2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
48 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
50 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
51 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
52 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
53 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
54 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
55 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
56 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
57 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
59 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
60 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
61 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
62 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
63 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
64 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
65 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
66 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
67 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
68 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
69 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
70 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
71 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
72 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
73 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
74 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
75 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
78 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
79 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
80 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
81 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
83 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
84 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
85 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
86 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
87 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
88 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
89 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
90 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
92 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
94 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
95 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
96 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
97 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
98 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
99 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
100 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
101 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
102 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
103 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
107 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
108 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
109 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
110 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
111 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
113 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
114 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
115 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
116 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
118 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
119 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
120 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
121 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
122 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
123 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
124 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
126 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
127 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
128 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
129 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
131 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
133 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
135 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
137 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
138 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
139 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
140 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
141 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
142 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
143 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
145 extern cvar_t v_glslgamma;
147 extern qboolean v_flipped_state;
149 static struct r_bloomstate_s
154 int bloomwidth, bloomheight;
156 int screentexturewidth, screentextureheight;
157 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
159 int bloomtexturewidth, bloomtextureheight;
160 rtexture_t *texture_bloom;
162 // arrays for rendering the screen passes
163 float screentexcoord2f[8];
164 float bloomtexcoord2f[8];
165 float offsettexcoord2f[8];
169 r_waterstate_t r_waterstate;
171 /// shadow volume bsp struct with automatically growing nodes buffer
174 rtexture_t *r_texture_blanknormalmap;
175 rtexture_t *r_texture_white;
176 rtexture_t *r_texture_grey128;
177 rtexture_t *r_texture_black;
178 rtexture_t *r_texture_notexture;
179 rtexture_t *r_texture_whitecube;
180 rtexture_t *r_texture_normalizationcube;
181 rtexture_t *r_texture_fogattenuation;
182 rtexture_t *r_texture_gammaramps;
183 unsigned int r_texture_gammaramps_serial;
184 //rtexture_t *r_texture_fogintensity;
186 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
187 unsigned int r_numqueries;
188 unsigned int r_maxqueries;
190 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
191 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
193 /// vertex coordinates for a quad that covers the screen exactly
194 const static float r_screenvertex3f[12] =
202 extern void R_DrawModelShadows(void);
204 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
207 for (i = 0;i < verts;i++)
218 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
221 for (i = 0;i < verts;i++)
231 // FIXME: move this to client?
234 if (gamemode == GAME_NEHAHRA)
236 Cvar_Set("gl_fogenable", "0");
237 Cvar_Set("gl_fogdensity", "0.2");
238 Cvar_Set("gl_fogred", "0.3");
239 Cvar_Set("gl_foggreen", "0.3");
240 Cvar_Set("gl_fogblue", "0.3");
242 r_refdef.fog_density = 0;
243 r_refdef.fog_red = 0;
244 r_refdef.fog_green = 0;
245 r_refdef.fog_blue = 0;
246 r_refdef.fog_alpha = 1;
247 r_refdef.fog_start = 0;
248 r_refdef.fog_end = 0;
251 float FogForDistance(vec_t dist)
253 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
254 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
257 float FogPoint_World(const vec3_t p)
259 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
262 float FogPoint_Model(const vec3_t p)
264 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
267 static void R_BuildBlankTextures(void)
269 unsigned char data[4];
270 data[2] = 128; // normal X
271 data[1] = 128; // normal Y
272 data[0] = 255; // normal Z
273 data[3] = 128; // height
274 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 static void R_BuildNoTexture(void)
295 unsigned char pix[16][16][4];
296 // this makes a light grey/dark grey checkerboard texture
297 for (y = 0;y < 16;y++)
299 for (x = 0;x < 16;x++)
301 if ((y < 8) ^ (x < 8))
317 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
320 static void R_BuildWhiteCube(void)
322 unsigned char data[6*1*1*4];
323 memset(data, 255, sizeof(data));
324 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
327 static void R_BuildNormalizationCube(void)
331 vec_t s, t, intensity;
333 unsigned char data[6][NORMSIZE][NORMSIZE][4];
334 for (side = 0;side < 6;side++)
336 for (y = 0;y < NORMSIZE;y++)
338 for (x = 0;x < NORMSIZE;x++)
340 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 intensity = 127.0f / sqrt(DotProduct(v, v));
377 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
378 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
380 data[side][y][x][3] = 255;
384 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
387 static void R_BuildFogTexture(void)
391 unsigned char data1[FOGWIDTH][4];
392 //unsigned char data2[FOGWIDTH][4];
395 r_refdef.fogmasktable_start = r_refdef.fog_start;
396 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
397 r_refdef.fogmasktable_range = r_refdef.fogrange;
398 r_refdef.fogmasktable_density = r_refdef.fog_density;
400 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
401 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
403 d = (x * r - r_refdef.fogmasktable_start);
404 if(developer.integer >= 100)
405 Con_Printf("%f ", d);
407 if (r_fog_exp2.integer)
408 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
410 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
411 if(developer.integer >= 100)
412 Con_Printf(" : %f ", alpha);
413 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
414 if(developer.integer >= 100)
415 Con_Printf(" = %f\n", alpha);
416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
419 for (x = 0;x < FOGWIDTH;x++)
421 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426 //data2[x][0] = 255 - b;
427 //data2[x][1] = 255 - b;
428 //data2[x][2] = 255 - b;
431 if (r_texture_fogattenuation)
433 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
434 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
438 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
439 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
443 static const char *builtinshaderstring =
444 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
445 "// written by Forest 'LordHavoc' Hale\n"
447 "// common definitions between vertex shader and fragment shader:\n"
449 "//#ifdef __GLSL_CG_DATA_TYPES\n"
450 "//# define myhalf half\n"
451 "//# define myhalf2 half2\n"
452 "//# define myhalf3 half3\n"
453 "//# define myhalf4 half4\n"
455 "# define myhalf float\n"
456 "# define myhalf2 vec2\n"
457 "# define myhalf3 vec3\n"
458 "# define myhalf4 vec4\n"
461 "#ifdef MODE_DEPTH_OR_SHADOW\n"
463 "# ifdef VERTEX_SHADER\n"
466 " gl_Position = ftransform();\n"
472 "#ifdef MODE_POSTPROCESS\n"
473 "# ifdef VERTEX_SHADER\n"
476 " gl_FrontColor = gl_Color;\n"
477 " gl_Position = ftransform();\n"
478 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
480 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
484 "# ifdef FRAGMENT_SHADER\n"
486 "uniform sampler2D Texture_First;\n"
488 "uniform sampler2D Texture_Second;\n"
490 "#ifdef USEGAMMARAMPS\n"
491 "uniform sampler2D Texture_GammaRamps;\n"
493 "#ifdef USESATURATION\n"
494 "uniform float Saturation;\n"
496 "#ifdef USEVERTEXTEXTUREBLEND\n"
497 "uniform vec4 TintColor;\n"
499 "#ifdef USECOLORMOD\n"
500 "uniform vec3 Gamma;\n"
502 "//uncomment these if you want to use them:\n"
503 "uniform vec4 UserVec1;\n"
504 "// uniform vec4 UserVec2;\n"
505 "// uniform vec4 UserVec3;\n"
506 "// uniform vec4 UserVec4;\n"
507 "// uniform float ClientTime;\n"
508 "uniform vec2 PixelSize;\n"
511 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
513 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
515 "#ifdef USEVERTEXTEXTUREBLEND\n"
516 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
519 "#ifdef USEPOSTPROCESSING\n"
520 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
521 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
522 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
523 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
524 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
525 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
526 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
527 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
530 "#ifdef USESATURATION\n"
531 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
532 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
533 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
534 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
537 "#ifdef USEGAMMARAMPS\n"
538 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
539 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
540 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
547 "#ifdef MODE_GENERIC\n"
548 "# ifdef VERTEX_SHADER\n"
551 " gl_FrontColor = gl_Color;\n"
552 "# ifdef USEDIFFUSE\n"
553 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
555 "# ifdef USESPECULAR\n"
556 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
558 " gl_Position = ftransform();\n"
561 "# ifdef FRAGMENT_SHADER\n"
563 "# ifdef USEDIFFUSE\n"
564 "uniform sampler2D Texture_First;\n"
566 "# ifdef USESPECULAR\n"
567 "uniform sampler2D Texture_Second;\n"
572 " gl_FragColor = gl_Color;\n"
573 "# ifdef USEDIFFUSE\n"
574 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
577 "# ifdef USESPECULAR\n"
578 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
580 "# ifdef USECOLORMAPPING\n"
581 " gl_FragColor *= tex2;\n"
584 " gl_FragColor += tex2;\n"
586 "# ifdef USEVERTEXTEXTUREBLEND\n"
587 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
592 "#else // !MODE_GENERIC\n"
594 "varying vec2 TexCoord;\n"
595 "#ifdef USEVERTEXTEXTUREBLEND\n"
596 "varying vec2 TexCoord2;\n"
598 "varying vec2 TexCoordLightmap;\n"
600 "#ifdef MODE_LIGHTSOURCE\n"
601 "varying vec3 CubeVector;\n"
604 "#ifdef MODE_LIGHTSOURCE\n"
605 "varying vec3 LightVector;\n"
607 "#ifdef MODE_LIGHTDIRECTION\n"
608 "varying vec3 LightVector;\n"
611 "varying vec3 EyeVector;\n"
613 "varying vec3 EyeVectorModelSpace;\n"
616 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
617 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
618 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
620 "#ifdef MODE_WATER\n"
621 "varying vec4 ModelViewProjectionPosition;\n"
623 "#ifdef MODE_REFRACTION\n"
624 "varying vec4 ModelViewProjectionPosition;\n"
626 "#ifdef USEREFLECTION\n"
627 "varying vec4 ModelViewProjectionPosition;\n"
634 "// vertex shader specific:\n"
635 "#ifdef VERTEX_SHADER\n"
637 "uniform vec3 LightPosition;\n"
638 "uniform vec3 EyePosition;\n"
639 "uniform vec3 LightDir;\n"
641 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
645 " gl_FrontColor = gl_Color;\n"
646 " // copy the surface texcoord\n"
647 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
648 "#ifdef USEVERTEXTEXTUREBLEND\n"
649 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
651 "#ifndef MODE_LIGHTSOURCE\n"
652 "# ifndef MODE_LIGHTDIRECTION\n"
653 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
657 "#ifdef MODE_LIGHTSOURCE\n"
658 " // transform vertex position into light attenuation/cubemap space\n"
659 " // (-1 to +1 across the light box)\n"
660 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
662 " // transform unnormalized light direction into tangent space\n"
663 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
664 " // normalize it per pixel)\n"
665 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
666 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
667 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
668 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
671 "#ifdef MODE_LIGHTDIRECTION\n"
672 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
673 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
674 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
677 " // transform unnormalized eye direction into tangent space\n"
679 " vec3 EyeVectorModelSpace;\n"
681 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
682 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
683 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
684 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
686 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
687 " VectorS = gl_MultiTexCoord1.xyz;\n"
688 " VectorT = gl_MultiTexCoord2.xyz;\n"
689 " VectorR = gl_MultiTexCoord3.xyz;\n"
692 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
693 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
694 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
695 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
698 "// transform vertex to camera space, using ftransform to match non-VS\n"
700 " gl_Position = ftransform();\n"
702 "#ifdef MODE_WATER\n"
703 " ModelViewProjectionPosition = gl_Position;\n"
705 "#ifdef MODE_REFRACTION\n"
706 " ModelViewProjectionPosition = gl_Position;\n"
708 "#ifdef USEREFLECTION\n"
709 " ModelViewProjectionPosition = gl_Position;\n"
713 "#endif // VERTEX_SHADER\n"
718 "// fragment shader specific:\n"
719 "#ifdef FRAGMENT_SHADER\n"
721 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
722 "uniform sampler2D Texture_Normal;\n"
723 "uniform sampler2D Texture_Color;\n"
724 "uniform sampler2D Texture_Gloss;\n"
725 "uniform sampler2D Texture_Glow;\n"
726 "uniform sampler2D Texture_SecondaryNormal;\n"
727 "uniform sampler2D Texture_SecondaryColor;\n"
728 "uniform sampler2D Texture_SecondaryGloss;\n"
729 "uniform sampler2D Texture_SecondaryGlow;\n"
730 "uniform sampler2D Texture_Pants;\n"
731 "uniform sampler2D Texture_Shirt;\n"
732 "uniform sampler2D Texture_FogMask;\n"
733 "uniform sampler2D Texture_Lightmap;\n"
734 "uniform sampler2D Texture_Deluxemap;\n"
735 "uniform sampler2D Texture_Refraction;\n"
736 "uniform sampler2D Texture_Reflection;\n"
737 "uniform sampler2D Texture_Attenuation;\n"
738 "uniform samplerCube Texture_Cube;\n"
740 "uniform myhalf3 LightColor;\n"
741 "uniform myhalf3 AmbientColor;\n"
742 "uniform myhalf3 DiffuseColor;\n"
743 "uniform myhalf3 SpecularColor;\n"
744 "uniform myhalf3 Color_Pants;\n"
745 "uniform myhalf3 Color_Shirt;\n"
746 "uniform myhalf3 FogColor;\n"
748 "uniform myhalf4 TintColor;\n"
751 "//#ifdef MODE_WATER\n"
752 "uniform vec4 DistortScaleRefractReflect;\n"
753 "uniform vec4 ScreenScaleRefractReflect;\n"
754 "uniform vec4 ScreenCenterRefractReflect;\n"
755 "uniform myhalf4 RefractColor;\n"
756 "uniform myhalf4 ReflectColor;\n"
757 "uniform myhalf ReflectFactor;\n"
758 "uniform myhalf ReflectOffset;\n"
760 "//# ifdef MODE_REFRACTION\n"
761 "//uniform vec4 DistortScaleRefractReflect;\n"
762 "//uniform vec4 ScreenScaleRefractReflect;\n"
763 "//uniform vec4 ScreenCenterRefractReflect;\n"
764 "//uniform myhalf4 RefractColor;\n"
765 "//# ifdef USEREFLECTION\n"
766 "//uniform myhalf4 ReflectColor;\n"
769 "//# ifdef USEREFLECTION\n"
770 "//uniform vec4 DistortScaleRefractReflect;\n"
771 "//uniform vec4 ScreenScaleRefractReflect;\n"
772 "//uniform vec4 ScreenCenterRefractReflect;\n"
773 "//uniform myhalf4 ReflectColor;\n"
778 "uniform myhalf GlowScale;\n"
779 "uniform myhalf SceneBrightness;\n"
780 "#ifdef USECONTRASTBOOST\n"
781 "uniform myhalf ContrastBoostCoeff;\n"
784 "uniform float OffsetMapping_Scale;\n"
785 "uniform float OffsetMapping_Bias;\n"
786 "uniform float FogRangeRecip;\n"
788 "uniform myhalf AmbientScale;\n"
789 "uniform myhalf DiffuseScale;\n"
790 "uniform myhalf SpecularScale;\n"
791 "uniform myhalf SpecularPower;\n"
793 "#ifdef USEOFFSETMAPPING\n"
794 "vec2 OffsetMapping(vec2 TexCoord)\n"
796 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
797 " // 14 sample relief mapping: linear search and then binary search\n"
798 " // this basically steps forward a small amount repeatedly until it finds\n"
799 " // itself inside solid, then jitters forward and back using decreasing\n"
800 " // amounts to find the impact\n"
801 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
802 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
803 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
804 " vec3 RT = vec3(TexCoord, 1);\n"
805 " OffsetVector *= 0.1;\n"
806 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
814 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
815 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
816 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
817 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
818 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
819 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
822 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
823 " // this basically moves forward the full distance, and then backs up based\n"
824 " // on height of samples\n"
825 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
826 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
827 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
828 " TexCoord += OffsetVector;\n"
829 " OffsetVector *= 0.333;\n"
830 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
832 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
833 " return TexCoord;\n"
836 "#endif // USEOFFSETMAPPING\n"
838 "#ifdef MODE_WATER\n"
843 "#ifdef USEOFFSETMAPPING\n"
844 " // apply offsetmapping\n"
845 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
846 "#define TexCoord TexCoordOffset\n"
849 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
850 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
851 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
852 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
853 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
856 "#else // !MODE_WATER\n"
857 "#ifdef MODE_REFRACTION\n"
859 "// refraction pass\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 " // apply offsetmapping\n"
864 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
868 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
871 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
874 "#else // !MODE_REFRACTION\n"
877 "#ifdef USEOFFSETMAPPING\n"
878 " // apply offsetmapping\n"
879 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
880 "#define TexCoord TexCoordOffset\n"
883 " // combine the diffuse textures (base, pants, shirt)\n"
884 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
885 "#ifdef USECOLORMAPPING\n"
886 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
888 "#ifdef USEVERTEXTEXTUREBLEND\n"
889 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
890 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
891 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
892 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
894 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
897 "#ifdef USEDIFFUSE\n"
898 " // get the surface normal and the gloss color\n"
899 "# ifdef USEVERTEXTEXTUREBLEND\n"
900 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
901 "# ifdef USESPECULAR\n"
902 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
905 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
906 "# ifdef USESPECULAR\n"
907 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
914 "#ifdef MODE_LIGHTSOURCE\n"
917 " // calculate surface normal, light normal, and specular normal\n"
918 " // compute color intensity for the two textures (colormap and glossmap)\n"
919 " // scale by light color and attenuation as efficiently as possible\n"
920 " // (do as much scalar math as possible rather than vector math)\n"
921 "# ifdef USEDIFFUSE\n"
922 " // get the light normal\n"
923 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
925 "# ifdef USESPECULAR\n"
926 "# ifndef USEEXACTSPECULARMATH\n"
927 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
930 " // calculate directional shading\n"
931 "# ifdef USEEXACTSPECULARMATH\n"
932 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
934 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
937 "# ifdef USEDIFFUSE\n"
938 " // calculate directional shading\n"
939 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
941 " // calculate directionless shading\n"
942 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
946 "# ifdef USECUBEFILTER\n"
947 " // apply light cubemap filter\n"
948 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
949 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
951 "#endif // MODE_LIGHTSOURCE\n"
956 "#ifdef MODE_LIGHTDIRECTION\n"
957 " // directional model lighting\n"
958 "# ifdef USEDIFFUSE\n"
959 " // get the light normal\n"
960 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
962 "# ifdef USESPECULAR\n"
963 " // calculate directional shading\n"
964 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
965 "# ifdef USEEXACTSPECULARMATH\n"
966 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
968 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
969 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 "# ifdef USEDIFFUSE\n"
974 " // calculate directional shading\n"
975 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
977 " color.rgb *= AmbientColor;\n"
980 "#endif // MODE_LIGHTDIRECTION\n"
985 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
986 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
988 " // get the light normal\n"
989 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
990 " myhalf3 diffusenormal;\n"
991 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
992 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
993 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
994 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
995 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
996 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
997 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
998 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
999 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1000 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1001 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1002 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1003 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1004 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1005 "# ifdef USESPECULAR\n"
1006 "# ifdef USEEXACTSPECULARMATH\n"
1007 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1009 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1010 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1014 " // apply lightmap color\n"
1015 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1016 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1021 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1022 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1024 " // get the light normal\n"
1025 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1026 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1027 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1028 "# ifdef USESPECULAR\n"
1029 "# ifdef USEEXACTSPECULARMATH\n"
1030 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1032 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1033 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1037 " // apply lightmap color\n"
1038 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1039 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1044 "#ifdef MODE_LIGHTMAP\n"
1045 " // apply lightmap color\n"
1046 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1047 "#endif // MODE_LIGHTMAP\n"
1052 "#ifdef MODE_VERTEXCOLOR\n"
1053 " // apply lightmap color\n"
1054 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1055 "#endif // MODE_VERTEXCOLOR\n"
1060 "#ifdef MODE_FLATCOLOR\n"
1061 "#endif // MODE_FLATCOLOR\n"
1069 " color *= TintColor;\n"
1072 "#ifdef USEVERTEXTEXTUREBLEND\n"
1073 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1075 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1079 "#ifdef USECONTRASTBOOST\n"
1080 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1083 " color.rgb *= SceneBrightness;\n"
1085 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1087 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1090 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1091 "#ifdef USEREFLECTION\n"
1092 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1093 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1094 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1095 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1098 " gl_FragColor = vec4(color);\n"
1100 "#endif // !MODE_REFRACTION\n"
1101 "#endif // !MODE_WATER\n"
1103 "#endif // FRAGMENT_SHADER\n"
1105 "#endif // !MODE_GENERIC\n"
1106 "#endif // !MODE_POSTPROCESS\n"
1107 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1110 typedef struct shaderpermutationinfo_s
1112 const char *pretext;
1115 shaderpermutationinfo_t;
1117 typedef struct shadermodeinfo_s
1119 const char *vertexfilename;
1120 const char *geometryfilename;
1121 const char *fragmentfilename;
1122 const char *pretext;
1127 typedef enum shaderpermutation_e
1129 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1130 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1131 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1132 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1133 SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1134 SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1135 SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1136 SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1137 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1138 SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1139 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1140 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1141 SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1142 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1143 SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1144 SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1145 SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1147 shaderpermutation_t;
1149 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1150 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1152 {"#define USEDIFFUSE\n", " diffuse"},
1153 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1154 {"#define USECOLORMAPPING\n", " colormapping"},
1155 {"#define USECONTRASTBOOST\n", " contrastboost"},
1156 {"#define USEFOG\n", " fog"},
1157 {"#define USECUBEFILTER\n", " cubefilter"},
1158 {"#define USEGLOW\n", " glow"},
1159 {"#define USESPECULAR\n", " specular"},
1160 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1161 {"#define USEREFLECTION\n", " reflection"},
1162 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1163 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1164 {"#define USEGAMMARAMPS\n", " gammaramps"},
1165 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1166 {"#define USESATURATION\n", " saturation"},
1169 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1170 typedef enum shadermode_e
1172 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1173 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1174 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1175 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1176 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1177 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1178 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1179 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1180 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1181 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1182 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1183 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1188 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1189 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1191 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1192 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1193 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1194 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1195 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1196 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1197 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1198 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1199 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1200 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1201 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1202 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1205 typedef struct r_glsl_permutation_s
1207 /// indicates if we have tried compiling this permutation already
1209 /// 0 if compilation failed
1211 /// locations of detected uniforms in program object, or -1 if not found
1212 int loc_Texture_First;
1213 int loc_Texture_Second;
1214 int loc_Texture_GammaRamps;
1215 int loc_Texture_Normal;
1216 int loc_Texture_Color;
1217 int loc_Texture_Gloss;
1218 int loc_Texture_Glow;
1219 int loc_Texture_SecondaryNormal;
1220 int loc_Texture_SecondaryColor;
1221 int loc_Texture_SecondaryGloss;
1222 int loc_Texture_SecondaryGlow;
1223 int loc_Texture_Pants;
1224 int loc_Texture_Shirt;
1225 int loc_Texture_FogMask;
1226 int loc_Texture_Lightmap;
1227 int loc_Texture_Deluxemap;
1228 int loc_Texture_Attenuation;
1229 int loc_Texture_Cube;
1230 int loc_Texture_Refraction;
1231 int loc_Texture_Reflection;
1233 int loc_LightPosition;
1234 int loc_EyePosition;
1235 int loc_Color_Pants;
1236 int loc_Color_Shirt;
1237 int loc_FogRangeRecip;
1238 int loc_AmbientScale;
1239 int loc_DiffuseScale;
1240 int loc_SpecularScale;
1241 int loc_SpecularPower;
1243 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1244 int loc_OffsetMapping_Scale;
1246 int loc_AmbientColor;
1247 int loc_DiffuseColor;
1248 int loc_SpecularColor;
1250 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1251 int loc_GammaCoeff; ///< 1 / gamma
1252 int loc_DistortScaleRefractReflect;
1253 int loc_ScreenScaleRefractReflect;
1254 int loc_ScreenCenterRefractReflect;
1255 int loc_RefractColor;
1256 int loc_ReflectColor;
1257 int loc_ReflectFactor;
1258 int loc_ReflectOffset;
1267 r_glsl_permutation_t;
1269 /// information about each possible shader permutation
1270 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1271 /// currently selected permutation
1272 r_glsl_permutation_t *r_glsl_permutation;
1274 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1277 if (!filename || !filename[0])
1279 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1282 if (printfromdisknotice)
1283 Con_DPrint("from disk... ");
1284 return shaderstring;
1286 else if (!strcmp(filename, "glsl/default.glsl"))
1288 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1289 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1291 return shaderstring;
1294 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1297 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1298 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1299 int vertstrings_count = 0;
1300 int geomstrings_count = 0;
1301 int fragstrings_count = 0;
1302 char *vertexstring, *geometrystring, *fragmentstring;
1303 const char *vertstrings_list[32+3];
1304 const char *geomstrings_list[32+3];
1305 const char *fragstrings_list[32+3];
1306 char permutationname[256];
1313 permutationname[0] = 0;
1314 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1315 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1316 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1318 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1320 // the first pretext is which type of shader to compile as
1321 // (later these will all be bound together as a program object)
1322 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1323 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1324 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1326 // the second pretext is the mode (for example a light source)
1327 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1328 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1329 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1330 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1332 // now add all the permutation pretexts
1333 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1335 if (permutation & (1<<i))
1337 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1338 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1339 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1340 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1344 // keep line numbers correct
1345 vertstrings_list[vertstrings_count++] = "\n";
1346 geomstrings_list[geomstrings_count++] = "\n";
1347 fragstrings_list[fragstrings_count++] = "\n";
1351 // now append the shader text itself
1352 vertstrings_list[vertstrings_count++] = vertexstring;
1353 geomstrings_list[geomstrings_count++] = geometrystring;
1354 fragstrings_list[fragstrings_count++] = fragmentstring;
1356 // if any sources were NULL, clear the respective list
1358 vertstrings_count = 0;
1359 if (!geometrystring)
1360 geomstrings_count = 0;
1361 if (!fragmentstring)
1362 fragstrings_count = 0;
1364 // compile the shader program
1365 if (vertstrings_count + geomstrings_count + fragstrings_count)
1366 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1370 qglUseProgramObjectARB(p->program);CHECKGLERROR
1371 // look up all the uniform variable names we care about, so we don't
1372 // have to look them up every time we set them
1373 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1374 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1375 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1376 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1377 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1378 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1379 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1380 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1381 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1382 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1383 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1384 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1385 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1386 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1387 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1388 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1389 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1390 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1391 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1392 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1393 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1394 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1395 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1396 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1397 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1398 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1399 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1400 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1401 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1402 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1403 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1404 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1405 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1406 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1407 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1408 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1409 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1410 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1411 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1412 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1413 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1414 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1415 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1416 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1417 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1418 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1419 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1420 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1421 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1422 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1423 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1424 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1425 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1426 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1427 // initialize the samplers to refer to the texture units we use
1428 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1429 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1430 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1431 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1432 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1433 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1434 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1435 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1436 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1437 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1438 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1439 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1440 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1441 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1442 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1443 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1444 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1445 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1446 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1447 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1449 if (developer.integer)
1450 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1453 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1457 Mem_Free(vertexstring);
1459 Mem_Free(geometrystring);
1461 Mem_Free(fragmentstring);
1464 void R_GLSL_Restart_f(void)
1467 unsigned int permutation;
1468 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1469 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1470 if (r_glsl_permutations[mode][permutation].program)
1471 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1472 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1475 void R_GLSL_DumpShader_f(void)
1479 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1482 Con_Printf("failed to write to glsl/default.glsl\n");
1486 FS_Print(file, "// The engine may define the following macros:\n");
1487 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1488 for (i = 0;i < SHADERMODE_COUNT;i++)
1489 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1490 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1491 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1492 FS_Print(file, "\n");
1493 FS_Print(file, builtinshaderstring);
1496 Con_Printf("glsl/default.glsl written\n");
1499 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1501 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1502 if (r_glsl_permutation != perm)
1504 r_glsl_permutation = perm;
1505 if (!r_glsl_permutation->program)
1507 if (!r_glsl_permutation->compiled)
1508 R_GLSL_CompilePermutation(mode, permutation);
1509 if (!r_glsl_permutation->program)
1511 // remove features until we find a valid permutation
1513 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1515 // reduce i more quickly whenever it would not remove any bits
1516 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1517 if (!(permutation & j))
1520 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1521 if (!r_glsl_permutation->compiled)
1522 R_GLSL_CompilePermutation(mode, permutation);
1523 if (r_glsl_permutation->program)
1526 if (i >= SHADERPERMUTATION_COUNT)
1528 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1529 Cvar_SetValueQuick(&r_glsl, 0);
1530 R_GLSL_Restart_f(); // unload shaders
1531 return; // no bit left to clear
1536 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1540 void R_SetupGenericShader(qboolean usetexture)
1542 if (gl_support_fragment_shader)
1544 if (r_glsl.integer && r_glsl_usegeneric.integer)
1545 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1546 else if (r_glsl_permutation)
1548 r_glsl_permutation = NULL;
1549 qglUseProgramObjectARB(0);CHECKGLERROR
1554 void R_SetupGenericTwoTextureShader(int texturemode)
1556 if (gl_support_fragment_shader)
1558 if (r_glsl.integer && r_glsl_usegeneric.integer)
1559 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1560 else if (r_glsl_permutation)
1562 r_glsl_permutation = NULL;
1563 qglUseProgramObjectARB(0);CHECKGLERROR
1566 if (!r_glsl_permutation)
1568 if (texturemode == GL_DECAL && gl_combine.integer)
1569 texturemode = GL_INTERPOLATE_ARB;
1570 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1574 void R_SetupDepthOrShadowShader(void)
1576 if (gl_support_fragment_shader)
1578 if (r_glsl.integer && r_glsl_usegeneric.integer)
1579 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1580 else if (r_glsl_permutation)
1582 r_glsl_permutation = NULL;
1583 qglUseProgramObjectARB(0);CHECKGLERROR
1588 extern rtexture_t *r_shadow_attenuationgradienttexture;
1589 extern rtexture_t *r_shadow_attenuation2dtexture;
1590 extern rtexture_t *r_shadow_attenuation3dtexture;
1591 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1593 // select a permutation of the lighting shader appropriate to this
1594 // combination of texture, entity, light source, and fogging, only use the
1595 // minimum features necessary to avoid wasting rendering time in the
1596 // fragment shader on features that are not being used
1597 unsigned int permutation = 0;
1598 unsigned int mode = 0;
1599 // TODO: implement geometry-shader based shadow volumes someday
1600 if (r_glsl_offsetmapping.integer)
1602 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1603 if (r_glsl_offsetmapping_reliefmapping.integer)
1604 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1606 if (rsurfacepass == RSURFPASS_BACKGROUND)
1608 // distorted background
1609 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1610 mode = SHADERMODE_WATER;
1612 mode = SHADERMODE_REFRACTION;
1614 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1617 mode = SHADERMODE_LIGHTSOURCE;
1618 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1619 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1620 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1621 permutation |= SHADERPERMUTATION_CUBEFILTER;
1622 if (diffusescale > 0)
1623 permutation |= SHADERPERMUTATION_DIFFUSE;
1624 if (specularscale > 0)
1625 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1626 if (r_refdef.fogenabled)
1627 permutation |= SHADERPERMUTATION_FOG;
1628 if (rsurface.texture->colormapping)
1629 permutation |= SHADERPERMUTATION_COLORMAPPING;
1630 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1633 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1635 // unshaded geometry (fullbright or ambient model lighting)
1636 mode = SHADERMODE_FLATCOLOR;
1637 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1640 permutation |= SHADERPERMUTATION_GLOW;
1641 if (r_refdef.fogenabled)
1642 permutation |= SHADERPERMUTATION_FOG;
1643 if (rsurface.texture->colormapping)
1644 permutation |= SHADERPERMUTATION_COLORMAPPING;
1645 if (r_glsl_offsetmapping.integer)
1647 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1648 if (r_glsl_offsetmapping_reliefmapping.integer)
1649 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1651 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1652 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1653 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1654 permutation |= SHADERPERMUTATION_REFLECTION;
1656 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1658 // directional model lighting
1659 mode = SHADERMODE_LIGHTDIRECTION;
1660 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1661 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1662 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1663 permutation |= SHADERPERMUTATION_GLOW;
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (specularscale > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR;
1667 if (r_refdef.fogenabled)
1668 permutation |= SHADERPERMUTATION_FOG;
1669 if (rsurface.texture->colormapping)
1670 permutation |= SHADERPERMUTATION_COLORMAPPING;
1671 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1672 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1673 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1674 permutation |= SHADERPERMUTATION_REFLECTION;
1676 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1678 // ambient model lighting
1679 mode = SHADERMODE_LIGHTDIRECTION;
1680 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1682 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1683 permutation |= SHADERPERMUTATION_GLOW;
1684 if (r_refdef.fogenabled)
1685 permutation |= SHADERPERMUTATION_FOG;
1686 if (rsurface.texture->colormapping)
1687 permutation |= SHADERPERMUTATION_COLORMAPPING;
1688 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1689 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1690 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1691 permutation |= SHADERPERMUTATION_REFLECTION;
1696 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1698 // deluxemapping (light direction texture)
1699 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1700 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1702 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1703 permutation |= SHADERPERMUTATION_DIFFUSE;
1704 if (specularscale > 0)
1705 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1707 else if (r_glsl_deluxemapping.integer >= 2)
1709 // fake deluxemapping (uniform light direction in tangentspace)
1710 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1711 permutation |= SHADERPERMUTATION_DIFFUSE;
1712 if (specularscale > 0)
1713 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1715 else if (rsurface.uselightmaptexture)
1717 // ordinary lightmapping (q1bsp, q3bsp)
1718 mode = SHADERMODE_LIGHTMAP;
1722 // ordinary vertex coloring (q3bsp)
1723 mode = SHADERMODE_VERTEXCOLOR;
1725 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1726 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1727 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1728 permutation |= SHADERPERMUTATION_GLOW;
1729 if (r_refdef.fogenabled)
1730 permutation |= SHADERPERMUTATION_FOG;
1731 if (rsurface.texture->colormapping)
1732 permutation |= SHADERPERMUTATION_COLORMAPPING;
1733 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1734 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1735 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1736 permutation |= SHADERPERMUTATION_REFLECTION;
1738 if(permutation & SHADERPERMUTATION_SPECULAR)
1739 if(r_shadow_glossexact.integer)
1740 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1741 R_SetupShader_SetPermutation(mode, permutation);
1742 if (mode == SHADERMODE_LIGHTSOURCE)
1744 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1745 if (permutation & SHADERPERMUTATION_DIFFUSE)
1747 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1748 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1749 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1750 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1754 // ambient only is simpler
1755 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1756 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1757 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1758 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1760 // additive passes are only darkened by fog, not tinted
1761 if (r_glsl_permutation->loc_FogColor >= 0)
1762 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1766 if (mode == SHADERMODE_LIGHTDIRECTION)
1768 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1769 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1770 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1771 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1775 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1776 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1777 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1779 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1780 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1781 // additive passes are only darkened by fog, not tinted
1782 if (r_glsl_permutation->loc_FogColor >= 0)
1784 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1785 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1787 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1789 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1790 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1791 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1792 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1793 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1794 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1795 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1797 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1799 // The formula used is actually:
1800 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1801 // color.rgb *= SceneBrightness;
1803 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1804 // and do [[calculations]] here in the engine
1805 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1806 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1809 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1810 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1811 if (r_glsl_permutation->loc_Color_Pants >= 0)
1813 if (rsurface.texture->currentskinframe->pants)
1814 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1816 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1818 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1820 if (rsurface.texture->currentskinframe->shirt)
1821 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1823 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1825 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1826 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1828 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1832 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1834 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1838 #define SKINFRAME_HASH 1024
1842 int loadsequence; // incremented each level change
1843 memexpandablearray_t array;
1844 skinframe_t *hash[SKINFRAME_HASH];
1847 r_skinframe_t r_skinframe;
1849 void R_SkinFrame_PrepareForPurge(void)
1851 r_skinframe.loadsequence++;
1852 // wrap it without hitting zero
1853 if (r_skinframe.loadsequence >= 200)
1854 r_skinframe.loadsequence = 1;
1857 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1861 // mark the skinframe as used for the purging code
1862 skinframe->loadsequence = r_skinframe.loadsequence;
1865 void R_SkinFrame_Purge(void)
1869 for (i = 0;i < SKINFRAME_HASH;i++)
1871 for (s = r_skinframe.hash[i];s;s = s->next)
1873 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1875 if (s->merged == s->base)
1877 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1878 R_PurgeTexture(s->stain );s->stain = NULL;
1879 R_PurgeTexture(s->merged);s->merged = NULL;
1880 R_PurgeTexture(s->base );s->base = NULL;
1881 R_PurgeTexture(s->pants );s->pants = NULL;
1882 R_PurgeTexture(s->shirt );s->shirt = NULL;
1883 R_PurgeTexture(s->nmap );s->nmap = NULL;
1884 R_PurgeTexture(s->gloss );s->gloss = NULL;
1885 R_PurgeTexture(s->glow );s->glow = NULL;
1886 R_PurgeTexture(s->fog );s->fog = NULL;
1887 s->loadsequence = 0;
1893 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1895 char basename[MAX_QPATH];
1897 Image_StripImageExtension(name, basename, sizeof(basename));
1899 if( last == NULL ) {
1901 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1902 item = r_skinframe.hash[hashindex];
1907 // linearly search through the hash bucket
1908 for( ; item ; item = item->next ) {
1909 if( !strcmp( item->basename, basename ) ) {
1916 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1920 char basename[MAX_QPATH];
1922 Image_StripImageExtension(name, basename, sizeof(basename));
1924 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1925 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1926 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1930 rtexture_t *dyntexture;
1931 // check whether its a dynamic texture
1932 dyntexture = CL_GetDynTexture( basename );
1933 if (!add && !dyntexture)
1935 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1936 memset(item, 0, sizeof(*item));
1937 strlcpy(item->basename, basename, sizeof(item->basename));
1938 item->base = dyntexture; // either NULL or dyntexture handle
1939 item->textureflags = textureflags;
1940 item->comparewidth = comparewidth;
1941 item->compareheight = compareheight;
1942 item->comparecrc = comparecrc;
1943 item->next = r_skinframe.hash[hashindex];
1944 r_skinframe.hash[hashindex] = item;
1946 else if( item->base == NULL )
1948 rtexture_t *dyntexture;
1949 // check whether its a dynamic texture
1950 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1951 dyntexture = CL_GetDynTexture( basename );
1952 item->base = dyntexture; // either NULL or dyntexture handle
1955 R_SkinFrame_MarkUsed(item);
1959 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1961 unsigned long long avgcolor[5], wsum; \
1969 for(pix = 0; pix < cnt; ++pix) \
1972 for(comp = 0; comp < 3; ++comp) \
1974 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1977 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1979 for(comp = 0; comp < 3; ++comp) \
1980 avgcolor[comp] += getpixel * w; \
1983 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1984 avgcolor[4] += getpixel; \
1986 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1988 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1989 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1990 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1991 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1994 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1996 // FIXME: it should be possible to disable loading various layers using
1997 // cvars, to prevent wasted loading time and memory usage if the user does
1999 qboolean loadnormalmap = true;
2000 qboolean loadgloss = true;
2001 qboolean loadpantsandshirt = true;
2002 qboolean loadglow = true;
2004 unsigned char *pixels;
2005 unsigned char *bumppixels;
2006 unsigned char *basepixels = NULL;
2007 int basepixels_width;
2008 int basepixels_height;
2009 skinframe_t *skinframe;
2013 if (cls.state == ca_dedicated)
2016 // return an existing skinframe if already loaded
2017 // if loading of the first image fails, don't make a new skinframe as it
2018 // would cause all future lookups of this to be missing
2019 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2020 if (skinframe && skinframe->base)
2023 basepixels = loadimagepixelsbgra(name, complain, true);
2024 if (basepixels == NULL)
2027 if (developer_loading.integer)
2028 Con_Printf("loading skin \"%s\"\n", name);
2030 // we've got some pixels to store, so really allocate this new texture now
2032 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2033 skinframe->stain = NULL;
2034 skinframe->merged = NULL;
2035 skinframe->base = r_texture_notexture;
2036 skinframe->pants = NULL;
2037 skinframe->shirt = NULL;
2038 skinframe->nmap = r_texture_blanknormalmap;
2039 skinframe->gloss = NULL;
2040 skinframe->glow = NULL;
2041 skinframe->fog = NULL;
2043 basepixels_width = image_width;
2044 basepixels_height = image_height;
2045 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2047 if (textureflags & TEXF_ALPHA)
2049 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2050 if (basepixels[j] < 255)
2052 if (j < basepixels_width * basepixels_height * 4)
2054 // has transparent pixels
2056 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2057 for (j = 0;j < image_width * image_height * 4;j += 4)
2062 pixels[j+3] = basepixels[j+3];
2064 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2069 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2070 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2072 // _norm is the name used by tenebrae and has been adopted as standard
2075 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2077 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2081 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2083 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2084 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2085 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2087 Mem_Free(bumppixels);
2089 else if (r_shadow_bumpscale_basetexture.value > 0)
2091 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2092 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2093 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2097 // _luma is supported for tenebrae compatibility
2098 // (I think it's a very stupid name, but oh well)
2099 // _glow is the preferred name
2100 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2101 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2102 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2103 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2106 Mem_Free(basepixels);
2111 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2114 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2117 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2122 for (i = 0;i < width*height;i++)
2123 if (((unsigned char *)&palette[in[i]])[3] > 0)
2125 if (i == width*height)
2128 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2131 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2132 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2135 unsigned char *temp1, *temp2;
2136 skinframe_t *skinframe;
2138 if (cls.state == ca_dedicated)
2141 // if already loaded just return it, otherwise make a new skinframe
2142 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2143 if (skinframe && skinframe->base)
2146 skinframe->stain = NULL;
2147 skinframe->merged = NULL;
2148 skinframe->base = r_texture_notexture;
2149 skinframe->pants = NULL;
2150 skinframe->shirt = NULL;
2151 skinframe->nmap = r_texture_blanknormalmap;
2152 skinframe->gloss = NULL;
2153 skinframe->glow = NULL;
2154 skinframe->fog = NULL;
2156 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2160 if (developer_loading.integer)
2161 Con_Printf("loading 32bit skin \"%s\"\n", name);
2163 if (r_shadow_bumpscale_basetexture.value > 0)
2165 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2166 temp2 = temp1 + width * height * 4;
2167 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2168 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2171 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2172 if (textureflags & TEXF_ALPHA)
2174 for (i = 3;i < width * height * 4;i += 4)
2175 if (skindata[i] < 255)
2177 if (i < width * height * 4)
2179 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2180 memcpy(fogpixels, skindata, width * height * 4);
2181 for (i = 0;i < width * height * 4;i += 4)
2182 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2183 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2184 Mem_Free(fogpixels);
2188 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2189 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2194 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2197 unsigned char *temp1, *temp2;
2198 unsigned int *palette;
2199 skinframe_t *skinframe;
2201 if (cls.state == ca_dedicated)
2204 // if already loaded just return it, otherwise make a new skinframe
2205 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2206 if (skinframe && skinframe->base)
2209 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2211 skinframe->stain = NULL;
2212 skinframe->merged = NULL;
2213 skinframe->base = r_texture_notexture;
2214 skinframe->pants = NULL;
2215 skinframe->shirt = NULL;
2216 skinframe->nmap = r_texture_blanknormalmap;
2217 skinframe->gloss = NULL;
2218 skinframe->glow = NULL;
2219 skinframe->fog = NULL;
2221 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2225 if (developer_loading.integer)
2226 Con_Printf("loading quake skin \"%s\"\n", name);
2228 if (r_shadow_bumpscale_basetexture.value > 0)
2230 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2231 temp2 = temp1 + width * height * 4;
2232 // use either a custom palette or the quake palette
2233 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2234 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2235 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2238 // use either a custom palette, or the quake palette
2239 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2240 if (loadglowtexture)
2241 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2242 if (loadpantsandshirt)
2244 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2245 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2247 if (skinframe->pants || skinframe->shirt)
2248 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2249 if (textureflags & TEXF_ALPHA)
2251 for (i = 0;i < width * height;i++)
2252 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2254 if (i < width * height)
2255 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2258 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2259 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2264 skinframe_t *R_SkinFrame_LoadMissing(void)
2266 skinframe_t *skinframe;
2268 if (cls.state == ca_dedicated)
2271 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2272 skinframe->stain = NULL;
2273 skinframe->merged = NULL;
2274 skinframe->base = r_texture_notexture;
2275 skinframe->pants = NULL;
2276 skinframe->shirt = NULL;
2277 skinframe->nmap = r_texture_blanknormalmap;
2278 skinframe->gloss = NULL;
2279 skinframe->glow = NULL;
2280 skinframe->fog = NULL;
2282 skinframe->avgcolor[0] = rand() / RAND_MAX;
2283 skinframe->avgcolor[1] = rand() / RAND_MAX;
2284 skinframe->avgcolor[2] = rand() / RAND_MAX;
2285 skinframe->avgcolor[3] = 1;
2290 void gl_main_start(void)
2294 memset(r_queries, 0, sizeof(r_queries));
2296 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2297 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2299 // set up r_skinframe loading system for textures
2300 memset(&r_skinframe, 0, sizeof(r_skinframe));
2301 r_skinframe.loadsequence = 1;
2302 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2304 r_main_texturepool = R_AllocTexturePool();
2305 R_BuildBlankTextures();
2307 if (gl_texturecubemap)
2310 R_BuildNormalizationCube();
2312 r_texture_fogattenuation = NULL;
2313 r_texture_gammaramps = NULL;
2314 //r_texture_fogintensity = NULL;
2315 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2316 memset(&r_waterstate, 0, sizeof(r_waterstate));
2317 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2318 memset(&r_svbsp, 0, sizeof (r_svbsp));
2320 r_refdef.fogmasktable_density = 0;
2323 extern rtexture_t *loadingscreentexture;
2324 void gl_main_shutdown(void)
2327 qglDeleteQueriesARB(r_maxqueries, r_queries);
2331 memset(r_queries, 0, sizeof(r_queries));
2333 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2334 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2336 // clear out the r_skinframe state
2337 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2338 memset(&r_skinframe, 0, sizeof(r_skinframe));
2341 Mem_Free(r_svbsp.nodes);
2342 memset(&r_svbsp, 0, sizeof (r_svbsp));
2343 R_FreeTexturePool(&r_main_texturepool);
2344 loadingscreentexture = NULL;
2345 r_texture_blanknormalmap = NULL;
2346 r_texture_white = NULL;
2347 r_texture_grey128 = NULL;
2348 r_texture_black = NULL;
2349 r_texture_whitecube = NULL;
2350 r_texture_normalizationcube = NULL;
2351 r_texture_fogattenuation = NULL;
2352 r_texture_gammaramps = NULL;
2353 //r_texture_fogintensity = NULL;
2354 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2355 memset(&r_waterstate, 0, sizeof(r_waterstate));
2359 extern void CL_ParseEntityLump(char *entitystring);
2360 void gl_main_newmap(void)
2362 // FIXME: move this code to client
2364 char *entities, entname[MAX_QPATH];
2367 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2368 l = (int)strlen(entname) - 4;
2369 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2371 memcpy(entname + l, ".ent", 5);
2372 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2374 CL_ParseEntityLump(entities);
2379 if (cl.worldmodel->brush.entities)
2380 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2384 void GL_Main_Init(void)
2386 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2388 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2389 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2390 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2391 if (gamemode == GAME_NEHAHRA)
2393 Cvar_RegisterVariable (&gl_fogenable);
2394 Cvar_RegisterVariable (&gl_fogdensity);
2395 Cvar_RegisterVariable (&gl_fogred);
2396 Cvar_RegisterVariable (&gl_foggreen);
2397 Cvar_RegisterVariable (&gl_fogblue);
2398 Cvar_RegisterVariable (&gl_fogstart);
2399 Cvar_RegisterVariable (&gl_fogend);
2400 Cvar_RegisterVariable (&gl_skyclip);
2402 Cvar_RegisterVariable(&r_motionblur);
2403 Cvar_RegisterVariable(&r_motionblur_maxblur);
2404 Cvar_RegisterVariable(&r_motionblur_bmin);
2405 Cvar_RegisterVariable(&r_motionblur_vmin);
2406 Cvar_RegisterVariable(&r_motionblur_vmax);
2407 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2408 Cvar_RegisterVariable(&r_motionblur_randomize);
2409 Cvar_RegisterVariable(&r_damageblur);
2410 Cvar_RegisterVariable(&r_animcache);
2411 Cvar_RegisterVariable(&r_motionblur_debug);
2412 Cvar_RegisterVariable(&r_depthfirst);
2413 Cvar_RegisterVariable(&r_useinfinitefarclip);
2414 Cvar_RegisterVariable(&r_nearclip);
2415 Cvar_RegisterVariable(&r_showbboxes);
2416 Cvar_RegisterVariable(&r_showsurfaces);
2417 Cvar_RegisterVariable(&r_showtris);
2418 Cvar_RegisterVariable(&r_shownormals);
2419 Cvar_RegisterVariable(&r_showlighting);
2420 Cvar_RegisterVariable(&r_showshadowvolumes);
2421 Cvar_RegisterVariable(&r_showcollisionbrushes);
2422 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2423 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2424 Cvar_RegisterVariable(&r_showdisabledepthtest);
2425 Cvar_RegisterVariable(&r_drawportals);
2426 Cvar_RegisterVariable(&r_drawentities);
2427 Cvar_RegisterVariable(&r_cullentities_trace);
2428 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2429 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2430 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2431 Cvar_RegisterVariable(&r_drawviewmodel);
2432 Cvar_RegisterVariable(&r_speeds);
2433 Cvar_RegisterVariable(&r_fullbrights);
2434 Cvar_RegisterVariable(&r_wateralpha);
2435 Cvar_RegisterVariable(&r_dynamic);
2436 Cvar_RegisterVariable(&r_fullbright);
2437 Cvar_RegisterVariable(&r_shadows);
2438 Cvar_RegisterVariable(&r_shadows_throwdistance);
2439 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2440 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2441 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2442 Cvar_RegisterVariable(&r_fog_exp2);
2443 Cvar_RegisterVariable(&r_drawfog);
2444 Cvar_RegisterVariable(&r_textureunits);
2445 Cvar_RegisterVariable(&r_glsl);
2446 Cvar_RegisterVariable(&r_glsl_contrastboost);
2447 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2448 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2449 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2450 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2451 Cvar_RegisterVariable(&r_glsl_postprocess);
2452 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2453 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2454 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2455 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2456 Cvar_RegisterVariable(&r_glsl_usegeneric);
2457 Cvar_RegisterVariable(&r_water);
2458 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2459 Cvar_RegisterVariable(&r_water_clippingplanebias);
2460 Cvar_RegisterVariable(&r_water_refractdistort);
2461 Cvar_RegisterVariable(&r_water_reflectdistort);
2462 Cvar_RegisterVariable(&r_lerpsprites);
2463 Cvar_RegisterVariable(&r_lerpmodels);
2464 Cvar_RegisterVariable(&r_lerplightstyles);
2465 Cvar_RegisterVariable(&r_waterscroll);
2466 Cvar_RegisterVariable(&r_bloom);
2467 Cvar_RegisterVariable(&r_bloom_colorscale);
2468 Cvar_RegisterVariable(&r_bloom_brighten);
2469 Cvar_RegisterVariable(&r_bloom_blur);
2470 Cvar_RegisterVariable(&r_bloom_resolution);
2471 Cvar_RegisterVariable(&r_bloom_colorexponent);
2472 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2473 Cvar_RegisterVariable(&r_hdr);
2474 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2475 Cvar_RegisterVariable(&r_hdr_glowintensity);
2476 Cvar_RegisterVariable(&r_hdr_range);
2477 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2478 Cvar_RegisterVariable(&developer_texturelogging);
2479 Cvar_RegisterVariable(&gl_lightmaps);
2480 Cvar_RegisterVariable(&r_test);
2481 Cvar_RegisterVariable(&r_batchmode);
2482 Cvar_RegisterVariable(&r_glsl_saturation);
2483 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2484 Cvar_SetValue("r_fullbrights", 0);
2485 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2487 Cvar_RegisterVariable(&r_track_sprites);
2488 Cvar_RegisterVariable(&r_track_sprites_flags);
2489 Cvar_RegisterVariable(&r_track_sprites_scalew);
2490 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2493 extern void R_Textures_Init(void);
2494 extern void GL_Draw_Init(void);
2495 extern void GL_Main_Init(void);
2496 extern void R_Shadow_Init(void);
2497 extern void R_Sky_Init(void);
2498 extern void GL_Surf_Init(void);
2499 extern void R_Particles_Init(void);
2500 extern void R_Explosion_Init(void);
2501 extern void gl_backend_init(void);
2502 extern void Sbar_Init(void);
2503 extern void R_LightningBeams_Init(void);
2504 extern void Mod_RenderInit(void);
2506 void Render_Init(void)
2518 R_LightningBeams_Init();
2527 extern char *ENGINE_EXTENSIONS;
2530 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2531 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2532 gl_version = (const char *)qglGetString(GL_VERSION);
2533 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2537 if (!gl_platformextensions)
2538 gl_platformextensions = "";
2540 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2541 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2542 Con_Printf("GL_VERSION: %s\n", gl_version);
2543 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2544 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2546 VID_CheckExtensions();
2548 // LordHavoc: report supported extensions
2549 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2551 // clear to black (loading plaque will be seen over this)
2553 qglClearColor(0,0,0,1);CHECKGLERROR
2554 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2557 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2561 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2563 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2566 p = r_refdef.view.frustum + i;
2571 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2575 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2579 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2583 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2607 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2611 for (i = 0;i < numplanes;i++)
2618 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2622 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2626 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2630 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2654 //==================================================================================
2656 // LordHavoc: animcache written by Echon, refactored and reformatted by me
2659 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2660 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2661 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2664 typedef struct r_animcache_entity_s
2671 qboolean wantnormals;
2672 qboolean wanttangents;
2674 r_animcache_entity_t;
2676 typedef struct r_animcache_s
2678 r_animcache_entity_t entity[MAX_EDICTS];
2684 static r_animcache_t r_animcachestate;
2686 void R_AnimCache_Free(void)
2689 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
2691 r_animcachestate.entity[idx].maxvertices = 0;
2692 Mem_Free(r_animcachestate.entity[idx].vertex3f);
2693 r_animcachestate.entity[idx].vertex3f = NULL;
2694 r_animcachestate.entity[idx].normal3f = NULL;
2695 r_animcachestate.entity[idx].svector3f = NULL;
2696 r_animcachestate.entity[idx].tvector3f = NULL;
2698 r_animcachestate.currentindex = 0;
2699 r_animcachestate.maxindex = 0;
2702 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
2706 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
2708 if (cache->maxvertices >= numvertices)
2711 // Release existing memory
2712 if (cache->vertex3f)
2713 Mem_Free(cache->vertex3f);
2715 // Pad by 1024 verts
2716 cache->maxvertices = (numvertices + 1023) & ~1023;
2717 arraySize = cache->maxvertices * 3;
2719 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2720 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2721 r_animcachestate.entity[cacheIdx].vertex3f = base;
2722 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
2723 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
2724 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
2726 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
2729 void R_AnimCache_NewFrame(void)
2733 if (r_animcache.integer && r_drawentities.integer)
2734 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
2735 else if (r_animcachestate.maxindex)
2738 r_animcachestate.currentindex = 0;
2740 for (i = 0;i < r_refdef.scene.numentities;i++)
2741 r_refdef.scene.entities[i]->animcacheindex = -1;
2744 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2746 dp_model_t *model = ent->model;
2747 r_animcache_entity_t *c;
2748 // see if it's already cached this frame
2749 if (ent->animcacheindex >= 0)
2751 // add normals/tangents if needed
2752 c = r_animcachestate.entity + ent->animcacheindex;
2754 wantnormals = false;
2755 if (c->wanttangents)
2756 wanttangents = false;
2757 if (wantnormals || wanttangents)
2758 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
2762 // see if this ent is worth caching
2763 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
2765 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
2767 // assign it a cache entry and make sure the arrays are big enough
2768 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
2769 ent->animcacheindex = r_animcachestate.currentindex++;
2770 c = r_animcachestate.entity + ent->animcacheindex;
2771 c->wantnormals = wantnormals;
2772 c->wanttangents = wanttangents;
2773 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
2778 //==================================================================================
2780 static void R_View_UpdateEntityLighting (void)
2783 entity_render_t *ent;
2784 vec3_t tempdiffusenormal;
2786 for (i = 0;i < r_refdef.scene.numentities;i++)
2788 ent = r_refdef.scene.entities[i];
2790 // skip unseen models
2791 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2795 if (ent->model && ent->model->brush.num_leafs)
2797 // TODO: use modellight for r_ambient settings on world?
2798 VectorSet(ent->modellight_ambient, 0, 0, 0);
2799 VectorSet(ent->modellight_diffuse, 0, 0, 0);
2800 VectorSet(ent->modellight_lightdir, 0, 0, 1);
2804 // fetch the lighting from the worldmodel data
2805 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));
2806 VectorClear(ent->modellight_diffuse);
2807 VectorClear(tempdiffusenormal);
2808 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2811 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2812 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2815 VectorSet(ent->modellight_ambient, 1, 1, 1);
2817 // move the light direction into modelspace coordinates for lighting code
2818 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2819 if(VectorLength2(ent->modellight_lightdir) == 0)
2820 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2821 VectorNormalize(ent->modellight_lightdir);
2825 static void R_View_UpdateEntityVisible (void)
2828 entity_render_t *ent;
2830 if (!r_drawentities.integer)
2833 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2834 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2836 // worldmodel can check visibility
2837 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2838 for (i = 0;i < r_refdef.scene.numentities;i++)
2840 ent = r_refdef.scene.entities[i];
2841 if (!(ent->flags & renderimask))
2842 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)))
2843 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))
2844 r_refdef.viewcache.entityvisible[i] = true;
2846 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2848 for (i = 0;i < r_refdef.scene.numentities;i++)
2850 ent = r_refdef.scene.entities[i];
2851 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2853 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))
2854 ent->last_trace_visibility = realtime;
2855 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2856 r_refdef.viewcache.entityvisible[i] = 0;
2863 // no worldmodel or it can't check visibility
2864 for (i = 0;i < r_refdef.scene.numentities;i++)
2866 ent = r_refdef.scene.entities[i];
2867 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));
2872 /// only used if skyrendermasked, and normally returns false
2873 int R_DrawBrushModelsSky (void)
2876 entity_render_t *ent;
2878 if (!r_drawentities.integer)
2882 for (i = 0;i < r_refdef.scene.numentities;i++)
2884 if (!r_refdef.viewcache.entityvisible[i])
2886 ent = r_refdef.scene.entities[i];
2887 if (!ent->model || !ent->model->DrawSky)
2889 ent->model->DrawSky(ent);
2895 static void R_DrawNoModel(entity_render_t *ent);
2896 static void R_DrawModels(void)
2899 entity_render_t *ent;
2901 if (!r_drawentities.integer)
2904 for (i = 0;i < r_refdef.scene.numentities;i++)
2906 if (!r_refdef.viewcache.entityvisible[i])
2908 ent = r_refdef.scene.entities[i];
2909 r_refdef.stats.entities++;
2910 if (ent->model && ent->model->Draw != NULL)
2911 ent->model->Draw(ent);
2917 static void R_DrawModelsDepth(void)
2920 entity_render_t *ent;
2922 if (!r_drawentities.integer)
2925 for (i = 0;i < r_refdef.scene.numentities;i++)
2927 if (!r_refdef.viewcache.entityvisible[i])
2929 ent = r_refdef.scene.entities[i];
2930 if (ent->model && ent->model->DrawDepth != NULL)
2931 ent->model->DrawDepth(ent);
2935 static void R_DrawModelsDebug(void)
2938 entity_render_t *ent;
2940 if (!r_drawentities.integer)
2943 for (i = 0;i < r_refdef.scene.numentities;i++)
2945 if (!r_refdef.viewcache.entityvisible[i])
2947 ent = r_refdef.scene.entities[i];
2948 if (ent->model && ent->model->DrawDebug != NULL)
2949 ent->model->DrawDebug(ent);
2953 static void R_DrawModelsAddWaterPlanes(void)
2956 entity_render_t *ent;
2958 if (!r_drawentities.integer)
2961 for (i = 0;i < r_refdef.scene.numentities;i++)
2963 if (!r_refdef.viewcache.entityvisible[i])
2965 ent = r_refdef.scene.entities[i];
2966 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2967 ent->model->DrawAddWaterPlanes(ent);
2971 static void R_View_SetFrustum(void)
2974 double slopex, slopey;
2975 vec3_t forward, left, up, origin;
2977 // we can't trust r_refdef.view.forward and friends in reflected scenes
2978 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2981 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2982 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2983 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2984 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2985 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2986 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2987 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2988 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2989 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2990 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2991 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2992 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2996 zNear = r_refdef.nearclip;
2997 nudge = 1.0 - 1.0 / (1<<23);
2998 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2999 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3000 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3001 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3002 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3003 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3004 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3005 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3011 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3012 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3013 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3014 r_refdef.view.frustum[0].dist = m[15] - m[12];
3016 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3017 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3018 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3019 r_refdef.view.frustum[1].dist = m[15] + m[12];
3021 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3022 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3023 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3024 r_refdef.view.frustum[2].dist = m[15] - m[13];
3026 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3027 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3028 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3029 r_refdef.view.frustum[3].dist = m[15] + m[13];
3031 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3032 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3033 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3034 r_refdef.view.frustum[4].dist = m[15] - m[14];
3036 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3037 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3038 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3039 r_refdef.view.frustum[5].dist = m[15] + m[14];
3042 if (r_refdef.view.useperspective)
3044 slopex = 1.0 / r_refdef.view.frustum_x;
3045 slopey = 1.0 / r_refdef.view.frustum_y;
3046 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3047 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3048 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3049 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3050 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3052 // Leaving those out was a mistake, those were in the old code, and they
3053 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3054 // I couldn't reproduce it after adding those normalizations. --blub
3055 VectorNormalize(r_refdef.view.frustum[0].normal);
3056 VectorNormalize(r_refdef.view.frustum[1].normal);
3057 VectorNormalize(r_refdef.view.frustum[2].normal);
3058 VectorNormalize(r_refdef.view.frustum[3].normal);
3060 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3061 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
3062 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
3063 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
3064 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
3066 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3067 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3068 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3069 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3070 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3074 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3075 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3076 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3077 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3078 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3079 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3080 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3081 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3082 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3083 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3085 r_refdef.view.numfrustumplanes = 5;
3087 if (r_refdef.view.useclipplane)
3089 r_refdef.view.numfrustumplanes = 6;
3090 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3093 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3094 PlaneClassify(r_refdef.view.frustum + i);
3096 // LordHavoc: note to all quake engine coders, Quake had a special case
3097 // for 90 degrees which assumed a square view (wrong), so I removed it,
3098 // Quake2 has it disabled as well.
3100 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3101 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3102 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3103 //PlaneClassify(&frustum[0]);
3105 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3106 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3107 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3108 //PlaneClassify(&frustum[1]);
3110 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3111 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3112 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3113 //PlaneClassify(&frustum[2]);
3115 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3116 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3117 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3118 //PlaneClassify(&frustum[3]);
3121 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3122 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3123 //PlaneClassify(&frustum[4]);
3126 void R_View_Update(void)
3128 R_View_SetFrustum();
3129 R_View_WorldVisibility(r_refdef.view.useclipplane);
3130 R_View_UpdateEntityVisible();
3131 R_View_UpdateEntityLighting();
3134 void R_SetupView(qboolean allowwaterclippingplane)
3136 if (!r_refdef.view.useperspective)
3137 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3138 else if (gl_stencil && r_useinfinitefarclip.integer)
3139 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3141 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3143 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3145 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3147 // LordHavoc: couldn't figure out how to make this approach the
3148 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3149 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3150 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3151 dist = r_refdef.view.clipplane.dist;
3152 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3156 void R_ResetViewRendering2D(void)
3160 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3161 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3162 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3163 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3164 GL_Color(1, 1, 1, 1);
3165 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3166 GL_BlendFunc(GL_ONE, GL_ZERO);
3167 GL_AlphaTest(false);
3168 GL_ScissorTest(false);
3169 GL_DepthMask(false);
3170 GL_DepthRange(0, 1);
3171 GL_DepthTest(false);
3172 R_Mesh_Matrix(&identitymatrix);
3173 R_Mesh_ResetTextureState();
3174 GL_PolygonOffset(0, 0);
3175 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3176 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3177 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3178 qglStencilMask(~0);CHECKGLERROR
3179 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3180 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3181 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3182 R_SetupGenericShader(true);
3185 void R_ResetViewRendering3D(void)
3189 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3190 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3192 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3193 GL_Color(1, 1, 1, 1);
3194 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3195 GL_BlendFunc(GL_ONE, GL_ZERO);
3196 GL_AlphaTest(false);
3197 GL_ScissorTest(true);
3199 GL_DepthRange(0, 1);
3201 R_Mesh_Matrix(&identitymatrix);
3202 R_Mesh_ResetTextureState();
3203 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3204 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3205 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3206 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3207 qglStencilMask(~0);CHECKGLERROR
3208 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3209 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3210 GL_CullFace(r_refdef.view.cullface_back);
3211 R_SetupGenericShader(true);
3214 void R_RenderScene(void);
3215 void R_RenderWaterPlanes(void);
3217 static void R_Water_StartFrame(void)
3220 int waterwidth, waterheight, texturewidth, textureheight;
3221 r_waterstate_waterplane_t *p;
3223 // set waterwidth and waterheight to the water resolution that will be
3224 // used (often less than the screen resolution for faster rendering)
3225 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3226 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3228 // calculate desired texture sizes
3229 // can't use water if the card does not support the texture size
3230 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3231 texturewidth = textureheight = waterwidth = waterheight = 0;
3232 else if (gl_support_arb_texture_non_power_of_two)
3234 texturewidth = waterwidth;
3235 textureheight = waterheight;
3239 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3240 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3243 // allocate textures as needed
3244 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3246 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3247 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3249 if (p->texture_refraction)
3250 R_FreeTexture(p->texture_refraction);
3251 p->texture_refraction = NULL;
3252 if (p->texture_reflection)
3253 R_FreeTexture(p->texture_reflection);
3254 p->texture_reflection = NULL;
3256 memset(&r_waterstate, 0, sizeof(r_waterstate));
3257 r_waterstate.waterwidth = waterwidth;
3258 r_waterstate.waterheight = waterheight;
3259 r_waterstate.texturewidth = texturewidth;
3260 r_waterstate.textureheight = textureheight;
3263 if (r_waterstate.waterwidth)
3265 r_waterstate.enabled = true;
3267 // set up variables that will be used in shader setup
3268 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3269 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3270 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3271 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3274 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3275 r_waterstate.numwaterplanes = 0;
3278 void R_Water_AddWaterPlane(msurface_t *surface)
3280 int triangleindex, planeindex;
3286 r_waterstate_waterplane_t *p;
3287 texture_t *t = R_GetCurrentTexture(surface->texture);
3288 // just use the first triangle with a valid normal for any decisions
3289 VectorClear(normal);
3290 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3292 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3293 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3294 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3295 TriangleNormal(vert[0], vert[1], vert[2], normal);
3296 if (VectorLength2(normal) >= 0.001)
3300 VectorCopy(normal, plane.normal);
3301 VectorNormalize(plane.normal);
3302 plane.dist = DotProduct(vert[0], plane.normal);
3303 PlaneClassify(&plane);
3304 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3306 // skip backfaces (except if nocullface is set)
3307 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3309 VectorNegate(plane.normal, plane.normal);
3311 PlaneClassify(&plane);
3315 // find a matching plane if there is one
3316 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3317 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3319 if (planeindex >= r_waterstate.maxwaterplanes)
3320 return; // nothing we can do, out of planes
3322 // if this triangle does not fit any known plane rendered this frame, add one
3323 if (planeindex >= r_waterstate.numwaterplanes)
3325 // store the new plane
3326 r_waterstate.numwaterplanes++;
3328 // clear materialflags and pvs
3329 p->materialflags = 0;
3330 p->pvsvalid = false;
3332 // merge this surface's materialflags into the waterplane
3333 p->materialflags |= t->currentmaterialflags;
3334 // merge this surface's PVS into the waterplane
3335 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3336 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3337 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3339 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3344 static void R_Water_ProcessPlanes(void)
3346 r_refdef_view_t originalview;
3347 r_refdef_view_t myview;
3349 r_waterstate_waterplane_t *p;
3351 originalview = r_refdef.view;
3353 // make sure enough textures are allocated
3354 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3356 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3358 if (!p->texture_refraction)
3359 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);
3360 if (!p->texture_refraction)
3364 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3366 if (!p->texture_reflection)
3367 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);
3368 if (!p->texture_reflection)
3374 r_refdef.view = originalview;
3375 r_refdef.view.showdebug = false;
3376 r_refdef.view.width = r_waterstate.waterwidth;
3377 r_refdef.view.height = r_waterstate.waterheight;
3378 r_refdef.view.useclipplane = true;
3379 myview = r_refdef.view;
3380 r_waterstate.renderingscene = true;
3381 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3383 // render the normal view scene and copy into texture
3384 // (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)
3385 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3387 r_refdef.view = myview;
3388 r_refdef.view.clipplane = p->plane;
3389 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3390 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3391 PlaneClassify(&r_refdef.view.clipplane);
3393 R_ResetViewRendering3D();
3394 R_ClearScreen(r_refdef.fogenabled);
3398 // copy view into the screen texture
3399 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3400 GL_ActiveTexture(0);
3402 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3405 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3407 r_refdef.view = myview;
3408 // render reflected scene and copy into texture
3409 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3410 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3411 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3412 r_refdef.view.clipplane = p->plane;
3413 // reverse the cullface settings for this render
3414 r_refdef.view.cullface_front = GL_FRONT;
3415 r_refdef.view.cullface_back = GL_BACK;
3416 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3418 r_refdef.view.usecustompvs = true;
3420 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3422 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3425 R_ResetViewRendering3D();
3426 R_ClearScreen(r_refdef.fogenabled);
3430 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3431 GL_ActiveTexture(0);
3433 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3436 r_waterstate.renderingscene = false;
3437 r_refdef.view = originalview;
3438 R_ResetViewRendering3D();
3439 R_ClearScreen(r_refdef.fogenabled);
3443 r_refdef.view = originalview;
3444 r_waterstate.renderingscene = false;
3445 Cvar_SetValueQuick(&r_water, 0);
3446 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3450 void R_Bloom_StartFrame(void)
3452 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3454 // set bloomwidth and bloomheight to the bloom resolution that will be
3455 // used (often less than the screen resolution for faster rendering)
3456 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3457 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3458 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3459 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3460 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3462 // calculate desired texture sizes
3463 if (gl_support_arb_texture_non_power_of_two)
3465 screentexturewidth = r_refdef.view.width;
3466 screentextureheight = r_refdef.view.height;
3467 bloomtexturewidth = r_bloomstate.bloomwidth;
3468 bloomtextureheight = r_bloomstate.bloomheight;
3472 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3473 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3474 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3475 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3478 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))
3480 Cvar_SetValueQuick(&r_hdr, 0);
3481 Cvar_SetValueQuick(&r_bloom, 0);
3482 Cvar_SetValueQuick(&r_motionblur, 0);
3483 Cvar_SetValueQuick(&r_damageblur, 0);
3486 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)))
3487 screentexturewidth = screentextureheight = 0;
3488 if (!r_hdr.integer && !r_bloom.integer)
3489 bloomtexturewidth = bloomtextureheight = 0;
3491 // allocate textures as needed
3492 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3494 if (r_bloomstate.texture_screen)
3495 R_FreeTexture(r_bloomstate.texture_screen);
3496 r_bloomstate.texture_screen = NULL;
3497 r_bloomstate.screentexturewidth = screentexturewidth;
3498 r_bloomstate.screentextureheight = screentextureheight;
3499 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3500 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);
3502 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3504 if (r_bloomstate.texture_bloom)
3505 R_FreeTexture(r_bloomstate.texture_bloom);
3506 r_bloomstate.texture_bloom = NULL;
3507 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3508 r_bloomstate.bloomtextureheight = bloomtextureheight;
3509 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3510 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);
3513 // set up a texcoord array for the full resolution screen image
3514 // (we have to keep this around to copy back during final render)
3515 r_bloomstate.screentexcoord2f[0] = 0;
3516 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3517 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3518 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3519 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3520 r_bloomstate.screentexcoord2f[5] = 0;
3521 r_bloomstate.screentexcoord2f[6] = 0;
3522 r_bloomstate.screentexcoord2f[7] = 0;
3524 // set up a texcoord array for the reduced resolution bloom image
3525 // (which will be additive blended over the screen image)
3526 r_bloomstate.bloomtexcoord2f[0] = 0;
3527 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3528 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3529 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3530 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3531 r_bloomstate.bloomtexcoord2f[5] = 0;
3532 r_bloomstate.bloomtexcoord2f[6] = 0;
3533 r_bloomstate.bloomtexcoord2f[7] = 0;
3535 if (r_hdr.integer || r_bloom.integer)
3537 r_bloomstate.enabled = true;
3538 r_bloomstate.hdr = r_hdr.integer != 0;
3542 void R_Bloom_CopyBloomTexture(float colorscale)
3544 r_refdef.stats.bloom++;
3546 // scale down screen texture to the bloom texture size
3548 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3549 GL_BlendFunc(GL_ONE, GL_ZERO);
3550 GL_Color(colorscale, colorscale, colorscale, 1);
3551 // TODO: optimize with multitexture or GLSL
3552 R_SetupGenericShader(true);
3553 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3554 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3555 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3556 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3558 // we now have a bloom image in the framebuffer
3559 // copy it into the bloom image texture for later processing
3560 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3561 GL_ActiveTexture(0);
3563 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3564 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3567 void R_Bloom_CopyHDRTexture(void)
3569 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3570 GL_ActiveTexture(0);
3572 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3573 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3576 void R_Bloom_MakeTexture(void)
3579 float xoffset, yoffset, r, brighten;
3581 r_refdef.stats.bloom++;
3583 R_ResetViewRendering2D();
3584 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3585 R_Mesh_ColorPointer(NULL, 0, 0);
3586 R_SetupGenericShader(true);
3588 // we have a bloom image in the framebuffer
3590 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3592 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3595 r = bound(0, r_bloom_colorexponent.value / x, 1);
3596 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3597 GL_Color(r, r, r, 1);
3598 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3599 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3600 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3601 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3603 // copy the vertically blurred bloom view to a texture
3604 GL_ActiveTexture(0);
3606 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3607 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3610 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3611 brighten = r_bloom_brighten.value;
3613 brighten *= r_hdr_range.value;
3614 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3615 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3617 for (dir = 0;dir < 2;dir++)
3619 // blend on at multiple vertical offsets to achieve a vertical blur
3620 // TODO: do offset blends using GLSL
3621 GL_BlendFunc(GL_ONE, GL_ZERO);
3622 for (x = -range;x <= range;x++)
3624 if (!dir){xoffset = 0;yoffset = x;}
3625 else {xoffset = x;yoffset = 0;}
3626 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3627 yoffset /= (float)r_bloomstate.bloomtextureheight;
3628 // compute a texcoord array with the specified x and y offset
3629 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3630 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3631 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3632 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3633 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3634 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3635 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3636 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3637 // this r value looks like a 'dot' particle, fading sharply to
3638 // black at the edges
3639 // (probably not realistic but looks good enough)
3640 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3641 //r = (dir ? 1.0f : brighten)/(range*2+1);
3642 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3643 GL_Color(r, r, r, 1);
3644 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3645 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3646 GL_BlendFunc(GL_ONE, GL_ONE);
3649 // copy the vertically blurred bloom view to a texture
3650 GL_ActiveTexture(0);
3652 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3653 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3656 // apply subtract last
3657 // (just like it would be in a GLSL shader)
3658 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3660 GL_BlendFunc(GL_ONE, GL_ZERO);
3661 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3662 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3663 GL_Color(1, 1, 1, 1);
3664 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3665 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3667 GL_BlendFunc(GL_ONE, GL_ONE);
3668 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3669 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3670 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3671 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3672 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3673 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3674 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3676 // copy the darkened bloom view to a texture
3677 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3678 GL_ActiveTexture(0);
3680 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3681 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3685 void R_HDR_RenderBloomTexture(void)
3687 int oldwidth, oldheight;
3688 float oldcolorscale;
3690 oldcolorscale = r_refdef.view.colorscale;
3691 oldwidth = r_refdef.view.width;
3692 oldheight = r_refdef.view.height;
3693 r_refdef.view.width = r_bloomstate.bloomwidth;
3694 r_refdef.view.height = r_bloomstate.bloomheight;
3696 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3697 // TODO: add exposure compensation features
3698 // TODO: add fp16 framebuffer support
3700 r_refdef.view.showdebug = false;
3701 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3703 R_ResetViewRendering3D();
3705 R_ClearScreen(r_refdef.fogenabled);
3706 if (r_timereport_active)
3707 R_TimeReport("HDRclear");
3710 if (r_timereport_active)
3711 R_TimeReport("visibility");
3713 r_waterstate.numwaterplanes = 0;
3714 if (r_waterstate.enabled)
3715 R_RenderWaterPlanes();
3717 r_refdef.view.showdebug = true;
3719 r_waterstate.numwaterplanes = 0;
3721 R_ResetViewRendering2D();
3723 R_Bloom_CopyHDRTexture();
3724 R_Bloom_MakeTexture();
3726 // restore the view settings
3727 r_refdef.view.width = oldwidth;
3728 r_refdef.view.height = oldheight;
3729 r_refdef.view.colorscale = oldcolorscale;
3731 R_ResetViewRendering3D();
3733 R_ClearScreen(r_refdef.fogenabled);
3734 if (r_timereport_active)
3735 R_TimeReport("viewclear");
3738 static void R_BlendView(void)
3740 if (r_bloomstate.texture_screen)
3742 // make sure the buffer is available
3743 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3745 R_ResetViewRendering2D();
3746 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3747 R_Mesh_ColorPointer(NULL, 0, 0);
3748 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3749 GL_ActiveTexture(0);CHECKGLERROR
3751 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
3753 // declare alpha variable
3756 static float avgspeed;
3758 speed = VectorLength(cl.movement_velocity);
3760 a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3761 avgspeed = avgspeed * (1 - a) + speed * a;
3763 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3764 speed = bound(0, speed, 1);
3765 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3767 // calculate values into a standard alpha
3770 (r_motionblur.value * speed / 80)
3772 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3775 max(0.0001, cl.time - cl.oldtime) // fps independent
3778 a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3779 a = bound(0, a, r_motionblur_maxblur.value);
3781 // developer debug of current value
3782 if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3787 R_SetupGenericShader(true);
3788 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3789 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3790 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3791 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3792 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3793 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3797 // copy view into the screen texture
3798 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3799 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3802 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3804 unsigned int permutation =
3805 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3806 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3807 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3808 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3809 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
3811 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3813 // render simple bloom effect
3814 // copy the screen and shrink it and darken it for the bloom process
3815 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3816 // make the bloom texture
3817 R_Bloom_MakeTexture();
3820 R_ResetViewRendering2D();
3821 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3822 R_Mesh_ColorPointer(NULL, 0, 0);
3823 GL_Color(1, 1, 1, 1);
3824 GL_BlendFunc(GL_ONE, GL_ZERO);
3825 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3826 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3827 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3828 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3829 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3830 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3831 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3832 if (r_glsl_permutation->loc_TintColor >= 0)
3833 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3834 if (r_glsl_permutation->loc_ClientTime >= 0)
3835 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3836 if (r_glsl_permutation->loc_PixelSize >= 0)
3837 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3838 if (r_glsl_permutation->loc_UserVec1 >= 0)
3840 float a=0, b=0, c=0, d=0;
3841 #if _MSC_VER >= 1400
3842 #define sscanf sscanf_s
3844 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3845 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3847 if (r_glsl_permutation->loc_UserVec2 >= 0)
3849 float a=0, b=0, c=0, d=0;
3850 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3851 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3853 if (r_glsl_permutation->loc_UserVec3 >= 0)
3855 float a=0, b=0, c=0, d=0;
3856 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3857 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3859 if (r_glsl_permutation->loc_UserVec4 >= 0)
3861 float a=0, b=0, c=0, d=0;
3862 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3863 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3865 if (r_glsl_permutation->loc_Saturation >= 0)
3866 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3867 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3868 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3874 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3876 // render high dynamic range bloom effect
3877 // the bloom texture was made earlier this render, so we just need to
3878 // blend it onto the screen...
3879 R_ResetViewRendering2D();
3880 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3881 R_Mesh_ColorPointer(NULL, 0, 0);
3882 R_SetupGenericShader(true);
3883 GL_Color(1, 1, 1, 1);
3884 GL_BlendFunc(GL_ONE, GL_ONE);
3885 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3886 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3887 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3888 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3890 else if (r_bloomstate.texture_bloom)
3892 // render simple bloom effect
3893 // copy the screen and shrink it and darken it for the bloom process
3894 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3895 // make the bloom texture
3896 R_Bloom_MakeTexture();
3897 // put the original screen image back in place and blend the bloom
3899 R_ResetViewRendering2D();
3900 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3901 R_Mesh_ColorPointer(NULL, 0, 0);
3902 GL_Color(1, 1, 1, 1);
3903 GL_BlendFunc(GL_ONE, GL_ZERO);
3904 // do both in one pass if possible
3905 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3906 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3907 if (r_textureunits.integer >= 2 && gl_combine.integer)
3909 R_SetupGenericTwoTextureShader(GL_ADD);
3910 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3911 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3915 R_SetupGenericShader(true);
3916 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3917 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3918 // now blend on the bloom texture
3919 GL_BlendFunc(GL_ONE, GL_ONE);
3920 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3921 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3923 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3924 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3926 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3928 // apply a color tint to the whole view
3929 R_ResetViewRendering2D();
3930 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3931 R_Mesh_ColorPointer(NULL, 0, 0);
3932 R_SetupGenericShader(false);
3933 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3934 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3935 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3939 matrix4x4_t r_waterscrollmatrix;
3941 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3943 if (r_refdef.fog_density)
3945 r_refdef.fogcolor[0] = r_refdef.fog_red;
3946 r_refdef.fogcolor[1] = r_refdef.fog_green;
3947 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3951 VectorCopy(r_refdef.fogcolor, fogvec);
3952 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3954 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3955 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3956 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3957 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3959 // color.rgb *= ContrastBoost * SceneBrightness;
3960 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3961 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3962 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3963 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3968 void R_UpdateVariables(void)
3972 r_refdef.scene.ambient = r_ambient.value;
3974 r_refdef.farclip = 4096;
3975 if (r_refdef.scene.worldmodel)
3976 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3977 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3979 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3980 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3981 r_refdef.polygonfactor = 0;
3982 r_refdef.polygonoffset = 0;
3983 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3984 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3986 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3987 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3988 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3989 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3990 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3991 if (r_showsurfaces.integer)
3993 r_refdef.scene.rtworld = false;
3994 r_refdef.scene.rtworldshadows = false;
3995 r_refdef.scene.rtdlight = false;
3996 r_refdef.scene.rtdlightshadows = false;
3997 r_refdef.lightmapintensity = 0;
4000 if (gamemode == GAME_NEHAHRA)
4002 if (gl_fogenable.integer)
4004 r_refdef.oldgl_fogenable = true;
4005 r_refdef.fog_density = gl_fogdensity.value;
4006 r_refdef.fog_red = gl_fogred.value;
4007 r_refdef.fog_green = gl_foggreen.value;
4008 r_refdef.fog_blue = gl_fogblue.value;
4009 r_refdef.fog_alpha = 1;
4010 r_refdef.fog_start = 0;
4011 r_refdef.fog_end = gl_skyclip.value;
4013 else if (r_refdef.oldgl_fogenable)
4015 r_refdef.oldgl_fogenable = false;
4016 r_refdef.fog_density = 0;
4017 r_refdef.fog_red = 0;
4018 r_refdef.fog_green = 0;
4019 r_refdef.fog_blue = 0;
4020 r_refdef.fog_alpha = 0;
4021 r_refdef.fog_start = 0;
4022 r_refdef.fog_end = 0;
4026 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4027 r_refdef.fog_start = max(0, r_refdef.fog_start);
4028 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4030 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4032 if (r_refdef.fog_density && r_drawfog.integer)
4034 r_refdef.fogenabled = true;
4035 // this is the point where the fog reaches 0.9986 alpha, which we
4036 // consider a good enough cutoff point for the texture
4037 // (0.9986 * 256 == 255.6)
4038 if (r_fog_exp2.integer)
4039 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4041 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4042 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4043 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4044 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4045 // fog color was already set
4046 // update the fog texture
4047 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)
4048 R_BuildFogTexture();
4051 r_refdef.fogenabled = false;
4053 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4055 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4057 // build GLSL gamma texture
4058 #define RAMPWIDTH 256
4059 unsigned short ramp[RAMPWIDTH * 3];
4060 unsigned char rampbgr[RAMPWIDTH][4];
4063 r_texture_gammaramps_serial = vid_gammatables_serial;
4065 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4066 for(i = 0; i < RAMPWIDTH; ++i)
4068 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4069 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4070 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4073 if (r_texture_gammaramps)
4075 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4079 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);
4085 // remove GLSL gamma texture
4089 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4090 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4096 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4097 if( scenetype != r_currentscenetype ) {
4098 // store the old scenetype
4099 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4100 r_currentscenetype = scenetype;
4101 // move in the new scene
4102 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4111 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4113 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4114 if( scenetype == r_currentscenetype ) {
4115 return &r_refdef.scene;
4117 return &r_scenes_store[ scenetype ];
4126 void R_RenderView(void)
4128 r_frame++; // used only by R_GetCurrentTexture
4129 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4131 R_AnimCache_NewFrame();
4133 if (r_refdef.view.isoverlay)
4135 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4136 GL_Clear( GL_DEPTH_BUFFER_BIT );
4137 R_TimeReport("depthclear");
4139 r_refdef.view.showdebug = false;
4141 r_waterstate.enabled = false;
4142 r_waterstate.numwaterplanes = 0;
4150 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4151 return; //Host_Error ("R_RenderView: NULL worldmodel");
4153 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4155 // break apart the view matrix into vectors for various purposes
4156 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4157 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4158 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4159 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4160 // make an inverted copy of the view matrix for tracking sprites
4161 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4163 R_Shadow_UpdateWorldLightSelection();
4165 R_Bloom_StartFrame();
4166 R_Water_StartFrame();
4169 if (r_timereport_active)
4170 R_TimeReport("viewsetup");
4172 R_ResetViewRendering3D();
4174 if (r_refdef.view.clear || r_refdef.fogenabled)
4176 R_ClearScreen(r_refdef.fogenabled);
4177 if (r_timereport_active)
4178 R_TimeReport("viewclear");
4180 r_refdef.view.clear = true;
4182 // this produces a bloom texture to be used in R_BlendView() later
4184 R_HDR_RenderBloomTexture();
4186 r_refdef.view.showdebug = true;
4189 if (r_timereport_active)
4190 R_TimeReport("visibility");
4192 r_waterstate.numwaterplanes = 0;
4193 if (r_waterstate.enabled)
4194 R_RenderWaterPlanes();
4197 r_waterstate.numwaterplanes = 0;
4200 if (r_timereport_active)
4201 R_TimeReport("blendview");
4203 GL_Scissor(0, 0, vid.width, vid.height);
4204 GL_ScissorTest(false);
4208 void R_RenderWaterPlanes(void)
4210 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4212 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4213 if (r_timereport_active)
4214 R_TimeReport("waterworld");
4217 // don't let sound skip if going slow
4218 if (r_refdef.scene.extraupdate)
4221 R_DrawModelsAddWaterPlanes();
4222 if (r_timereport_active)
4223 R_TimeReport("watermodels");
4225 if (r_waterstate.numwaterplanes)
4227 R_Water_ProcessPlanes();
4228 if (r_timereport_active)
4229 R_TimeReport("waterscenes");
4233 extern void R_DrawLightningBeams (void);
4234 extern void VM_CL_AddPolygonsToMeshQueue (void);
4235 extern void R_DrawPortals (void);
4236 extern cvar_t cl_locs_show;
4237 static void R_DrawLocs(void);
4238 static void R_DrawEntityBBoxes(void);
4239 void R_RenderScene(void)
4241 r_refdef.stats.renders++;
4245 // don't let sound skip if going slow
4246 if (r_refdef.scene.extraupdate)
4249 R_MeshQueue_BeginScene();
4253 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4255 if (cl.csqc_vidvars.drawworld)
4257 // don't let sound skip if going slow
4258 if (r_refdef.scene.extraupdate)
4261 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4263 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4264 if (r_timereport_active)
4265 R_TimeReport("worldsky");
4268 if (R_DrawBrushModelsSky() && r_timereport_active)
4269 R_TimeReport("bmodelsky");
4272 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4274 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4275 if (r_timereport_active)
4276 R_TimeReport("worlddepth");
4278 if (r_depthfirst.integer >= 2)
4280 R_DrawModelsDepth();
4281 if (r_timereport_active)
4282 R_TimeReport("modeldepth");
4285 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4287 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4288 if (r_timereport_active)
4289 R_TimeReport("world");
4292 // don't let sound skip if going slow
4293 if (r_refdef.scene.extraupdate)
4297 if (r_timereport_active)
4298 R_TimeReport("models");
4300 // don't let sound skip if going slow
4301 if (r_refdef.scene.extraupdate)
4304 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4306 R_DrawModelShadows();
4308 R_ResetViewRendering3D();
4310 // don't let sound skip if going slow
4311 if (r_refdef.scene.extraupdate)
4315 R_ShadowVolumeLighting(false);
4316 if (r_timereport_active)
4317 R_TimeReport("rtlights");
4319 // don't let sound skip if going slow
4320 if (r_refdef.scene.extraupdate)
4323 if (cl.csqc_vidvars.drawworld)
4325 R_DrawLightningBeams();
4326 if (r_timereport_active)
4327 R_TimeReport("lightning");
4330 if (r_timereport_active)
4331 R_TimeReport("decals");
4334 if (r_timereport_active)
4335 R_TimeReport("particles");
4338 if (r_timereport_active)
4339 R_TimeReport("explosions");
4342 R_SetupGenericShader(true);
4343 VM_CL_AddPolygonsToMeshQueue();
4345 if (r_refdef.view.showdebug)
4347 if (cl_locs_show.integer)
4350 if (r_timereport_active)
4351 R_TimeReport("showlocs");
4354 if (r_drawportals.integer)
4357 if (r_timereport_active)
4358 R_TimeReport("portals");
4361 if (r_showbboxes.value > 0)
4363 R_DrawEntityBBoxes();
4364 if (r_timereport_active)
4365 R_TimeReport("bboxes");
4369 R_SetupGenericShader(true);
4370 R_MeshQueue_RenderTransparent();
4371 if (r_timereport_active)
4372 R_TimeReport("drawtrans");
4374 R_SetupGenericShader(true);
4376 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))
4378 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4379 if (r_timereport_active)
4380 R_TimeReport("worlddebug");
4381 R_DrawModelsDebug();
4382 if (r_timereport_active)
4383 R_TimeReport("modeldebug");
4386 R_SetupGenericShader(true);
4388 if (cl.csqc_vidvars.drawworld)
4391 if (r_timereport_active)
4392 R_TimeReport("coronas");
4395 // don't let sound skip if going slow
4396 if (r_refdef.scene.extraupdate)
4399 R_ResetViewRendering2D();
4402 static const unsigned short bboxelements[36] =
4412 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4415 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4416 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4417 GL_DepthMask(false);
4418 GL_DepthRange(0, 1);
4419 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4420 R_Mesh_Matrix(&identitymatrix);
4421 R_Mesh_ResetTextureState();
4423 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4424 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4425 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4426 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4427 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4428 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4429 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4430 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4431 R_FillColors(color4f, 8, cr, cg, cb, ca);
4432 if (r_refdef.fogenabled)
4434 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4436 f1 = FogPoint_World(v);
4438 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4439 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4440 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4443 R_Mesh_VertexPointer(vertex3f, 0, 0);
4444 R_Mesh_ColorPointer(color4f, 0, 0);
4445 R_Mesh_ResetTextureState();
4446 R_SetupGenericShader(false);
4447 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4450 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4454 prvm_edict_t *edict;
4455 prvm_prog_t *prog_save = prog;
4457 // this function draws bounding boxes of server entities
4461 GL_CullFace(GL_NONE);
4462 R_SetupGenericShader(false);
4466 for (i = 0;i < numsurfaces;i++)
4468 edict = PRVM_EDICT_NUM(surfacelist[i]);
4469 switch ((int)edict->fields.server->solid)
4471 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4472 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4473 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4474 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4475 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4476 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4478 color[3] *= r_showbboxes.value;
4479 color[3] = bound(0, color[3], 1);
4480 GL_DepthTest(!r_showdisabledepthtest.integer);
4481 GL_CullFace(r_refdef.view.cullface_front);
4482 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4488 static void R_DrawEntityBBoxes(void)
4491 prvm_edict_t *edict;
4493 prvm_prog_t *prog_save = prog;
4495 // this function draws bounding boxes of server entities
4501 for (i = 0;i < prog->num_edicts;i++)
4503 edict = PRVM_EDICT_NUM(i);
4504 if (edict->priv.server->free)
4506 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4507 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4509 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4511 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4512 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4518 unsigned short nomodelelements[24] =
4530 float nomodelvertex3f[6*3] =
4540 float nomodelcolor4f[6*4] =
4542 0.0f, 0.0f, 0.5f, 1.0f,
4543 0.0f, 0.0f, 0.5f, 1.0f,
4544 0.0f, 0.5f, 0.0f, 1.0f,
4545 0.0f, 0.5f, 0.0f, 1.0f,
4546 0.5f, 0.0f, 0.0f, 1.0f,
4547 0.5f, 0.0f, 0.0f, 1.0f
4550 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4555 // this is only called once per entity so numsurfaces is always 1, and
4556 // surfacelist is always {0}, so this code does not handle batches
4557 R_Mesh_Matrix(&ent->matrix);
4559 if (ent->flags & EF_ADDITIVE)
4561 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4562 GL_DepthMask(false);
4564 else if (ent->alpha < 1)
4566 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4567 GL_DepthMask(false);
4571 GL_BlendFunc(GL_ONE, GL_ZERO);
4574 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4575 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4576 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4577 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4578 R_SetupGenericShader(false);
4579 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4580 if (r_refdef.fogenabled)
4583 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4584 R_Mesh_ColorPointer(color4f, 0, 0);
4585 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4586 f1 = FogPoint_World(org);
4588 for (i = 0, c = color4f;i < 6;i++, c += 4)
4590 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4591 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4592 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4596 else if (ent->alpha != 1)
4598 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4599 R_Mesh_ColorPointer(color4f, 0, 0);
4600 for (i = 0, c = color4f;i < 6;i++, c += 4)
4604 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4605 R_Mesh_ResetTextureState();
4606 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4609 void R_DrawNoModel(entity_render_t *ent)
4612 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4613 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4614 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4616 // R_DrawNoModelCallback(ent, 0);
4619 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4621 vec3_t right1, right2, diff, normal;
4623 VectorSubtract (org2, org1, normal);
4625 // calculate 'right' vector for start
4626 VectorSubtract (r_refdef.view.origin, org1, diff);
4627 CrossProduct (normal, diff, right1);
4628 VectorNormalize (right1);
4630 // calculate 'right' vector for end
4631 VectorSubtract (r_refdef.view.origin, org2, diff);
4632 CrossProduct (normal, diff, right2);
4633 VectorNormalize (right2);
4635 vert[ 0] = org1[0] + width * right1[0];
4636 vert[ 1] = org1[1] + width * right1[1];
4637 vert[ 2] = org1[2] + width * right1[2];
4638 vert[ 3] = org1[0] - width * right1[0];
4639 vert[ 4] = org1[1] - width * right1[1];
4640 vert[ 5] = org1[2] - width * right1[2];
4641 vert[ 6] = org2[0] - width * right2[0];
4642 vert[ 7] = org2[1] - width * right2[1];
4643 vert[ 8] = org2[2] - width * right2[2];
4644 vert[ 9] = org2[0] + width * right2[0];
4645 vert[10] = org2[1] + width * right2[1];
4646 vert[11] = org2[2] + width * right2[2];
4649 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4651 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)
4653 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4657 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4658 fog = FogPoint_World(origin);
4660 R_Mesh_Matrix(&identitymatrix);
4661 GL_BlendFunc(blendfunc1, blendfunc2);
4663 GL_CullFace(GL_NONE);
4665 GL_DepthMask(false);
4666 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4667 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4668 GL_DepthTest(!depthdisable);
4670 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4671 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4672 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4673 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4674 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4675 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4676 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4677 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4678 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4679 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4680 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4681 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4683 R_Mesh_VertexPointer(vertex3f, 0, 0);
4684 R_Mesh_ColorPointer(NULL, 0, 0);
4685 R_Mesh_ResetTextureState();
4686 R_SetupGenericShader(true);
4687 R_Mesh_TexBind(0, R_GetTexture(texture));
4688 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4689 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4690 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4691 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4693 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4695 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4696 GL_BlendFunc(blendfunc1, GL_ONE);
4698 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4699 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4703 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4708 VectorSet(v, x, y, z);
4709 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4710 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4712 if (i == mesh->numvertices)
4714 if (mesh->numvertices < mesh->maxvertices)
4716 VectorCopy(v, vertex3f);
4717 mesh->numvertices++;
4719 return mesh->numvertices;
4725 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4729 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4730 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4731 e = mesh->element3i + mesh->numtriangles * 3;
4732 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4734 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4735 if (mesh->numtriangles < mesh->maxtriangles)
4740 mesh->numtriangles++;
4742 element[1] = element[2];
4746 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4750 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4751 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4752 e = mesh->element3i + mesh->numtriangles * 3;
4753 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4755 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4756 if (mesh->numtriangles < mesh->maxtriangles)
4761 mesh->numtriangles++;
4763 element[1] = element[2];
4767 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4768 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4770 int planenum, planenum2;
4773 mplane_t *plane, *plane2;
4775 double temppoints[2][256*3];
4776 // figure out how large a bounding box we need to properly compute this brush
4778 for (w = 0;w < numplanes;w++)
4779 maxdist = max(maxdist, planes[w].dist);
4780 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4781 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4782 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4786 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4787 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4789 if (planenum2 == planenum)
4791 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);
4794 if (tempnumpoints < 3)
4796 // generate elements forming a triangle fan for this polygon
4797 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4801 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)
4803 texturelayer_t *layer;
4804 layer = t->currentlayers + t->currentnumlayers++;
4806 layer->depthmask = depthmask;
4807 layer->blendfunc1 = blendfunc1;
4808 layer->blendfunc2 = blendfunc2;
4809 layer->texture = texture;
4810 layer->texmatrix = *matrix;
4811 layer->color[0] = r * r_refdef.view.colorscale;
4812 layer->color[1] = g * r_refdef.view.colorscale;
4813 layer->color[2] = b * r_refdef.view.colorscale;
4814 layer->color[3] = a;
4817 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4820 index = parms[2] + r_refdef.scene.time * parms[3];
4821 index -= floor(index);
4825 case Q3WAVEFUNC_NONE:
4826 case Q3WAVEFUNC_NOISE:
4827 case Q3WAVEFUNC_COUNT:
4830 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4831 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4832 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4833 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4834 case Q3WAVEFUNC_TRIANGLE:
4836 f = index - floor(index);
4847 return (float)(parms[0] + parms[1] * f);
4850 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4855 matrix4x4_t matrix, temp;
4856 switch(tcmod->tcmod)
4860 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4861 matrix = r_waterscrollmatrix;
4863 matrix = identitymatrix;
4865 case Q3TCMOD_ENTITYTRANSLATE:
4866 // this is used in Q3 to allow the gamecode to control texcoord
4867 // scrolling on the entity, which is not supported in darkplaces yet.
4868 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4870 case Q3TCMOD_ROTATE:
4871 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4872 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4873 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4876 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4878 case Q3TCMOD_SCROLL:
4879 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4881 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4882 w = (int) tcmod->parms[0];
4883 h = (int) tcmod->parms[1];
4884 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4886 idx = (int) floor(f * w * h);
4887 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4889 case Q3TCMOD_STRETCH:
4890 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4891 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4893 case Q3TCMOD_TRANSFORM:
4894 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4895 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4896 VectorSet(tcmat + 6, 0 , 0 , 1);
4897 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4898 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4900 case Q3TCMOD_TURBULENT:
4901 // this is handled in the RSurf_PrepareVertices function
4902 matrix = identitymatrix;
4906 Matrix4x4_Concat(texmatrix, &matrix, &temp);
4909 texture_t *R_GetCurrentTexture(texture_t *t)
4912 const entity_render_t *ent = rsurface.entity;
4913 dp_model_t *model = ent->model;
4914 q3shaderinfo_layer_tcmod_t *tcmod;
4916 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4917 return t->currentframe;
4918 t->update_lastrenderframe = r_frame;
4919 t->update_lastrenderentity = (void *)ent;
4921 // switch to an alternate material if this is a q1bsp animated material
4923 texture_t *texture = t;
4924 int s = ent->skinnum;
4925 if ((unsigned int)s >= (unsigned int)model->numskins)
4927 if (model->skinscenes)
4929 if (model->skinscenes[s].framecount > 1)
4930 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4932 s = model->skinscenes[s].firstframe;
4935 t = t + s * model->num_surfaces;
4938 // use an alternate animation if the entity's frame is not 0,
4939 // and only if the texture has an alternate animation
4940 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4941 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4943 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4945 texture->currentframe = t;
4948 // update currentskinframe to be a qw skin or animation frame
4949 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"))
4951 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4953 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4954 if (developer_loading.integer)
4955 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4956 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);
4958 t->currentskinframe = r_qwskincache_skinframe[i];
4959 if (t->currentskinframe == NULL)
4960 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4962 else if (t->numskinframes >= 2)
4963 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4964 if (t->backgroundnumskinframes >= 2)
4965 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4967 t->currentmaterialflags = t->basematerialflags;
4968 t->currentalpha = ent->alpha;
4969 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4970 t->currentalpha *= r_wateralpha.value;
4971 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4972 t->currentalpha *= t->r_water_wateralpha;
4973 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4974 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4975 if (!(ent->flags & RENDER_LIGHT))
4976 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4977 else if (rsurface.modeltexcoordlightmap2f == NULL)
4979 // pick a model lighting mode
4980 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4981 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4983 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4985 if (ent->effects & EF_ADDITIVE)
4986 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4987 else if (t->currentalpha < 1)
4988 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4989 if (ent->effects & EF_DOUBLESIDED)
4990 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4991 if (ent->effects & EF_NODEPTHTEST)
4992 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4993 if (ent->flags & RENDER_VIEWMODEL)
4994 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4995 if (t->backgroundnumskinframes)
4996 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4997 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4999 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5000 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5003 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5005 // there is no tcmod
5006 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5008 t->currenttexmatrix = r_waterscrollmatrix;
5009 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5013 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5014 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5017 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5018 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5019 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5020 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5022 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5023 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5024 t->glosstexture = r_texture_black;
5025 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5026 t->backgroundglosstexture = r_texture_black;
5027 t->specularpower = r_shadow_glossexponent.value;
5028 // TODO: store reference values for these in the texture?
5029 t->specularscale = 0;
5030 if (r_shadow_gloss.integer > 0)
5032 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5034 if (r_shadow_glossintensity.value > 0)
5036 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5037 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5038 t->specularscale = r_shadow_glossintensity.value;
5041 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5043 t->glosstexture = r_texture_white;
5044 t->backgroundglosstexture = r_texture_white;
5045 t->specularscale = r_shadow_gloss2intensity.value;
5049 // lightmaps mode looks bad with dlights using actual texturing, so turn
5050 // off the colormap and glossmap, but leave the normalmap on as it still
5051 // accurately represents the shading involved
5052 if (gl_lightmaps.integer)
5054 t->basetexture = r_texture_grey128;
5055 t->backgroundbasetexture = NULL;
5056 t->specularscale = 0;
5057 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5060 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5061 VectorClear(t->dlightcolor);
5062 t->currentnumlayers = 0;
5063 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5066 int blendfunc1, blendfunc2, depthmask;
5067 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5069 blendfunc1 = GL_SRC_ALPHA;
5070 blendfunc2 = GL_ONE;
5072 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5074 blendfunc1 = GL_SRC_ALPHA;
5075 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5077 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5079 blendfunc1 = t->customblendfunc[0];
5080 blendfunc2 = t->customblendfunc[1];
5084 blendfunc1 = GL_ONE;
5085 blendfunc2 = GL_ZERO;
5087 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5088 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5089 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5090 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5092 // fullbright is not affected by r_refdef.lightmapintensity
5093 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]);
5094 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5095 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]);
5096 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5097 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]);
5101 vec3_t ambientcolor;
5103 // set the color tint used for lights affecting this surface
5104 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5106 // q3bsp has no lightmap updates, so the lightstylevalue that
5107 // would normally be baked into the lightmap must be
5108 // applied to the color
5109 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5110 if (ent->model->type == mod_brushq3)
5111 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5112 colorscale *= r_refdef.lightmapintensity;
5113 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5114 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5115 // basic lit geometry
5116 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]);
5117 // add pants/shirt if needed
5118 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5119 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]);
5120 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5121 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]);
5122 // now add ambient passes if needed
5123 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5125 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]);
5126 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5127 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]);
5128 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5129 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]);
5132 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5133 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]);
5134 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5136 // if this is opaque use alpha blend which will darken the earlier
5139 // if this is an alpha blended material, all the earlier passes
5140 // were darkened by fog already, so we only need to add the fog
5141 // color ontop through the fog mask texture
5143 // if this is an additive blended material, all the earlier passes
5144 // were darkened by fog already, and we should not add fog color
5145 // (because the background was not darkened, there is no fog color
5146 // that was lost behind it).
5147 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]);
5151 return t->currentframe;
5154 rsurfacestate_t rsurface;
5156 void R_Mesh_ResizeArrays(int newvertices)
5159 if (rsurface.array_size >= newvertices)
5161 if (rsurface.array_modelvertex3f)
5162 Mem_Free(rsurface.array_modelvertex3f);
5163 rsurface.array_size = (newvertices + 1023) & ~1023;
5164 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5165 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5166 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5167 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5168 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5169 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5170 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5171 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5172 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5173 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5174 rsurface.array_color4f = base + rsurface.array_size * 27;
5175 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5178 void RSurf_ActiveWorldEntity(void)
5180 dp_model_t *model = r_refdef.scene.worldmodel;
5181 //if (rsurface.entity == r_refdef.scene.worldentity)
5183 rsurface.entity = r_refdef.scene.worldentity;
5184 if (rsurface.array_size < model->surfmesh.num_vertices)
5185 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5186 rsurface.matrix = identitymatrix;
5187 rsurface.inversematrix = identitymatrix;
5188 R_Mesh_Matrix(&identitymatrix);
5189 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5190 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5191 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5192 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5193 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5194 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5195 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5196 rsurface.frameblend[0].lerp = 1;
5197 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5198 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5199 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5200 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5201 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5202 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5203 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5204 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5205 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5206 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5207 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5208 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5209 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5210 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5211 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5212 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5213 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5214 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5215 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5216 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5217 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5218 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5219 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5220 rsurface.modelelement3i = model->surfmesh.data_element3i;
5221 rsurface.modelelement3s = model->surfmesh.data_element3s;
5222 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5223 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5224 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5225 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5226 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5227 rsurface.modelsurfaces = model->data_surfaces;
5228 rsurface.generatedvertex = false;
5229 rsurface.vertex3f = rsurface.modelvertex3f;
5230 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5231 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5232 rsurface.svector3f = rsurface.modelsvector3f;
5233 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5234 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5235 rsurface.tvector3f = rsurface.modeltvector3f;
5236 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5237 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5238 rsurface.normal3f = rsurface.modelnormal3f;
5239 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5240 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5241 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5244 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5246 dp_model_t *model = ent->model;
5247 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5249 rsurface.entity = (entity_render_t *)ent;
5250 if (rsurface.array_size < model->surfmesh.num_vertices)
5251 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5252 rsurface.matrix = ent->matrix;
5253 rsurface.inversematrix = ent->inversematrix;
5254 R_Mesh_Matrix(&rsurface.matrix);
5255 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5256 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5257 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5258 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5259 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5260 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5261 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5262 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5263 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5264 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5265 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5266 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5267 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5268 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5269 if (ent->model->brush.submodel)
5271 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5272 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5274 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5276 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5278 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5279 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5280 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5281 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5283 else if (wanttangents)
5285 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5286 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5287 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5288 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5289 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5291 else if (wantnormals)
5293 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5294 rsurface.modelsvector3f = NULL;
5295 rsurface.modeltvector3f = NULL;
5296 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5297 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5301 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5302 rsurface.modelsvector3f = NULL;
5303 rsurface.modeltvector3f = NULL;
5304 rsurface.modelnormal3f = NULL;
5305 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5307 rsurface.modelvertex3f_bufferobject = 0;
5308 rsurface.modelvertex3f_bufferoffset = 0;
5309 rsurface.modelsvector3f_bufferobject = 0;
5310 rsurface.modelsvector3f_bufferoffset = 0;
5311 rsurface.modeltvector3f_bufferobject = 0;
5312 rsurface.modeltvector3f_bufferoffset = 0;
5313 rsurface.modelnormal3f_bufferobject = 0;
5314 rsurface.modelnormal3f_bufferoffset = 0;
5315 rsurface.generatedvertex = true;
5319 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5320 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5321 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5322 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5323 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5324 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5325 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5326 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5327 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5328 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5329 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5330 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5331 rsurface.generatedvertex = false;
5333 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5334 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5335 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5336 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5337 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5338 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5339 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5340 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5341 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5342 rsurface.modelelement3i = model->surfmesh.data_element3i;
5343 rsurface.modelelement3s = model->surfmesh.data_element3s;
5344 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5345 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5346 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5347 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5348 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5349 rsurface.modelsurfaces = model->data_surfaces;
5350 rsurface.vertex3f = rsurface.modelvertex3f;
5351 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5352 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5353 rsurface.svector3f = rsurface.modelsvector3f;
5354 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5355 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5356 rsurface.tvector3f = rsurface.modeltvector3f;
5357 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5358 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5359 rsurface.normal3f = rsurface.modelnormal3f;
5360 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5361 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5362 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5365 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5366 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5369 int texturesurfaceindex;
5374 const float *v1, *in_tc;
5376 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5378 q3shaderinfo_deform_t *deform;
5379 // 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
5380 if (rsurface.generatedvertex)
5382 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5383 generatenormals = true;
5384 for (i = 0;i < Q3MAXDEFORMS;i++)
5386 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5388 generatetangents = true;
5389 generatenormals = true;
5391 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5392 generatenormals = true;
5394 if (generatenormals && !rsurface.modelnormal3f)
5396 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5397 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5398 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5399 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5401 if (generatetangents && !rsurface.modelsvector3f)
5403 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5404 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5405 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5406 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5407 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5408 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5409 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);
5412 rsurface.vertex3f = rsurface.modelvertex3f;
5413 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5414 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5415 rsurface.svector3f = rsurface.modelsvector3f;
5416 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5417 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5418 rsurface.tvector3f = rsurface.modeltvector3f;
5419 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5420 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5421 rsurface.normal3f = rsurface.modelnormal3f;
5422 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5423 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5424 // if vertices are deformed (sprite flares and things in maps, possibly
5425 // water waves, bulges and other deformations), generate them into
5426 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5427 // (may be static model data or generated data for an animated model, or
5428 // the previous deform pass)
5429 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5431 switch (deform->deform)
5434 case Q3DEFORM_PROJECTIONSHADOW:
5435 case Q3DEFORM_TEXT0:
5436 case Q3DEFORM_TEXT1:
5437 case Q3DEFORM_TEXT2:
5438 case Q3DEFORM_TEXT3:
5439 case Q3DEFORM_TEXT4:
5440 case Q3DEFORM_TEXT5:
5441 case Q3DEFORM_TEXT6:
5442 case Q3DEFORM_TEXT7:
5445 case Q3DEFORM_AUTOSPRITE:
5446 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5447 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5448 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5449 VectorNormalize(newforward);
5450 VectorNormalize(newright);
5451 VectorNormalize(newup);
5452 // make deformed versions of only the model vertices used by the specified surfaces
5453 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5455 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5456 // a single autosprite surface can contain multiple sprites...
5457 for (j = 0;j < surface->num_vertices - 3;j += 4)
5459 VectorClear(center);
5460 for (i = 0;i < 4;i++)
5461 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5462 VectorScale(center, 0.25f, center);
5463 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5464 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5465 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5466 for (i = 0;i < 4;i++)
5468 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5469 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5472 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);
5473 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);
5475 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5476 rsurface.vertex3f_bufferobject = 0;
5477 rsurface.vertex3f_bufferoffset = 0;
5478 rsurface.svector3f = rsurface.array_deformedsvector3f;
5479 rsurface.svector3f_bufferobject = 0;
5480 rsurface.svector3f_bufferoffset = 0;
5481 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5482 rsurface.tvector3f_bufferobject = 0;
5483 rsurface.tvector3f_bufferoffset = 0;
5484 rsurface.normal3f = rsurface.array_deformednormal3f;
5485 rsurface.normal3f_bufferobject = 0;
5486 rsurface.normal3f_bufferoffset = 0;
5488 case Q3DEFORM_AUTOSPRITE2:
5489 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5490 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5491 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5492 VectorNormalize(newforward);
5493 VectorNormalize(newright);
5494 VectorNormalize(newup);
5495 // make deformed versions of only the model vertices used by the specified surfaces
5496 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5498 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5499 const float *v1, *v2;
5509 memset(shortest, 0, sizeof(shortest));
5510 // a single autosprite surface can contain multiple sprites...
5511 for (j = 0;j < surface->num_vertices - 3;j += 4)
5513 VectorClear(center);
5514 for (i = 0;i < 4;i++)
5515 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5516 VectorScale(center, 0.25f, center);
5517 // find the two shortest edges, then use them to define the
5518 // axis vectors for rotating around the central axis
5519 for (i = 0;i < 6;i++)
5521 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5522 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5524 Debug_PolygonBegin(NULL, 0);
5525 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5526 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);
5527 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5530 l = VectorDistance2(v1, v2);
5531 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5533 l += (1.0f / 1024.0f);
5534 if (shortest[0].length2 > l || i == 0)
5536 shortest[1] = shortest[0];
5537 shortest[0].length2 = l;
5538 shortest[0].v1 = v1;
5539 shortest[0].v2 = v2;
5541 else if (shortest[1].length2 > l || i == 1)
5543 shortest[1].length2 = l;
5544 shortest[1].v1 = v1;
5545 shortest[1].v2 = v2;
5548 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5549 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5551 Debug_PolygonBegin(NULL, 0);
5552 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5553 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);
5554 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5557 // this calculates the right vector from the shortest edge
5558 // and the up vector from the edge midpoints
5559 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5560 VectorNormalize(right);
5561 VectorSubtract(end, start, up);
5562 VectorNormalize(up);
5563 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5564 VectorSubtract(rsurface.modelorg, center, forward);
5565 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5566 VectorNegate(forward, forward);
5567 VectorReflect(forward, 0, up, forward);
5568 VectorNormalize(forward);
5569 CrossProduct(up, forward, newright);
5570 VectorNormalize(newright);
5572 Debug_PolygonBegin(NULL, 0);
5573 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);
5574 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5575 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5579 Debug_PolygonBegin(NULL, 0);
5580 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5581 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5582 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5585 // rotate the quad around the up axis vector, this is made
5586 // especially easy by the fact we know the quad is flat,
5587 // so we only have to subtract the center position and
5588 // measure distance along the right vector, and then
5589 // multiply that by the newright vector and add back the
5591 // we also need to subtract the old position to undo the
5592 // displacement from the center, which we do with a
5593 // DotProduct, the subtraction/addition of center is also
5594 // optimized into DotProducts here
5595 l = DotProduct(right, center);
5596 for (i = 0;i < 4;i++)
5598 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5599 f = DotProduct(right, v1) - l;
5600 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5603 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);
5604 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);
5606 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5607 rsurface.vertex3f_bufferobject = 0;
5608 rsurface.vertex3f_bufferoffset = 0;
5609 rsurface.svector3f = rsurface.array_deformedsvector3f;
5610 rsurface.svector3f_bufferobject = 0;
5611 rsurface.svector3f_bufferoffset = 0;
5612 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5613 rsurface.tvector3f_bufferobject = 0;
5614 rsurface.tvector3f_bufferoffset = 0;
5615 rsurface.normal3f = rsurface.array_deformednormal3f;
5616 rsurface.normal3f_bufferobject = 0;
5617 rsurface.normal3f_bufferoffset = 0;
5619 case Q3DEFORM_NORMAL:
5620 // deform the normals to make reflections wavey
5621 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624 for (j = 0;j < surface->num_vertices;j++)
5627 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5628 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5629 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5630 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5631 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5632 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5633 VectorNormalize(normal);
5635 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);
5637 rsurface.svector3f = rsurface.array_deformedsvector3f;
5638 rsurface.svector3f_bufferobject = 0;
5639 rsurface.svector3f_bufferoffset = 0;
5640 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5641 rsurface.tvector3f_bufferobject = 0;
5642 rsurface.tvector3f_bufferoffset = 0;
5643 rsurface.normal3f = rsurface.array_deformednormal3f;
5644 rsurface.normal3f_bufferobject = 0;
5645 rsurface.normal3f_bufferoffset = 0;
5648 // deform vertex array to make wavey water and flags and such
5649 waveparms[0] = deform->waveparms[0];
5650 waveparms[1] = deform->waveparms[1];
5651 waveparms[2] = deform->waveparms[2];
5652 waveparms[3] = deform->waveparms[3];
5653 // this is how a divisor of vertex influence on deformation
5654 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5655 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5656 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5658 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5659 for (j = 0;j < surface->num_vertices;j++)
5661 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5662 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5663 // if the wavefunc depends on time, evaluate it per-vertex
5666 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5667 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5669 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5672 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5673 rsurface.vertex3f_bufferobject = 0;
5674 rsurface.vertex3f_bufferoffset = 0;
5676 case Q3DEFORM_BULGE:
5677 // deform vertex array to make the surface have moving bulges
5678 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5680 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5681 for (j = 0;j < surface->num_vertices;j++)
5683 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5684 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5687 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5688 rsurface.vertex3f_bufferobject = 0;
5689 rsurface.vertex3f_bufferoffset = 0;
5692 // deform vertex array
5693 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5694 VectorScale(deform->parms, scale, waveparms);
5695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5698 for (j = 0;j < surface->num_vertices;j++)
5699 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5701 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5702 rsurface.vertex3f_bufferobject = 0;
5703 rsurface.vertex3f_bufferoffset = 0;
5707 // generate texcoords based on the chosen texcoord source
5708 switch(rsurface.texture->tcgen.tcgen)
5711 case Q3TCGEN_TEXTURE:
5712 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5713 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5714 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5716 case Q3TCGEN_LIGHTMAP:
5717 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5718 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5719 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5721 case Q3TCGEN_VECTOR:
5722 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5724 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5725 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)
5727 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5728 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5731 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5732 rsurface.texcoordtexture2f_bufferobject = 0;
5733 rsurface.texcoordtexture2f_bufferoffset = 0;
5735 case Q3TCGEN_ENVIRONMENT:
5736 // make environment reflections using a spheremap
5737 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5739 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5740 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5741 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5742 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5743 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5745 // identical to Q3A's method, but executed in worldspace so
5746 // carried models can be shiny too
5748 float viewer[3], d, reflected[3], worldreflected[3];
5750 VectorSubtract(rsurface.modelorg, vertex, viewer);
5751 // VectorNormalize(viewer);
5753 d = DotProduct(normal, viewer);
5755 reflected[0] = normal[0]*2*d - viewer[0];
5756 reflected[1] = normal[1]*2*d - viewer[1];
5757 reflected[2] = normal[2]*2*d - viewer[2];
5758 // note: this is proportinal to viewer, so we can normalize later
5760 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5761 VectorNormalize(worldreflected);
5763 // note: this sphere map only uses world x and z!
5764 // so positive and negative y will LOOK THE SAME.
5765 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5766 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5769 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5770 rsurface.texcoordtexture2f_bufferobject = 0;
5771 rsurface.texcoordtexture2f_bufferoffset = 0;
5774 // the only tcmod that needs software vertex processing is turbulent, so
5775 // check for it here and apply the changes if needed
5776 // and we only support that as the first one
5777 // (handling a mixture of turbulent and other tcmods would be problematic
5778 // without punting it entirely to a software path)
5779 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5781 amplitude = rsurface.texture->tcmods[0].parms[1];
5782 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5783 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5785 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5786 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)
5788 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5789 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5792 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5793 rsurface.texcoordtexture2f_bufferobject = 0;
5794 rsurface.texcoordtexture2f_bufferoffset = 0;
5796 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5797 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5798 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5799 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5802 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5805 const msurface_t *surface = texturesurfacelist[0];
5806 const msurface_t *surface2;
5811 // TODO: lock all array ranges before render, rather than on each surface
5812 if (texturenumsurfaces == 1)
5814 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5815 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);
5817 else if (r_batchmode.integer == 2)
5819 #define MAXBATCHTRIANGLES 4096
5820 int batchtriangles = 0;
5821 int batchelements[MAXBATCHTRIANGLES*3];
5822 for (i = 0;i < texturenumsurfaces;i = j)
5824 surface = texturesurfacelist[i];
5826 if (surface->num_triangles > MAXBATCHTRIANGLES)
5828 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);
5831 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5832 batchtriangles = surface->num_triangles;
5833 firstvertex = surface->num_firstvertex;
5834 endvertex = surface->num_firstvertex + surface->num_vertices;
5835 for (;j < texturenumsurfaces;j++)
5837 surface2 = texturesurfacelist[j];
5838 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5840 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5841 batchtriangles += surface2->num_triangles;
5842 firstvertex = min(firstvertex, surface2->num_firstvertex);
5843 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5845 surface2 = texturesurfacelist[j-1];
5846 numvertices = endvertex - firstvertex;
5847 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5850 else if (r_batchmode.integer == 1)
5852 for (i = 0;i < texturenumsurfaces;i = j)
5854 surface = texturesurfacelist[i];
5855 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5856 if (texturesurfacelist[j] != surface2)
5858 surface2 = texturesurfacelist[j-1];
5859 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5860 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5861 GL_LockArrays(surface->num_firstvertex, numvertices);
5862 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5867 for (i = 0;i < texturenumsurfaces;i++)
5869 surface = texturesurfacelist[i];
5870 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5871 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);
5876 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5878 int i, planeindex, vertexindex;
5882 r_waterstate_waterplane_t *p, *bestp;
5883 msurface_t *surface;
5884 if (r_waterstate.renderingscene)
5886 for (i = 0;i < texturenumsurfaces;i++)
5888 surface = texturesurfacelist[i];
5889 if (lightmaptexunit >= 0)
5890 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5891 if (deluxemaptexunit >= 0)
5892 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5893 // pick the closest matching water plane
5896 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5899 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5901 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5902 d += fabs(PlaneDiff(vert, &p->plane));
5904 if (bestd > d || !bestp)
5912 if (refractiontexunit >= 0)
5913 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5914 if (reflectiontexunit >= 0)
5915 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5919 if (refractiontexunit >= 0)
5920 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5921 if (reflectiontexunit >= 0)
5922 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5924 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5925 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);
5929 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5933 const msurface_t *surface = texturesurfacelist[0];
5934 const msurface_t *surface2;
5939 // TODO: lock all array ranges before render, rather than on each surface
5940 if (texturenumsurfaces == 1)
5942 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5943 if (deluxemaptexunit >= 0)
5944 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5945 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5946 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);
5948 else if (r_batchmode.integer == 2)
5950 #define MAXBATCHTRIANGLES 4096
5951 int batchtriangles = 0;
5952 int batchelements[MAXBATCHTRIANGLES*3];
5953 for (i = 0;i < texturenumsurfaces;i = j)
5955 surface = texturesurfacelist[i];
5956 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5957 if (deluxemaptexunit >= 0)
5958 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5960 if (surface->num_triangles > MAXBATCHTRIANGLES)
5962 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);
5965 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5966 batchtriangles = surface->num_triangles;
5967 firstvertex = surface->num_firstvertex;
5968 endvertex = surface->num_firstvertex + surface->num_vertices;
5969 for (;j < texturenumsurfaces;j++)
5971 surface2 = texturesurfacelist[j];
5972 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5974 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5975 batchtriangles += surface2->num_triangles;
5976 firstvertex = min(firstvertex, surface2->num_firstvertex);
5977 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5979 surface2 = texturesurfacelist[j-1];
5980 numvertices = endvertex - firstvertex;
5981 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5984 else if (r_batchmode.integer == 1)
5987 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5988 for (i = 0;i < texturenumsurfaces;i = j)
5990 surface = texturesurfacelist[i];
5991 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5992 if (texturesurfacelist[j] != surface2)
5994 Con_Printf(" %i", j - i);
5997 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5999 for (i = 0;i < texturenumsurfaces;i = j)
6001 surface = texturesurfacelist[i];
6002 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6003 if (deluxemaptexunit >= 0)
6004 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6005 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6006 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6009 Con_Printf(" %i", j - i);
6011 surface2 = texturesurfacelist[j-1];
6012 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6013 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6014 GL_LockArrays(surface->num_firstvertex, numvertices);
6015 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6023 for (i = 0;i < texturenumsurfaces;i++)
6025 surface = texturesurfacelist[i];
6026 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6027 if (deluxemaptexunit >= 0)
6028 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6029 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6030 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);
6035 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6038 int texturesurfaceindex;
6039 if (r_showsurfaces.integer == 2)
6041 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6043 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6044 for (j = 0;j < surface->num_triangles;j++)
6046 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6047 GL_Color(f, f, f, 1);
6048 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6054 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6056 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6057 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6058 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);
6059 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6060 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);
6065 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6067 int texturesurfaceindex;
6070 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6072 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6073 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)
6081 rsurface.lightmapcolor4f = rsurface.array_color4f;
6082 rsurface.lightmapcolor4f_bufferobject = 0;
6083 rsurface.lightmapcolor4f_bufferoffset = 0;
6086 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6088 int texturesurfaceindex;
6092 if (rsurface.lightmapcolor4f)
6094 // generate color arrays for the surfaces in this list
6095 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6097 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6098 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)
6100 f = FogPoint_Model(v);
6110 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6112 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6113 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)
6115 f = FogPoint_Model(v);
6123 rsurface.lightmapcolor4f = rsurface.array_color4f;
6124 rsurface.lightmapcolor4f_bufferobject = 0;
6125 rsurface.lightmapcolor4f_bufferoffset = 0;
6128 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6130 int texturesurfaceindex;
6134 if (!rsurface.lightmapcolor4f)
6136 // generate color arrays for the surfaces in this list
6137 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6139 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6140 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)
6142 f = FogPoint_Model(v);
6143 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6144 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6145 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6149 rsurface.lightmapcolor4f = rsurface.array_color4f;
6150 rsurface.lightmapcolor4f_bufferobject = 0;
6151 rsurface.lightmapcolor4f_bufferoffset = 0;
6154 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6156 int texturesurfaceindex;
6159 if (!rsurface.lightmapcolor4f)
6161 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6163 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6164 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)
6172 rsurface.lightmapcolor4f = rsurface.array_color4f;
6173 rsurface.lightmapcolor4f_bufferobject = 0;
6174 rsurface.lightmapcolor4f_bufferoffset = 0;
6177 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6179 int texturesurfaceindex;
6182 if (!rsurface.lightmapcolor4f)
6184 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6186 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6187 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)
6189 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6190 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6191 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6195 rsurface.lightmapcolor4f = rsurface.array_color4f;
6196 rsurface.lightmapcolor4f_bufferobject = 0;
6197 rsurface.lightmapcolor4f_bufferoffset = 0;
6200 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6203 rsurface.lightmapcolor4f = NULL;
6204 rsurface.lightmapcolor4f_bufferobject = 0;
6205 rsurface.lightmapcolor4f_bufferoffset = 0;
6206 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6207 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6208 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6209 GL_Color(r, g, b, a);
6210 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6213 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6215 // TODO: optimize applyfog && applycolor case
6216 // just apply fog if necessary, and tint the fog color array if necessary
6217 rsurface.lightmapcolor4f = NULL;
6218 rsurface.lightmapcolor4f_bufferobject = 0;
6219 rsurface.lightmapcolor4f_bufferoffset = 0;
6220 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6221 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6222 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6223 GL_Color(r, g, b, a);
6224 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6227 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6229 int texturesurfaceindex;
6233 if (texturesurfacelist[0]->lightmapinfo)
6235 // generate color arrays for the surfaces in this list
6236 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6238 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6239 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6241 if (surface->lightmapinfo->samples)
6243 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6244 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6245 VectorScale(lm, scale, c);
6246 if (surface->lightmapinfo->styles[1] != 255)
6248 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6250 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6251 VectorMA(c, scale, lm, c);
6252 if (surface->lightmapinfo->styles[2] != 255)
6255 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6256 VectorMA(c, scale, lm, c);
6257 if (surface->lightmapinfo->styles[3] != 255)
6260 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6261 VectorMA(c, scale, lm, c);
6271 rsurface.lightmapcolor4f = rsurface.array_color4f;
6272 rsurface.lightmapcolor4f_bufferobject = 0;
6273 rsurface.lightmapcolor4f_bufferoffset = 0;
6277 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6278 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6279 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6281 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6282 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6283 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6284 GL_Color(r, g, b, a);
6285 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6288 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6290 int texturesurfaceindex;
6293 float *v, *c, *c2, alpha;
6294 vec3_t ambientcolor;
6295 vec3_t diffusecolor;
6299 VectorCopy(rsurface.modellight_lightdir, lightdir);
6300 f = 0.5f * r_refdef.lightmapintensity;
6301 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6302 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6303 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6304 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6305 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6306 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6308 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6310 // generate color arrays for the surfaces in this list
6311 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6313 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6314 int numverts = surface->num_vertices;
6315 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6316 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6317 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6318 // q3-style directional shading
6319 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6321 if ((f = DotProduct(c2, lightdir)) > 0)
6322 VectorMA(ambientcolor, f, diffusecolor, c);
6324 VectorCopy(ambientcolor, c);
6332 rsurface.lightmapcolor4f = rsurface.array_color4f;
6333 rsurface.lightmapcolor4f_bufferobject = 0;
6334 rsurface.lightmapcolor4f_bufferoffset = 0;
6335 *applycolor = false;
6339 *r = ambientcolor[0];
6340 *g = ambientcolor[1];
6341 *b = ambientcolor[2];
6342 rsurface.lightmapcolor4f = NULL;
6343 rsurface.lightmapcolor4f_bufferobject = 0;
6344 rsurface.lightmapcolor4f_bufferoffset = 0;
6348 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6350 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6351 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6352 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6353 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6354 GL_Color(r, g, b, a);
6355 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6358 void RSurf_SetupDepthAndCulling(void)
6360 // submodels are biased to avoid z-fighting with world surfaces that they
6361 // may be exactly overlapping (avoids z-fighting artifacts on certain
6362 // doors and things in Quake maps)
6363 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6364 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6365 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6366 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6369 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6371 // transparent sky would be ridiculous
6372 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6374 R_SetupGenericShader(false);
6377 skyrendernow = false;
6378 // we have to force off the water clipping plane while rendering sky
6382 // restore entity matrix
6383 R_Mesh_Matrix(&rsurface.matrix);
6385 RSurf_SetupDepthAndCulling();
6387 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6388 // skymasking on them, and Quake3 never did sky masking (unlike
6389 // software Quake and software Quake2), so disable the sky masking
6390 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6391 // and skymasking also looks very bad when noclipping outside the
6392 // level, so don't use it then either.
6393 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6395 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6396 R_Mesh_ColorPointer(NULL, 0, 0);
6397 R_Mesh_ResetTextureState();
6398 if (skyrendermasked)
6400 R_SetupDepthOrShadowShader();
6401 // depth-only (masking)
6402 GL_ColorMask(0,0,0,0);
6403 // just to make sure that braindead drivers don't draw
6404 // anything despite that colormask...
6405 GL_BlendFunc(GL_ZERO, GL_ONE);
6409 R_SetupGenericShader(false);
6411 GL_BlendFunc(GL_ONE, GL_ZERO);
6413 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6414 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6415 if (skyrendermasked)
6416 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6418 R_Mesh_ResetTextureState();
6419 GL_Color(1, 1, 1, 1);
6422 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6424 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6427 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6428 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6429 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6430 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6431 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6432 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6433 if (rsurface.texture->backgroundcurrentskinframe)
6435 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6436 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6437 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6438 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6440 if(rsurface.texture->colormapping)
6442 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6443 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6445 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6446 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6447 R_Mesh_ColorPointer(NULL, 0, 0);
6449 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6451 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6453 // render background
6454 GL_BlendFunc(GL_ONE, GL_ZERO);
6456 GL_AlphaTest(false);
6458 GL_Color(1, 1, 1, 1);
6459 R_Mesh_ColorPointer(NULL, 0, 0);
6461 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6462 if (r_glsl_permutation)
6464 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6465 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6466 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6467 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6468 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6469 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6470 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);
6472 GL_LockArrays(0, 0);
6474 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6475 GL_DepthMask(false);
6476 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6477 R_Mesh_ColorPointer(NULL, 0, 0);
6479 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6480 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6481 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6484 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6485 if (!r_glsl_permutation)
6488 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6489 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6490 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6491 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6492 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6493 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6495 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6497 GL_BlendFunc(GL_ONE, GL_ZERO);
6499 GL_AlphaTest(false);
6503 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6504 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6505 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6508 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6510 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6511 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);
6513 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6517 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6518 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);
6520 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6522 GL_LockArrays(0, 0);
6525 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6527 // OpenGL 1.3 path - anything not completely ancient
6528 int texturesurfaceindex;
6529 qboolean applycolor;
6533 const texturelayer_t *layer;
6534 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6536 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6539 int layertexrgbscale;
6540 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6542 if (layerindex == 0)
6546 GL_AlphaTest(false);
6547 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6550 GL_DepthMask(layer->depthmask && writedepth);
6551 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6552 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6554 layertexrgbscale = 4;
6555 VectorScale(layer->color, 0.25f, layercolor);
6557 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6559 layertexrgbscale = 2;
6560 VectorScale(layer->color, 0.5f, layercolor);
6564 layertexrgbscale = 1;
6565 VectorScale(layer->color, 1.0f, layercolor);
6567 layercolor[3] = layer->color[3];
6568 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6569 R_Mesh_ColorPointer(NULL, 0, 0);
6570 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6571 switch (layer->type)
6573 case TEXTURELAYERTYPE_LITTEXTURE:
6574 memset(&m, 0, sizeof(m));
6575 m.tex[0] = R_GetTexture(r_texture_white);
6576 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6577 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6578 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6579 m.tex[1] = R_GetTexture(layer->texture);
6580 m.texmatrix[1] = layer->texmatrix;
6581 m.texrgbscale[1] = layertexrgbscale;
6582 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6583 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6584 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6585 R_Mesh_TextureState(&m);
6586 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6587 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6588 else if (rsurface.uselightmaptexture)
6589 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6591 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6593 case TEXTURELAYERTYPE_TEXTURE:
6594 memset(&m, 0, sizeof(m));
6595 m.tex[0] = R_GetTexture(layer->texture);
6596 m.texmatrix[0] = layer->texmatrix;
6597 m.texrgbscale[0] = layertexrgbscale;
6598 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6599 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6600 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6601 R_Mesh_TextureState(&m);
6602 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6604 case TEXTURELAYERTYPE_FOG:
6605 memset(&m, 0, sizeof(m));
6606 m.texrgbscale[0] = layertexrgbscale;
6609 m.tex[0] = R_GetTexture(layer->texture);
6610 m.texmatrix[0] = layer->texmatrix;
6611 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6612 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6613 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6615 R_Mesh_TextureState(&m);
6616 // generate a color array for the fog pass
6617 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6622 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6623 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)
6625 f = 1 - FogPoint_Model(v);
6626 c[0] = layercolor[0];
6627 c[1] = layercolor[1];
6628 c[2] = layercolor[2];
6629 c[3] = f * layercolor[3];
6632 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6635 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6637 GL_LockArrays(0, 0);
6640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6642 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6643 GL_AlphaTest(false);
6647 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6649 // OpenGL 1.1 - crusty old voodoo path
6650 int texturesurfaceindex;
6654 const texturelayer_t *layer;
6655 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6657 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6661 if (layerindex == 0)
6665 GL_AlphaTest(false);
6666 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6669 GL_DepthMask(layer->depthmask && writedepth);
6670 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6671 R_Mesh_ColorPointer(NULL, 0, 0);
6672 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6673 switch (layer->type)
6675 case TEXTURELAYERTYPE_LITTEXTURE:
6676 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6678 // two-pass lit texture with 2x rgbscale
6679 // first the lightmap pass
6680 memset(&m, 0, sizeof(m));
6681 m.tex[0] = R_GetTexture(r_texture_white);
6682 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6683 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6684 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6685 R_Mesh_TextureState(&m);
6686 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6687 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6688 else if (rsurface.uselightmaptexture)
6689 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6691 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6692 GL_LockArrays(0, 0);
6693 // then apply the texture to it
6694 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6695 memset(&m, 0, sizeof(m));
6696 m.tex[0] = R_GetTexture(layer->texture);
6697 m.texmatrix[0] = layer->texmatrix;
6698 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6699 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6700 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6701 R_Mesh_TextureState(&m);
6702 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);
6706 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6707 memset(&m, 0, sizeof(m));
6708 m.tex[0] = R_GetTexture(layer->texture);
6709 m.texmatrix[0] = layer->texmatrix;
6710 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6711 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6712 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6713 R_Mesh_TextureState(&m);
6714 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6715 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);
6717 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);
6720 case TEXTURELAYERTYPE_TEXTURE:
6721 // singletexture unlit texture with transparency support
6722 memset(&m, 0, sizeof(m));
6723 m.tex[0] = R_GetTexture(layer->texture);
6724 m.texmatrix[0] = layer->texmatrix;
6725 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6726 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6727 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6728 R_Mesh_TextureState(&m);
6729 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);
6731 case TEXTURELAYERTYPE_FOG:
6732 // singletexture fogging
6733 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6736 memset(&m, 0, sizeof(m));
6737 m.tex[0] = R_GetTexture(layer->texture);
6738 m.texmatrix[0] = layer->texmatrix;
6739 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6740 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6741 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6742 R_Mesh_TextureState(&m);
6745 R_Mesh_ResetTextureState();
6746 // generate a color array for the fog pass
6747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6752 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)
6754 f = 1 - FogPoint_Model(v);
6755 c[0] = layer->color[0];
6756 c[1] = layer->color[1];
6757 c[2] = layer->color[2];
6758 c[3] = f * layer->color[3];
6761 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6764 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6766 GL_LockArrays(0, 0);
6769 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6771 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6772 GL_AlphaTest(false);
6776 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6780 GL_AlphaTest(false);
6781 R_Mesh_ColorPointer(NULL, 0, 0);
6782 R_Mesh_ResetTextureState();
6783 R_SetupGenericShader(false);
6785 if(rsurface.texture && rsurface.texture->currentskinframe)
6787 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6788 c[3] *= rsurface.texture->currentalpha;
6798 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6800 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6801 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6802 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6805 // brighten it up (as texture value 127 means "unlit")
6806 c[0] *= 2 * r_refdef.view.colorscale;
6807 c[1] *= 2 * r_refdef.view.colorscale;
6808 c[2] *= 2 * r_refdef.view.colorscale;
6810 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6811 c[3] *= r_wateralpha.value;
6813 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6815 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6816 GL_DepthMask(false);
6818 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6820 GL_BlendFunc(GL_ONE, GL_ONE);
6821 GL_DepthMask(false);
6823 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6825 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6826 GL_DepthMask(false);
6828 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6830 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6831 GL_DepthMask(false);
6835 GL_BlendFunc(GL_ONE, GL_ZERO);
6836 GL_DepthMask(writedepth);
6839 rsurface.lightmapcolor4f = NULL;
6841 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6843 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6845 rsurface.lightmapcolor4f = NULL;
6846 rsurface.lightmapcolor4f_bufferobject = 0;
6847 rsurface.lightmapcolor4f_bufferoffset = 0;
6849 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6851 qboolean applycolor = true;
6854 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6856 r_refdef.lightmapintensity = 1;
6857 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6858 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6862 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6864 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6865 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6866 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6869 if(!rsurface.lightmapcolor4f)
6870 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6872 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6873 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6874 if(r_refdef.fogenabled)
6875 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6877 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6878 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6881 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6884 RSurf_SetupDepthAndCulling();
6885 if (r_showsurfaces.integer == 3)
6886 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6887 else if (r_glsl.integer && gl_support_fragment_shader)
6888 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6889 else if (gl_combine.integer && r_textureunits.integer >= 2)
6890 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6892 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6896 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6899 RSurf_SetupDepthAndCulling();
6900 if (r_showsurfaces.integer == 3)
6901 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6902 else if (r_glsl.integer && gl_support_fragment_shader)
6903 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6904 else if (gl_combine.integer && r_textureunits.integer >= 2)
6905 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6907 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6911 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6914 int texturenumsurfaces, endsurface;
6916 msurface_t *surface;
6917 msurface_t *texturesurfacelist[1024];
6919 // if the model is static it doesn't matter what value we give for
6920 // wantnormals and wanttangents, so this logic uses only rules applicable
6921 // to a model, knowing that they are meaningless otherwise
6922 if (ent == r_refdef.scene.worldentity)
6923 RSurf_ActiveWorldEntity();
6924 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3))
6925 RSurf_ActiveModelEntity(ent, false, false);
6927 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6929 for (i = 0;i < numsurfaces;i = j)
6932 surface = rsurface.modelsurfaces + surfacelist[i];
6933 texture = surface->texture;
6934 rsurface.texture = R_GetCurrentTexture(texture);
6935 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6936 // scan ahead until we find a different texture
6937 endsurface = min(i + 1024, numsurfaces);
6938 texturenumsurfaces = 0;
6939 texturesurfacelist[texturenumsurfaces++] = surface;
6940 for (;j < endsurface;j++)
6942 surface = rsurface.modelsurfaces + surfacelist[j];
6943 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6945 texturesurfacelist[texturenumsurfaces++] = surface;
6947 // render the range of surfaces
6948 if (ent == r_refdef.scene.worldentity)
6949 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6951 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6953 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6954 GL_AlphaTest(false);
6957 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6959 const entity_render_t *queueentity = r_refdef.scene.worldentity;
6963 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6965 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6967 RSurf_SetupDepthAndCulling();
6968 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6969 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6971 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6973 RSurf_SetupDepthAndCulling();
6974 GL_AlphaTest(false);
6975 R_Mesh_ColorPointer(NULL, 0, 0);
6976 R_Mesh_ResetTextureState();
6977 R_SetupGenericShader(false);
6978 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6980 GL_BlendFunc(GL_ONE, GL_ZERO);
6981 GL_Color(0, 0, 0, 1);
6982 GL_DepthTest(writedepth);
6983 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6985 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6987 RSurf_SetupDepthAndCulling();
6988 GL_AlphaTest(false);
6989 R_Mesh_ColorPointer(NULL, 0, 0);
6990 R_Mesh_ResetTextureState();
6991 R_SetupGenericShader(false);
6992 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6994 GL_BlendFunc(GL_ONE, GL_ZERO);
6996 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6998 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6999 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7000 else if (!rsurface.texture->currentnumlayers)
7002 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7004 // transparent surfaces get pushed off into the transparent queue
7005 int surfacelistindex;
7006 const msurface_t *surface;
7007 vec3_t tempcenter, center;
7008 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7010 surface = texturesurfacelist[surfacelistindex];
7011 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7012 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7013 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7014 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7015 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7020 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7021 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7026 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7030 // break the surface list down into batches by texture and use of lightmapping
7031 for (i = 0;i < numsurfaces;i = j)
7034 // texture is the base texture pointer, rsurface.texture is the
7035 // current frame/skin the texture is directing us to use (for example
7036 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7037 // use skin 1 instead)
7038 texture = surfacelist[i]->texture;
7039 rsurface.texture = R_GetCurrentTexture(texture);
7040 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7041 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7043 // if this texture is not the kind we want, skip ahead to the next one
7044 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7048 // simply scan ahead until we find a different texture or lightmap state
7049 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7051 // render the range of surfaces
7052 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7056 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7061 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7063 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7065 RSurf_SetupDepthAndCulling();
7066 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7067 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7069 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7071 RSurf_SetupDepthAndCulling();
7072 GL_AlphaTest(false);
7073 R_Mesh_ColorPointer(NULL, 0, 0);
7074 R_Mesh_ResetTextureState();
7075 R_SetupGenericShader(false);
7076 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7078 GL_BlendFunc(GL_ONE, GL_ZERO);
7079 GL_Color(0, 0, 0, 1);
7080 GL_DepthTest(writedepth);
7081 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7083 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7085 RSurf_SetupDepthAndCulling();
7086 GL_AlphaTest(false);
7087 R_Mesh_ColorPointer(NULL, 0, 0);
7088 R_Mesh_ResetTextureState();
7089 R_SetupGenericShader(false);
7090 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7092 GL_BlendFunc(GL_ONE, GL_ZERO);
7094 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7096 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7097 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7098 else if (!rsurface.texture->currentnumlayers)
7100 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7102 // transparent surfaces get pushed off into the transparent queue
7103 int surfacelistindex;
7104 const msurface_t *surface;
7105 vec3_t tempcenter, center;
7106 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7108 surface = texturesurfacelist[surfacelistindex];
7109 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7110 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7111 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7112 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7113 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7118 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7119 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7124 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7128 // break the surface list down into batches by texture and use of lightmapping
7129 for (i = 0;i < numsurfaces;i = j)
7132 // texture is the base texture pointer, rsurface.texture is the
7133 // current frame/skin the texture is directing us to use (for example
7134 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7135 // use skin 1 instead)
7136 texture = surfacelist[i]->texture;
7137 rsurface.texture = R_GetCurrentTexture(texture);
7138 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7139 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7141 // if this texture is not the kind we want, skip ahead to the next one
7142 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7146 // simply scan ahead until we find a different texture or lightmap state
7147 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7149 // render the range of surfaces
7150 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7154 float locboxvertex3f[6*4*3] =
7156 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7157 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7158 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7159 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7160 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7161 1,0,0, 0,0,0, 0,1,0, 1,1,0
7164 unsigned short locboxelements[6*2*3] =
7174 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7177 cl_locnode_t *loc = (cl_locnode_t *)ent;
7179 float vertex3f[6*4*3];
7181 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7182 GL_DepthMask(false);
7183 GL_DepthRange(0, 1);
7184 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7186 GL_CullFace(GL_NONE);
7187 R_Mesh_Matrix(&identitymatrix);
7189 R_Mesh_VertexPointer(vertex3f, 0, 0);
7190 R_Mesh_ColorPointer(NULL, 0, 0);
7191 R_Mesh_ResetTextureState();
7192 R_SetupGenericShader(false);
7195 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7196 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7197 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7198 surfacelist[0] < 0 ? 0.5f : 0.125f);
7200 if (VectorCompare(loc->mins, loc->maxs))
7202 VectorSet(size, 2, 2, 2);
7203 VectorMA(loc->mins, -0.5f, size, mins);
7207 VectorCopy(loc->mins, mins);
7208 VectorSubtract(loc->maxs, loc->mins, size);
7211 for (i = 0;i < 6*4*3;)
7212 for (j = 0;j < 3;j++, i++)
7213 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7215 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7218 void R_DrawLocs(void)
7221 cl_locnode_t *loc, *nearestloc;
7223 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7224 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7226 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7227 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7231 void R_DrawDebugModel(entity_render_t *ent)
7233 int i, j, k, l, flagsmask;
7234 const int *elements;
7236 msurface_t *surface;
7237 dp_model_t *model = ent->model;
7240 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7242 R_Mesh_ColorPointer(NULL, 0, 0);
7243 R_Mesh_ResetTextureState();
7244 R_SetupGenericShader(false);
7245 GL_DepthRange(0, 1);
7246 GL_DepthTest(!r_showdisabledepthtest.integer);
7247 GL_DepthMask(false);
7248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7250 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7252 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7253 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7255 if (brush->colbrushf && brush->colbrushf->numtriangles)
7257 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7258 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);
7259 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7262 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7264 if (surface->num_collisiontriangles)
7266 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7267 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);
7268 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7273 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7275 if (r_showtris.integer || r_shownormals.integer)
7277 if (r_showdisabledepthtest.integer)
7279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7280 GL_DepthMask(false);
7284 GL_BlendFunc(GL_ONE, GL_ZERO);
7287 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7289 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7291 rsurface.texture = R_GetCurrentTexture(surface->texture);
7292 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7294 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7295 if (r_showtris.value > 0)
7297 if (!rsurface.texture->currentlayers->depthmask)
7298 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7299 else if (ent == r_refdef.scene.worldentity)
7300 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7302 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7303 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7304 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7305 R_Mesh_ColorPointer(NULL, 0, 0);
7306 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7307 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7308 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7309 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);
7310 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7313 if (r_shownormals.value < 0)
7316 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7318 VectorCopy(rsurface.vertex3f + l * 3, v);
7319 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7320 qglVertex3f(v[0], v[1], v[2]);
7321 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7322 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7323 qglVertex3f(v[0], v[1], v[2]);
7328 if (r_shownormals.value > 0)
7331 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7333 VectorCopy(rsurface.vertex3f + l * 3, v);
7334 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7335 qglVertex3f(v[0], v[1], v[2]);
7336 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7337 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7338 qglVertex3f(v[0], v[1], v[2]);
7343 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7345 VectorCopy(rsurface.vertex3f + l * 3, v);
7346 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7347 qglVertex3f(v[0], v[1], v[2]);
7348 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7349 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7350 qglVertex3f(v[0], v[1], v[2]);
7355 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7357 VectorCopy(rsurface.vertex3f + l * 3, v);
7358 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7359 qglVertex3f(v[0], v[1], v[2]);
7360 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7361 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7362 qglVertex3f(v[0], v[1], v[2]);
7369 rsurface.texture = NULL;
7373 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7374 int r_maxsurfacelist = 0;
7375 msurface_t **r_surfacelist = NULL;
7376 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7378 int i, j, endj, f, flagsmask;
7380 dp_model_t *model = r_refdef.scene.worldmodel;
7381 msurface_t *surfaces;
7382 unsigned char *update;
7383 int numsurfacelist = 0;
7387 if (r_maxsurfacelist < model->num_surfaces)
7389 r_maxsurfacelist = model->num_surfaces;
7391 Mem_Free(r_surfacelist);
7392 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7395 RSurf_ActiveWorldEntity();
7397 surfaces = model->data_surfaces;
7398 update = model->brushq1.lightmapupdateflags;
7400 // update light styles on this submodel
7401 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7403 model_brush_lightstyleinfo_t *style;
7404 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7406 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7408 int *list = style->surfacelist;
7409 style->value = r_refdef.scene.lightstylevalue[style->style];
7410 for (j = 0;j < style->numsurfaces;j++)
7411 update[list[j]] = true;
7416 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7420 R_DrawDebugModel(r_refdef.scene.worldentity);
7421 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7427 rsurface.uselightmaptexture = false;
7428 rsurface.texture = NULL;
7429 rsurface.rtlight = NULL;
7431 // add visible surfaces to draw list
7432 for (i = 0;i < model->nummodelsurfaces;i++)
7434 j = model->sortedmodelsurfaces[i];
7435 if (r_refdef.viewcache.world_surfacevisible[j])
7436 r_surfacelist[numsurfacelist++] = surfaces + j;
7438 // update lightmaps if needed
7440 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7441 if (r_refdef.viewcache.world_surfacevisible[j])
7443 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7444 // don't do anything if there were no surfaces
7445 if (!numsurfacelist)
7447 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7450 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7451 GL_AlphaTest(false);
7453 // add to stats if desired
7454 if (r_speeds.integer && !skysurfaces && !depthonly)
7456 r_refdef.stats.world_surfaces += numsurfacelist;
7457 for (j = 0;j < numsurfacelist;j++)
7458 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7460 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7463 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7465 int i, j, endj, f, flagsmask;
7467 dp_model_t *model = ent->model;
7468 msurface_t *surfaces;
7469 unsigned char *update;
7470 int numsurfacelist = 0;
7474 if (r_maxsurfacelist < model->num_surfaces)
7476 r_maxsurfacelist = model->num_surfaces;
7478 Mem_Free(r_surfacelist);
7479 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7482 // if the model is static it doesn't matter what value we give for
7483 // wantnormals and wanttangents, so this logic uses only rules applicable
7484 // to a model, knowing that they are meaningless otherwise
7485 if (ent == r_refdef.scene.worldentity)
7486 RSurf_ActiveWorldEntity();
7487 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3))
7488 RSurf_ActiveModelEntity(ent, false, false);
7490 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7492 surfaces = model->data_surfaces;
7493 update = model->brushq1.lightmapupdateflags;
7495 // update light styles
7496 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7498 model_brush_lightstyleinfo_t *style;
7499 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7501 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7503 int *list = style->surfacelist;
7504 style->value = r_refdef.scene.lightstylevalue[style->style];
7505 for (j = 0;j < style->numsurfaces;j++)
7506 update[list[j]] = true;
7511 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7515 R_DrawDebugModel(ent);
7516 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7522 rsurface.uselightmaptexture = false;
7523 rsurface.texture = NULL;
7524 rsurface.rtlight = NULL;
7526 // add visible surfaces to draw list
7527 for (i = 0;i < model->nummodelsurfaces;i++)
7528 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7529 // don't do anything if there were no surfaces
7530 if (!numsurfacelist)
7532 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7535 // update lightmaps if needed
7537 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7539 R_BuildLightMap(ent, surfaces + j);
7540 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7541 GL_AlphaTest(false);
7543 // add to stats if desired
7544 if (r_speeds.integer && !skysurfaces && !depthonly)
7546 r_refdef.stats.entities_surfaces += numsurfacelist;
7547 for (j = 0;j < numsurfacelist;j++)
7548 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7550 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity