh_ColorPointer(NULL, 0, 0);
6906 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6908 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6910 // render background
6911 GL_BlendFunc(GL_ONE, GL_ZERO);
6913 GL_AlphaTest(false);
6915 GL_Color(1, 1, 1, 1);
6916 R_Mesh_ColorPointer(NULL, 0, 0);
6918 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6919 if (r_glsl_permutation)
6921 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6922 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6923 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6924 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6925 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6926 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6927 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);
6929 GL_LockArrays(0, 0);
6931 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6932 GL_DepthMask(false);
6933 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6934 R_Mesh_ColorPointer(NULL, 0, 0);
6936 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6937 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6938 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6941 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6942 if (!r_glsl_permutation)
6945 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6946 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6947 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6948 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6949 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6950 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6952 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6954 GL_BlendFunc(GL_ONE, GL_ZERO);
6956 GL_AlphaTest(false);
6960 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6961 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6962 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6965 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6967 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6968 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);
6970 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6974 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6975 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);
6977 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6979 GL_LockArrays(0, 0);
6982 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6984 // OpenGL 1.3 path - anything not completely ancient
6985 int texturesurfaceindex;
6986 qboolean applycolor;
6990 const texturelayer_t *layer;
6991 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6993 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6996 int layertexrgbscale;
6997 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6999 if (layerindex == 0)
7003 GL_AlphaTest(false);
7004 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7007 GL_DepthMask(layer->depthmask && writedepth);
7008 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7009 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7011 layertexrgbscale = 4;
7012 VectorScale(layer->color, 0.25f, layercolor);
7014 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7016 layertexrgbscale = 2;
7017 VectorScale(layer->color, 0.5f, layercolor);
7021 layertexrgbscale = 1;
7022 VectorScale(layer->color, 1.0f, layercolor);
7024 layercolor[3] = layer->color[3];
7025 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7026 R_Mesh_ColorPointer(NULL, 0, 0);
7027 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7028 switch (layer->type)
7030 case TEXTURELAYERTYPE_LITTEXTURE:
7031 memset(&m, 0, sizeof(m));
7032 m.tex[0] = R_GetTexture(r_texture_white);
7033 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7034 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7035 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7036 m.tex[1] = R_GetTexture(layer->texture);
7037 m.texmatrix[1] = layer->texmatrix;
7038 m.texrgbscale[1] = layertexrgbscale;
7039 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7040 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7041 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7042 R_Mesh_TextureState(&m);
7043 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7044 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7045 else if (rsurface.uselightmaptexture)
7046 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7048 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7050 case TEXTURELAYERTYPE_TEXTURE:
7051 memset(&m, 0, sizeof(m));
7052 m.tex[0] = R_GetTexture(layer->texture);
7053 m.texmatrix[0] = layer->texmatrix;
7054 m.texrgbscale[0] = layertexrgbscale;
7055 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7056 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7057 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7058 R_Mesh_TextureState(&m);
7059 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7061 case TEXTURELAYERTYPE_FOG:
7062 memset(&m, 0, sizeof(m));
7063 m.texrgbscale[0] = layertexrgbscale;
7066 m.tex[0] = R_GetTexture(layer->texture);
7067 m.texmatrix[0] = layer->texmatrix;
7068 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7069 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7070 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7072 R_Mesh_TextureState(&m);
7073 // generate a color array for the fog pass
7074 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7075 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7079 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7080 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)
7082 f = 1 - FogPoint_Model(v);
7083 c[0] = layercolor[0];
7084 c[1] = layercolor[1];
7085 c[2] = layercolor[2];
7086 c[3] = f * layercolor[3];
7089 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7092 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7094 GL_LockArrays(0, 0);
7097 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7099 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7100 GL_AlphaTest(false);
7104 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7106 // OpenGL 1.1 - crusty old voodoo path
7107 int texturesurfaceindex;
7111 const texturelayer_t *layer;
7112 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7114 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7118 if (layerindex == 0)
7122 GL_AlphaTest(false);
7123 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7126 GL_DepthMask(layer->depthmask && writedepth);
7127 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7128 R_Mesh_ColorPointer(NULL, 0, 0);
7129 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7130 switch (layer->type)
7132 case TEXTURELAYERTYPE_LITTEXTURE:
7133 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7135 // two-pass lit texture with 2x rgbscale
7136 // first the lightmap pass
7137 memset(&m, 0, sizeof(m));
7138 m.tex[0] = R_GetTexture(r_texture_white);
7139 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7140 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7141 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7142 R_Mesh_TextureState(&m);
7143 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7144 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7145 else if (rsurface.uselightmaptexture)
7146 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7148 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7149 GL_LockArrays(0, 0);
7150 // then apply the texture to it
7151 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7152 memset(&m, 0, sizeof(m));
7153 m.tex[0] = R_GetTexture(layer->texture);
7154 m.texmatrix[0] = layer->texmatrix;
7155 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7156 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7157 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7158 R_Mesh_TextureState(&m);
7159 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);
7163 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7164 memset(&m, 0, sizeof(m));
7165 m.tex[0] = R_GetTexture(layer->texture);
7166 m.texmatrix[0] = layer->texmatrix;
7167 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7168 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7169 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7170 R_Mesh_TextureState(&m);
7171 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7172 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);
7174 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);
7177 case TEXTURELAYERTYPE_TEXTURE:
7178 // singletexture unlit texture with transparency support
7179 memset(&m, 0, sizeof(m));
7180 m.tex[0] = R_GetTexture(layer->texture);
7181 m.texmatrix[0] = layer->texmatrix;
7182 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7183 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7184 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7185 R_Mesh_TextureState(&m);
7186 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);
7188 case TEXTURELAYERTYPE_FOG:
7189 // singletexture fogging
7190 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7193 memset(&m, 0, sizeof(m));
7194 m.tex[0] = R_GetTexture(layer->texture);
7195 m.texmatrix[0] = layer->texmatrix;
7196 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7197 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7198 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7199 R_Mesh_TextureState(&m);
7202 R_Mesh_ResetTextureState();
7203 // generate a color array for the fog pass
7204 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7208 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7209 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)
7211 f = 1 - FogPoint_Model(v);
7212 c[0] = layer->color[0];
7213 c[1] = layer->color[1];
7214 c[2] = layer->color[2];
7215 c[3] = f * layer->color[3];
7218 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7221 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7223 GL_LockArrays(0, 0);
7226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7228 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7229 GL_AlphaTest(false);
7233 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7237 GL_AlphaTest(false);
7238 R_Mesh_ColorPointer(NULL, 0, 0);
7239 R_Mesh_ResetTextureState();
7240 R_SetupGenericShader(false);
7242 if(rsurface.texture && rsurface.texture->currentskinframe)
7244 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7245 c[3] *= rsurface.texture->currentalpha;
7255 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7257 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7258 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7259 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7262 // brighten it up (as texture value 127 means "unlit")
7263 c[0] *= 2 * r_refdef.view.colorscale;
7264 c[1] *= 2 * r_refdef.view.colorscale;
7265 c[2] *= 2 * r_refdef.view.colorscale;
7267 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7268 c[3] *= r_wateralpha.value;
7270 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7273 GL_DepthMask(false);
7275 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7277 GL_BlendFunc(GL_ONE, GL_ONE);
7278 GL_DepthMask(false);
7280 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7282 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7283 GL_DepthMask(false);
7285 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7287 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7288 GL_DepthMask(false);
7292 GL_BlendFunc(GL_ONE, GL_ZERO);
7293 GL_DepthMask(writedepth);
7296 rsurface.lightmapcolor4f = NULL;
7298 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7300 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7302 rsurface.lightmapcolor4f = NULL;
7303 rsurface.lightmapcolor4f_bufferobject = 0;
7304 rsurface.lightmapcolor4f_bufferoffset = 0;
7306 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7308 qboolean applycolor = true;
7311 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7313 r_refdef.lightmapintensity = 1;
7314 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7315 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7319 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7321 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7322 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7323 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7326 if(!rsurface.lightmapcolor4f)
7327 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7329 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7330 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7331 if(r_refdef.fogenabled)
7332 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7334 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7335 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7338 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7341 RSurf_SetupDepthAndCulling();
7342 if (r_showsurfaces.integer == 3)
7343 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7344 else if (r_glsl.integer && gl_support_fragment_shader)
7345 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7346 else if (gl_combine.integer && r_textureunits.integer >= 2)
7347 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7349 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7353 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7356 RSurf_SetupDepthAndCulling();
7357 if (r_showsurfaces.integer == 3)
7358 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7359 else if (r_glsl.integer && gl_support_fragment_shader)
7360 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7361 else if (gl_combine.integer && r_textureunits.integer >= 2)
7362 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7364 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7368 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7371 int texturenumsurfaces, endsurface;
7373 msurface_t *surface;
7374 msurface_t *texturesurfacelist[1024];
7376 // if the model is static it doesn't matter what value we give for
7377 // wantnormals and wanttangents, so this logic uses only rules applicable
7378 // to a model, knowing that they are meaningless otherwise
7379 if (ent == r_refdef.scene.worldentity)
7380 RSurf_ActiveWorldEntity();
7381 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7382 RSurf_ActiveModelEntity(ent, false, false);
7384 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7386 for (i = 0;i < numsurfaces;i = j)
7389 surface = rsurface.modelsurfaces + surfacelist[i];
7390 texture = surface->texture;
7391 rsurface.texture = R_GetCurrentTexture(texture);
7392 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7393 // scan ahead until we find a different texture
7394 endsurface = min(i + 1024, numsurfaces);
7395 texturenumsurfaces = 0;
7396 texturesurfacelist[texturenumsurfaces++] = surface;
7397 for (;j < endsurface;j++)
7399 surface = rsurface.modelsurfaces + surfacelist[j];
7400 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7402 texturesurfacelist[texturenumsurfaces++] = surface;
7404 // render the range of surfaces
7405 if (ent == r_refdef.scene.worldentity)
7406 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7408 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7410 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7411 GL_AlphaTest(false);
7414 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7416 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7420 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7422 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7424 RSurf_SetupDepthAndCulling();
7425 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7426 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7428 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7430 RSurf_SetupDepthAndCulling();
7431 GL_AlphaTest(false);
7432 R_Mesh_ColorPointer(NULL, 0, 0);
7433 R_Mesh_ResetTextureState();
7434 R_SetupGenericShader(false);
7435 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7437 GL_BlendFunc(GL_ONE, GL_ZERO);
7438 GL_Color(0, 0, 0, 1);
7439 GL_DepthTest(writedepth);
7440 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7442 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7444 RSurf_SetupDepthAndCulling();
7445 GL_AlphaTest(false);
7446 R_Mesh_ColorPointer(NULL, 0, 0);
7447 R_Mesh_ResetTextureState();
7448 R_SetupGenericShader(false);
7449 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7451 GL_BlendFunc(GL_ONE, GL_ZERO);
7453 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7455 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7456 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7457 else if (!rsurface.texture->currentnumlayers)
7459 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7461 // transparent surfaces get pushed off into the transparent queue
7462 int surfacelistindex;
7463 const msurface_t *surface;
7464 vec3_t tempcenter, center;
7465 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7467 surface = texturesurfacelist[surfacelistindex];
7468 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7469 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7470 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7471 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7472 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7477 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7478 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7483 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7487 // break the surface list down into batches by texture and use of lightmapping
7488 for (i = 0;i < numsurfaces;i = j)
7491 // texture is the base texture pointer, rsurface.texture is the
7492 // current frame/skin the texture is directing us to use (for example
7493 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7494 // use skin 1 instead)
7495 texture = surfacelist[i]->texture;
7496 rsurface.texture = R_GetCurrentTexture(texture);
7497 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7498 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7500 // if this texture is not the kind we want, skip ahead to the next one
7501 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7505 // simply scan ahead until we find a different texture or lightmap state
7506 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7508 // render the range of surfaces
7509 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7513 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7518 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7520 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7522 RSurf_SetupDepthAndCulling();
7523 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7524 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7526 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7528 RSurf_SetupDepthAndCulling();
7529 GL_AlphaTest(false);
7530 R_Mesh_ColorPointer(NULL, 0, 0);
7531 R_Mesh_ResetTextureState();
7532 R_SetupGenericShader(false);
7533 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7535 GL_BlendFunc(GL_ONE, GL_ZERO);
7536 GL_Color(0, 0, 0, 1);
7537 GL_DepthTest(writedepth);
7538 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7540 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7542 RSurf_SetupDepthAndCulling();
7543 GL_AlphaTest(false);
7544 R_Mesh_ColorPointer(NULL, 0, 0);
7545 R_Mesh_ResetTextureState();
7546 R_SetupGenericShader(false);
7547 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7549 GL_BlendFunc(GL_ONE, GL_ZERO);
7551 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7553 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7554 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7555 else if (!rsurface.texture->currentnumlayers)
7557 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7559 // transparent surfaces get pushed off into the transparent queue
7560 int surfacelistindex;
7561 const msurface_t *surface;
7562 vec3_t tempcenter, center;
7563 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7565 surface = texturesurfacelist[surfacelistindex];
7566 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7567 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7568 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7569 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7570 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7575 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7576 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7581 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7585 // break the surface list down into batches by texture and use of lightmapping
7586 for (i = 0;i < numsurfaces;i = j)
7589 // texture is the base texture pointer, rsurface.texture is the
7590 // current frame/skin the texture is directing us to use (for example
7591 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7592 // use skin 1 instead)
7593 texture = surfacelist[i]->texture;
7594 rsurface.texture = R_GetCurrentTexture(texture);
7595 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7596 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7598 // if this texture is not the kind we want, skip ahead to the next one
7599 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7603 // simply scan ahead until we find a different texture or lightmap state
7604 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7606 // render the range of surfaces
7607 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7611 float locboxvertex3f[6*4*3] =
7613 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7614 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7615 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7616 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7617 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7618 1,0,0, 0,0,0, 0,1,0, 1,1,0
7621 unsigned short locboxelements[6*2*3] =
7631 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7634 cl_locnode_t *loc = (cl_locnode_t *)ent;
7636 float vertex3f[6*4*3];
7638 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7639 GL_DepthMask(false);
7640 GL_DepthRange(0, 1);
7641 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7643 GL_CullFace(GL_NONE);
7644 R_Mesh_Matrix(&identitymatrix);
7646 R_Mesh_VertexPointer(vertex3f, 0, 0);
7647 R_Mesh_ColorPointer(NULL, 0, 0);
7648 R_Mesh_ResetTextureState();
7649 R_SetupGenericShader(false);
7652 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7653 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7654 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7655 surfacelist[0] < 0 ? 0.5f : 0.125f);
7657 if (VectorCompare(loc->mins, loc->maxs))
7659 VectorSet(size, 2, 2, 2);
7660 VectorMA(loc->mins, -0.5f, size, mins);
7664 VectorCopy(loc->mins, mins);
7665 VectorSubtract(loc->maxs, loc->mins, size);
7668 for (i = 0;i < 6*4*3;)
7669 for (j = 0;j < 3;j++, i++)
7670 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7672 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7675 void R_DrawLocs(void)
7678 cl_locnode_t *loc, *nearestloc;
7680 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7681 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7683 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7684 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7688 void R_DrawDebugModel(entity_render_t *ent)
7690 int i, j, k, l, flagsmask;
7691 const int *elements;
7693 msurface_t *surface;
7694 dp_model_t *model = ent->model;
7697 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7699 R_Mesh_ColorPointer(NULL, 0, 0);
7700 R_Mesh_ResetTextureState();
7701 R_SetupGenericShader(false);
7702 GL_DepthRange(0, 1);
7703 GL_DepthTest(!r_showdisabledepthtest.integer);
7704 GL_DepthMask(false);
7705 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7707 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7709 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7710 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7712 if (brush->colbrushf && brush->colbrushf->numtriangles)
7714 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7715 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);
7716 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7719 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7721 if (surface->num_collisiontriangles)
7723 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7724 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);
7725 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7730 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7732 if (r_showtris.integer || r_shownormals.integer)
7734 if (r_showdisabledepthtest.integer)
7736 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7737 GL_DepthMask(false);
7741 GL_BlendFunc(GL_ONE, GL_ZERO);
7744 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7746 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7748 rsurface.texture = R_GetCurrentTexture(surface->texture);
7749 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7751 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7752 if (r_showtris.value > 0)
7754 if (!rsurface.texture->currentlayers->depthmask)
7755 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7756 else if (ent == r_refdef.scene.worldentity)
7757 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7759 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7760 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7761 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7762 R_Mesh_ColorPointer(NULL, 0, 0);
7763 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7764 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7765 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7766 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);
7767 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7770 if (r_shownormals.value < 0)
7773 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7775 VectorCopy(rsurface.vertex3f + l * 3, v);
7776 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7777 qglVertex3f(v[0], v[1], v[2]);
7778 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7779 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7780 qglVertex3f(v[0], v[1], v[2]);
7785 if (r_shownormals.value > 0)
7788 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7790 VectorCopy(rsurface.vertex3f + l * 3, v);
7791 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7792 qglVertex3f(v[0], v[1], v[2]);
7793 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7794 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7795 qglVertex3f(v[0], v[1], v[2]);
7800 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7802 VectorCopy(rsurface.vertex3f + l * 3, v);
7803 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7804 qglVertex3f(v[0], v[1], v[2]);
7805 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7806 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7807 qglVertex3f(v[0], v[1], v[2]);
7812 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7814 VectorCopy(rsurface.vertex3f + l * 3, v);
7815 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7816 qglVertex3f(v[0], v[1], v[2]);
7817 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7818 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7819 qglVertex3f(v[0], v[1], v[2]);
7826 rsurface.texture = NULL;
7830 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7831 int r_maxsurfacelist = 0;
7832 msurface_t **r_surfacelist = NULL;
7833 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7835 int i, j, endj, f, flagsmask;
7837 dp_model_t *model = r_refdef.scene.worldmodel;
7838 msurface_t *surfaces;
7839 unsigned char *update;
7840 int numsurfacelist = 0;
7844 if (r_maxsurfacelist < model->num_surfaces)
7846 r_maxsurfacelist = model->num_surfaces;
7848 Mem_Free(r_surfacelist);
7849 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7852 RSurf_ActiveWorldEntity();
7854 surfaces = model->data_surfaces;
7855 update = model->brushq1.lightmapupdateflags;
7857 // update light styles on this submodel
7858 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7860 model_brush_lightstyleinfo_t *style;
7861 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7863 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7865 int *list = style->surfacelist;
7866 style->value = r_refdef.scene.lightstylevalue[style->style];
7867 for (j = 0;j < style->numsurfaces;j++)
7868 update[list[j]] = true;
7873 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7877 R_DrawDebugModel(r_refdef.scene.worldentity);
7878 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7884 rsurface.uselightmaptexture = false;
7885 rsurface.texture = NULL;
7886 rsurface.rtlight = NULL;
7888 // add visible surfaces to draw list
7889 for (i = 0;i < model->nummodelsurfaces;i++)
7891 j = model->sortedmodelsurfaces[i];
7892 if (r_refdef.viewcache.world_surfacevisible[j])
7893 r_surfacelist[numsurfacelist++] = surfaces + j;
7895 // update lightmaps if needed
7897 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7898 if (r_refdef.viewcache.world_surfacevisible[j])
7900 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7901 // don't do anything if there were no surfaces
7902 if (!numsurfacelist)
7904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7907 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7908 GL_AlphaTest(false);
7910 // add to stats if desired
7911 if (r_speeds.integer && !skysurfaces && !depthonly)
7913 r_refdef.stats.world_surfaces += numsurfacelist;
7914 for (j = 0;j < numsurfacelist;j++)
7915 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7917 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7920 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7922 int i, j, endj, f, flagsmask;
7924 dp_model_t *model = ent->model;
7925 msurface_t *surfaces;
7926 unsigned char *update;
7927 int numsurfacelist = 0;
7931 if (r_maxsurfacelist < model->num_surfaces)
7933 r_maxsurfacelist = model->num_surfaces;
7935 Mem_Free(r_surfacelist);
7936 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7939 // if the model is static it doesn't matter what value we give for
7940 // wantnormals and wanttangents, so this logic uses only rules applicable
7941 // to a model, knowing that they are meaningless otherwise
7942 if (ent == r_refdef.scene.worldentity)
7943 RSurf_ActiveWorldEntity();
7944 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7945 RSurf_ActiveModelEntity(ent, false, false);
7947 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7949 surfaces = model->data_surfaces;
7950 update = model->brushq1.lightmapupdateflags;
7952 // update light styles
7953 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7955 model_brush_lightstyleinfo_t *style;
7956 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7958 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7960 int *list = style->surfacelist;
7961 style->value = r_refdef.scene.lightstylevalue[style->style];
7962 for (j = 0;j < style->numsurfaces;j++)
7963 update[list[j]] = true;
7968 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7972 R_DrawDebugModel(ent);
7973 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7979 rsurface.uselightmaptexture = false;
7980 rsurface.texture = NULL;
7981 rsurface.rtlight = NULL;
7983 // add visible surfaces to draw list
7984 for (i = 0;i < model->nummodelsurfaces;i++)
7985 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7986 // don't do anything if there were no surfaces
7987 if (!numsurfacelist)
7989 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7992 // update lightmaps if needed
7994 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7996 R_BuildLightMap(ent, surfaces + j);
7997 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7998 GL_AlphaTest(false);
8000 // add to stats if desired
8001 if (r_speeds.integer && !skysurfaces && !depthonly)
8003 r_refdef.stats.entities_surfaces += numsurfacelist;
8004 for (j = 0;j < numsurfacelist;j++)
8005 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8007 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity