2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
60 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
61 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
135 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "# extension GL_EXT_gpu_shader4 : enable\n"
458 "# ifdef HASTEXTUREGATHER\n"
459 "# extension GL_ARB_texture_gather : enable\n"
461 "# ifdef HASTEXTURE4\n"
462 "# extension GL_AMD_texture_texture4 : enable\n"
463 "# define textureGather texture4\n"
468 "#ifdef USESHADOWMAPCUBE\n"
469 "# extension GL_EXT_gpu_shader4 : enable\n"
472 "// common definitions between vertex shader and fragment shader:\n"
474 "//#ifdef __GLSL_CG_DATA_TYPES\n"
475 "//# define myhalf half\n"
476 "//# define myhalf2 half2\n"
477 "//# define myhalf3half3\n"
478 "//# define myhalf4 half4\n"
480 "# define myhalf float\n"
481 "# define myhalf2 vec2\n"
482 "# define myhalf3 vec3\n"
483 "# define myhalf4 vec4\n"
486 "#ifdef MODE_DEPTH_OR_SHADOW\n"
488 "# ifdef VERTEX_SHADER\n"
491 " gl_Position = ftransform();\n"
496 "#ifdef MODE_SHOWDEPTH\n"
497 "# ifdef VERTEX_SHADER\n"
500 " gl_Position = ftransform();\n"
501 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
504 "# ifdef FRAGMENT_SHADER\n"
507 " gl_FragColor = gl_Color;\n"
511 "#else // !MODE_SHOWDEPTH\n"
513 "#ifdef MODE_POSTPROCESS\n"
514 "# ifdef VERTEX_SHADER\n"
517 " gl_FrontColor = gl_Color;\n"
518 " gl_Position = ftransform();\n"
519 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
521 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "uniform sampler2D Texture_First;\n"
529 "uniform sampler2D Texture_Second;\n"
531 "#ifdef USEGAMMARAMPS\n"
532 "uniform sampler2D Texture_GammaRamps;\n"
534 "#ifdef USESATURATION\n"
535 "uniform float Saturation;\n"
537 "#ifdef USEVIEWTINT\n"
538 "uniform vec4 TintColor;\n"
540 "//uncomment these if you want to use them:\n"
541 "uniform vec4 UserVec1;\n"
542 "// uniform vec4 UserVec2;\n"
543 "// uniform vec4 UserVec3;\n"
544 "// uniform vec4 UserVec4;\n"
545 "// uniform float ClientTime;\n"
546 "uniform vec2 PixelSize;\n"
549 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
551 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
553 "#ifdef USEVIEWTINT\n"
554 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
557 "#ifdef USEPOSTPROCESSING\n"
558 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
559 "// 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"
560 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
561 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
562 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
563 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
564 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
565 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
568 "#ifdef USESATURATION\n"
569 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
570 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
571 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
572 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
575 "#ifdef USEGAMMARAMPS\n"
576 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
577 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
578 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
585 "#ifdef MODE_GENERIC\n"
586 "# ifdef VERTEX_SHADER\n"
589 " gl_FrontColor = gl_Color;\n"
590 "# ifdef USEDIFFUSE\n"
591 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
593 "# ifdef USESPECULAR\n"
594 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
596 " gl_Position = ftransform();\n"
599 "# ifdef FRAGMENT_SHADER\n"
601 "# ifdef USEDIFFUSE\n"
602 "uniform sampler2D Texture_First;\n"
604 "# ifdef USESPECULAR\n"
605 "uniform sampler2D Texture_Second;\n"
610 " gl_FragColor = gl_Color;\n"
611 "# ifdef USEDIFFUSE\n"
612 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
615 "# ifdef USESPECULAR\n"
616 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
618 "# ifdef USECOLORMAPPING\n"
619 " gl_FragColor *= tex2;\n"
622 " gl_FragColor += tex2;\n"
624 "# ifdef USEVERTEXTEXTUREBLEND\n"
625 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
630 "#else // !MODE_GENERIC\n"
632 "varying vec2 TexCoord;\n"
633 "#ifdef USEVERTEXTEXTUREBLEND\n"
634 "varying vec2 TexCoord2;\n"
636 "varying vec2 TexCoordLightmap;\n"
638 "#ifdef MODE_LIGHTSOURCE\n"
639 "varying vec3 CubeVector;\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 "varying vec3 LightVector;\n"
645 "#ifdef MODE_LIGHTDIRECTION\n"
646 "varying vec3 LightVector;\n"
649 "varying vec3 EyeVector;\n"
651 "varying vec3 EyeVectorModelSpace;\n"
654 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
655 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
656 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
658 "#ifdef MODE_WATER\n"
659 "varying vec4 ModelViewProjectionPosition;\n"
661 "#ifdef MODE_REFRACTION\n"
662 "varying vec4 ModelViewProjectionPosition;\n"
664 "#ifdef USEREFLECTION\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
672 "// vertex shader specific:\n"
673 "#ifdef VERTEX_SHADER\n"
675 "uniform vec3 LightPosition;\n"
676 "uniform vec3 EyePosition;\n"
677 "uniform vec3 LightDir;\n"
679 "// 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"
683 " gl_FrontColor = gl_Color;\n"
684 " // copy the surface texcoord\n"
685 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
686 "#ifdef USEVERTEXTEXTUREBLEND\n"
687 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
689 "#ifndef MODE_LIGHTSOURCE\n"
690 "# ifndef MODE_LIGHTDIRECTION\n"
691 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
695 "#ifdef MODE_LIGHTSOURCE\n"
696 " // transform vertex position into light attenuation/cubemap space\n"
697 " // (-1 to +1 across the light box)\n"
698 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
700 " // transform unnormalized light direction into tangent space\n"
701 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
702 " // normalize it per pixel)\n"
703 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
704 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
705 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
706 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
709 "#ifdef MODE_LIGHTDIRECTION\n"
710 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
711 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
712 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
715 " // transform unnormalized eye direction into tangent space\n"
717 " vec3 EyeVectorModelSpace;\n"
719 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
720 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
721 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
722 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
724 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
725 " VectorS = gl_MultiTexCoord1.xyz;\n"
726 " VectorT = gl_MultiTexCoord2.xyz;\n"
727 " VectorR = gl_MultiTexCoord3.xyz;\n"
730 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
731 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
732 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
733 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
736 "// transform vertex to camera space, using ftransform to match non-VS\n"
738 " gl_Position = ftransform();\n"
740 "#ifdef MODE_WATER\n"
741 " ModelViewProjectionPosition = gl_Position;\n"
743 "#ifdef MODE_REFRACTION\n"
744 " ModelViewProjectionPosition = gl_Position;\n"
746 "#ifdef USEREFLECTION\n"
747 " ModelViewProjectionPosition = gl_Position;\n"
751 "#endif // VERTEX_SHADER\n"
756 "// fragment shader specific:\n"
757 "#ifdef FRAGMENT_SHADER\n"
759 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
760 "uniform sampler2D Texture_Normal;\n"
761 "uniform sampler2D Texture_Color;\n"
762 "uniform sampler2D Texture_Gloss;\n"
763 "uniform sampler2D Texture_Glow;\n"
764 "uniform sampler2D Texture_SecondaryNormal;\n"
765 "uniform sampler2D Texture_SecondaryColor;\n"
766 "uniform sampler2D Texture_SecondaryGloss;\n"
767 "uniform sampler2D Texture_SecondaryGlow;\n"
768 "uniform sampler2D Texture_Pants;\n"
769 "uniform sampler2D Texture_Shirt;\n"
770 "uniform sampler2D Texture_FogMask;\n"
771 "uniform sampler2D Texture_Lightmap;\n"
772 "uniform sampler2D Texture_Deluxemap;\n"
773 "uniform sampler2D Texture_Refraction;\n"
774 "uniform sampler2D Texture_Reflection;\n"
775 "uniform sampler2D Texture_Attenuation;\n"
776 "uniform samplerCube Texture_Cube;\n"
778 "#define showshadowmap 0\n"
780 "#ifdef USESHADOWMAPRECT\n"
781 "# ifdef USESHADOWSAMPLER\n"
782 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
784 "uniform sampler2DRect Texture_ShadowMapRect;\n"
788 "#ifdef USESHADOWMAP2D\n"
789 "# ifdef USESHADOWSAMPLER\n"
790 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
792 "uniform sampler2D Texture_ShadowMap2D;\n"
796 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
797 "uniform samplerCube Texture_CubeProjection;\n"
800 "#ifdef USESHADOWMAPCUBE\n"
801 "# ifdef USESHADOWSAMPLER\n"
802 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
804 "uniform samplerCube Texture_ShadowMapCube;\n"
808 "uniform myhalf3 LightColor;\n"
809 "uniform myhalf3 AmbientColor;\n"
810 "uniform myhalf3 DiffuseColor;\n"
811 "uniform myhalf3 SpecularColor;\n"
812 "uniform myhalf3 Color_Pants;\n"
813 "uniform myhalf3 Color_Shirt;\n"
814 "uniform myhalf3 FogColor;\n"
816 "uniform myhalf4 TintColor;\n"
819 "//#ifdef MODE_WATER\n"
820 "uniform vec4 DistortScaleRefractReflect;\n"
821 "uniform vec4 ScreenScaleRefractReflect;\n"
822 "uniform vec4 ScreenCenterRefractReflect;\n"
823 "uniform myhalf4 RefractColor;\n"
824 "uniform myhalf4 ReflectColor;\n"
825 "uniform myhalf ReflectFactor;\n"
826 "uniform myhalf ReflectOffset;\n"
828 "//# ifdef MODE_REFRACTION\n"
829 "//uniform vec4 DistortScaleRefractReflect;\n"
830 "//uniform vec4 ScreenScaleRefractReflect;\n"
831 "//uniform vec4 ScreenCenterRefractReflect;\n"
832 "//uniform myhalf4 RefractColor;\n"
833 "//# ifdef USEREFLECTION\n"
834 "//uniform myhalf4 ReflectColor;\n"
837 "//# ifdef USEREFLECTION\n"
838 "//uniform vec4 DistortScaleRefractReflect;\n"
839 "//uniform vec4 ScreenScaleRefractReflect;\n"
840 "//uniform vec4 ScreenCenterRefractReflect;\n"
841 "//uniform myhalf4 ReflectColor;\n"
846 "uniform myhalf GlowScale;\n"
847 "uniform myhalf SceneBrightness;\n"
849 "uniform float OffsetMapping_Scale;\n"
850 "uniform float OffsetMapping_Bias;\n"
851 "uniform float FogRangeRecip;\n"
853 "uniform myhalf AmbientScale;\n"
854 "uniform myhalf DiffuseScale;\n"
855 "uniform myhalf SpecularScale;\n"
856 "uniform myhalf SpecularPower;\n"
858 "#ifdef USEOFFSETMAPPING\n"
859 "vec2 OffsetMapping(vec2 TexCoord)\n"
861 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
862 " // 14 sample relief mapping: linear search and then binary search\n"
863 " // this basically steps forward a small amount repeatedly until it finds\n"
864 " // itself inside solid, then jitters forward and back using decreasing\n"
865 " // amounts to find the impact\n"
866 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
867 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
868 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
869 " vec3 RT = vec3(TexCoord, 1);\n"
870 " OffsetVector *= 0.1;\n"
871 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
872 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
881 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
882 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
883 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
884 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
887 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
888 " // this basically moves forward the full distance, and then backs up based\n"
889 " // on height of samples\n"
890 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
891 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
892 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
893 " TexCoord += OffsetVector;\n"
894 " OffsetVector *= 0.333;\n"
895 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
896 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
897 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 " return TexCoord;\n"
901 "#endif // USEOFFSETMAPPING\n"
903 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
904 "uniform vec4 ShadowMap_TextureScale;\n"
905 "uniform vec4 ShadowMap_Parameters;\n"
908 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
909 "vec3 GetShadowMapTC2D(vec3 dir)\n"
911 " vec3 adir = abs(dir);\n"
913 "# ifdef USESHADOWMAPRECT\n"
914 "# define cubedir(dx, dy, ox, oy) { tc = vec2(dx, dy); offset = vec2(ox, oy); }\n"
916 "# define cubedir(dx, dy, ox, oy) { tc = vec2(dx, dy); offset = vec2(ox/2.0, oy/4.0); }\n"
921 " if (adir.x > adir.y)\n"
923 " if (adir.x > adir.z)\n"
926 " if (dir.x >= 0.0) cubedir(-dir.z, -dir.y, 0.5, 0.5) // +X\n"
927 " else cubedir( dir.z, -dir.y, 1.5, 0.5) // -X\n"
932 " if (dir.z >= 0.0) cubedir( dir.x, -dir.y, 0.5, 2.5) // +Z\n"
933 " else cubedir(-dir.x, -dir.y, 1.5, 2.5) // -Z\n"
938 " if (adir.y > adir.z)\n"
941 " if (dir.y >= 0.0) cubedir( dir.x, dir.z, 0.5, 1.5) // +Y\n"
942 " else cubedir( dir.x, -dir.z, 1.5, 1.5) // -Y\n"
947 " if (dir.z >= 0.0) cubedir( dir.x, -dir.y, 0.5, 2.5) // +Z\n"
948 " else cubedir(-dir.x, -dir.y, 1.5, 2.5) // -Z\n"
952 "# ifdef USESHADOWMAPRECT\n"
953 " return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
955 " return vec3(tc * ShadowMap_Parameters.xy, ShadowMap_Parameters.w) / ma + vec3(offset, ShadowMap_Parameters.z);\n"
958 "# ifdef USESHADOWMAPRECT \n"
959 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
961 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
965 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
967 "#ifdef USESHADOWMAPCUBE\n"
968 "vec4 GetShadowMapTCCube(vec3 dir)\n"
970 " vec3 adir = abs(dir);\n"
971 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
975 "#if !showshadowmap\n"
976 "# ifdef USESHADOWMAPRECT\n"
977 "float ShadowMapCompare(vec3 dir)\n"
979 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
981 "# ifdef USESHADOWSAMPLER\n"
983 "# ifdef USESHADOWMAPPCF\n"
984 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
985 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
987 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
992 "# ifdef USESHADOWMAPPCF\n"
993 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
995 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
996 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
997 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
998 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
999 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1000 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1001 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1003 " vec2 offset = fract(shadowmaptc.xy);\n"
1004 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
1005 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)))\n"
1006 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
1007 " cols = row2 + mix(row1, row3, offset.y);\n"
1008 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1011 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1019 "# ifdef USESHADOWMAP2D\n"
1020 "float ShadowMapCompare(vec3 dir)\n"
1022 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1025 "# ifdef USESHADOWSAMPLER\n"
1026 "# ifdef USESHADOWMAPPCF\n"
1027 "# ifdef GL_EXT_gpu_shader4\n"
1028 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1030 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1032 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1034 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1037 "# ifdef USESHADOWMAPPCF\n"
1038 "# if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
1039 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw, offset = fract(center - 0.5);\n"
1040 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1041 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1042 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1043 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1044 " cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
1045 " mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
1046 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1048 "# ifdef GL_EXT_gpu_shader4\n"
1049 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1050 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1052 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1053 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1055 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1056 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
1057 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
1058 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1059 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1060 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1070 "# ifdef USESHADOWMAPCUBE\n"
1071 "float ShadowMapCompare(vec3 dir)\n"
1073 " // apply depth texture cubemap as light filter\n"
1074 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1076 "# ifdef USESHADOWSAMPLER\n"
1077 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1079 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1086 "#ifdef MODE_WATER\n"
1091 "#ifdef USEOFFSETMAPPING\n"
1092 " // apply offsetmapping\n"
1093 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1094 "#define TexCoord TexCoordOffset\n"
1097 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1098 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1099 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1100 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1101 " // FIXME temporary hack to detect the case that the reflection\n"
1102 " // gets blackened at edges due to leaving the area that contains actual\n"
1104 " // Remove this 'ack once we have a better way to stop this thing from\n"
1106 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1107 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1108 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1109 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1110 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1111 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1112 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1113 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1114 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1115 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1116 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1117 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1120 "#else // !MODE_WATER\n"
1121 "#ifdef MODE_REFRACTION\n"
1123 "// refraction pass\n"
1126 "#ifdef USEOFFSETMAPPING\n"
1127 " // apply offsetmapping\n"
1128 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1129 "#define TexCoord TexCoordOffset\n"
1132 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1133 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1134 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1135 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1136 " // FIXME temporary hack to detect the case that the reflection\n"
1137 " // gets blackened at edges due to leaving the area that contains actual\n"
1139 " // Remove this 'ack once we have a better way to stop this thing from\n"
1141 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1142 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1143 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1144 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1145 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1146 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1149 "#else // !MODE_REFRACTION\n"
1152 "#ifdef USEOFFSETMAPPING\n"
1153 " // apply offsetmapping\n"
1154 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1155 "#define TexCoord TexCoordOffset\n"
1158 " // combine the diffuse textures (base, pants, shirt)\n"
1159 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1160 "#ifdef USECOLORMAPPING\n"
1161 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1163 "#ifdef USEVERTEXTEXTUREBLEND\n"
1164 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1165 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1166 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1167 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1169 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1172 "#ifdef USEDIFFUSE\n"
1173 " // get the surface normal and the gloss color\n"
1174 "# ifdef USEVERTEXTEXTUREBLEND\n"
1175 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1176 "# ifdef USESPECULAR\n"
1177 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1180 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1181 "# ifdef USESPECULAR\n"
1182 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1189 "#ifdef MODE_LIGHTSOURCE\n"
1190 " // light source\n"
1192 " // calculate surface normal, light normal, and specular normal\n"
1193 " // compute color intensity for the two textures (colormap and glossmap)\n"
1194 " // scale by light color and attenuation as efficiently as possible\n"
1195 " // (do as much scalar math as possible rather than vector math)\n"
1196 "# ifdef USEDIFFUSE\n"
1197 " // get the light normal\n"
1198 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1200 "# ifdef USESPECULAR\n"
1201 "# ifndef USEEXACTSPECULARMATH\n"
1202 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1205 " // calculate directional shading\n"
1206 "# ifdef USEEXACTSPECULARMATH\n"
1207 " 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"
1209 " 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"
1212 "# ifdef USEDIFFUSE\n"
1213 " // calculate directional shading\n"
1214 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1216 " // calculate directionless shading\n"
1217 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1221 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1222 "#if !showshadowmap\n"
1223 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1227 "# ifdef USECUBEFILTER\n"
1228 " // apply light cubemap filter\n"
1229 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1230 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1232 "#endif // MODE_LIGHTSOURCE\n"
1237 "#ifdef MODE_LIGHTDIRECTION\n"
1238 " // directional model lighting\n"
1239 "# ifdef USEDIFFUSE\n"
1240 " // get the light normal\n"
1241 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1243 "# ifdef USESPECULAR\n"
1244 " // calculate directional shading\n"
1245 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1246 "# ifdef USEEXACTSPECULARMATH\n"
1247 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1249 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1250 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1253 "# ifdef USEDIFFUSE\n"
1255 " // calculate directional shading\n"
1256 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1258 " color.rgb *= AmbientColor;\n"
1261 "#endif // MODE_LIGHTDIRECTION\n"
1266 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1267 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1269 " // get the light normal\n"
1270 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1271 " myhalf3 diffusenormal;\n"
1272 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1273 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1274 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1275 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1276 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1277 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1278 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1279 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1280 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1281 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1282 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1283 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1284 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1285 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1286 "# ifdef USESPECULAR\n"
1287 "# ifdef USEEXACTSPECULARMATH\n"
1288 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1290 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1291 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1295 " // apply lightmap color\n"
1296 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1297 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1302 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1303 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1305 " // get the light normal\n"
1306 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1307 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1308 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1309 "# ifdef USESPECULAR\n"
1310 "# ifdef USEEXACTSPECULARMATH\n"
1311 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1313 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1314 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1318 " // apply lightmap color\n"
1319 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1320 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1325 "#ifdef MODE_LIGHTMAP\n"
1326 " // apply lightmap color\n"
1327 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1328 "#endif // MODE_LIGHTMAP\n"
1333 "#ifdef MODE_VERTEXCOLOR\n"
1334 " // apply lightmap color\n"
1335 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1336 "#endif // MODE_VERTEXCOLOR\n"
1341 "#ifdef MODE_FLATCOLOR\n"
1342 "#endif // MODE_FLATCOLOR\n"
1350 " color *= TintColor;\n"
1353 "#ifdef USEVERTEXTEXTUREBLEND\n"
1354 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1356 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1360 " color.rgb *= SceneBrightness;\n"
1362 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1364 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1367 " // 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"
1368 "#ifdef USEREFLECTION\n"
1369 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1370 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1371 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1372 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1373 " // FIXME temporary hack to detect the case that the reflection\n"
1374 " // gets blackened at edges due to leaving the area that contains actual\n"
1376 " // Remove this 'ack once we have a better way to stop this thing from\n"
1378 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1379 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1380 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1381 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1382 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1383 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1386 " gl_FragColor = vec4(color);\n"
1388 "#if showshadowmap\n"
1389 "# ifdef USESHADOWMAPRECT\n"
1390 "# ifdef USESHADOWSAMPLER\n"
1391 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1393 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1396 "# ifdef USESHADOWMAP2D\n"
1397 "# ifdef USESHADOWSAMPLER\n"
1398 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1400 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1404 "# ifdef USESHADOWMAPCUBE\n"
1405 "# ifdef USESHADOWSAMPLER\n"
1406 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1408 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1413 "#endif // !MODE_REFRACTION\n"
1414 "#endif // !MODE_WATER\n"
1416 "#endif // FRAGMENT_SHADER\n"
1418 "#endif // !MODE_GENERIC\n"
1419 "#endif // !MODE_POSTPROCESS\n"
1420 "#endif // !MODE_SHOWDEPTH\n"
1421 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1424 typedef struct shaderpermutationinfo_s
1426 const char *pretext;
1429 shaderpermutationinfo_t;
1431 typedef struct shadermodeinfo_s
1433 const char *vertexfilename;
1434 const char *geometryfilename;
1435 const char *fragmentfilename;
1436 const char *pretext;
1441 typedef enum shaderpermutation_e
1443 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1444 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1445 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1446 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1447 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1448 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1449 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1450 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1451 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1452 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1453 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1454 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1455 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1456 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1457 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1458 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1459 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1460 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1461 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1462 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1463 SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1464 SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
1465 SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
1467 shaderpermutation_t;
1469 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1470 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1472 {"#define USEDIFFUSE\n", " diffuse"},
1473 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1474 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1475 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1476 {"#define USECUBEFILTER\n", " cubefilter"},
1477 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1478 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1479 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1480 {"#define USEREFLECTION\n", " reflection"},
1481 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1482 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1483 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1484 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1485 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1486 {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1487 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1490 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1491 typedef enum shadermode_e
1493 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1494 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1495 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1496 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1497 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1498 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1499 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1500 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1501 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1502 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1503 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1504 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1505 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1510 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1511 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1513 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1514 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1515 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1516 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1517 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1518 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1519 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1520 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1521 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1522 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1523 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1524 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1525 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1528 struct r_glsl_permutation_s;
1529 typedef struct r_glsl_permutation_s
1531 /// hash lookup data
1532 struct r_glsl_permutation_s *hashnext;
1534 unsigned int permutation;
1536 /// indicates if we have tried compiling this permutation already
1538 /// 0 if compilation failed
1540 /// locations of detected uniforms in program object, or -1 if not found
1541 int loc_Texture_First;
1542 int loc_Texture_Second;
1543 int loc_Texture_GammaRamps;
1544 int loc_Texture_Normal;
1545 int loc_Texture_Color;
1546 int loc_Texture_Gloss;
1547 int loc_Texture_Glow;
1548 int loc_Texture_SecondaryNormal;
1549 int loc_Texture_SecondaryColor;
1550 int loc_Texture_SecondaryGloss;
1551 int loc_Texture_SecondaryGlow;
1552 int loc_Texture_Pants;
1553 int loc_Texture_Shirt;
1554 int loc_Texture_FogMask;
1555 int loc_Texture_Lightmap;
1556 int loc_Texture_Deluxemap;
1557 int loc_Texture_Attenuation;
1558 int loc_Texture_Cube;
1559 int loc_Texture_Refraction;
1560 int loc_Texture_Reflection;
1561 int loc_Texture_ShadowMapRect;
1562 int loc_Texture_ShadowMapCube;
1563 int loc_Texture_ShadowMap2D;
1564 int loc_Texture_CubeProjection;
1566 int loc_LightPosition;
1567 int loc_EyePosition;
1568 int loc_Color_Pants;
1569 int loc_Color_Shirt;
1570 int loc_FogRangeRecip;
1571 int loc_AmbientScale;
1572 int loc_DiffuseScale;
1573 int loc_SpecularScale;
1574 int loc_SpecularPower;
1576 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1577 int loc_OffsetMapping_Scale;
1579 int loc_AmbientColor;
1580 int loc_DiffuseColor;
1581 int loc_SpecularColor;
1583 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1584 int loc_GammaCoeff; ///< 1 / gamma
1585 int loc_DistortScaleRefractReflect;
1586 int loc_ScreenScaleRefractReflect;
1587 int loc_ScreenCenterRefractReflect;
1588 int loc_RefractColor;
1589 int loc_ReflectColor;
1590 int loc_ReflectFactor;
1591 int loc_ReflectOffset;
1599 int loc_ShadowMap_TextureScale;
1600 int loc_ShadowMap_Parameters;
1602 r_glsl_permutation_t;
1604 #define SHADERPERMUTATION_HASHSIZE 4096
1606 /// information about each possible shader permutation
1607 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1608 /// currently selected permutation
1609 r_glsl_permutation_t *r_glsl_permutation;
1610 /// storage for permutations linked in the hash table
1611 memexpandablearray_t r_glsl_permutationarray;
1613 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1615 //unsigned int hashdepth = 0;
1616 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1617 r_glsl_permutation_t *p;
1618 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1620 if (p->mode == mode && p->permutation == permutation)
1622 //if (hashdepth > 10)
1623 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1628 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1630 p->permutation = permutation;
1631 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1632 r_glsl_permutationhash[mode][hashindex] = p;
1633 //if (hashdepth > 10)
1634 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1638 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1641 if (!filename || !filename[0])
1643 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1646 if (printfromdisknotice)
1647 Con_DPrint("from disk... ");
1648 return shaderstring;
1650 else if (!strcmp(filename, "glsl/default.glsl"))
1652 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1653 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1655 return shaderstring;
1658 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1661 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1662 int vertstrings_count = 0;
1663 int geomstrings_count = 0;
1664 int fragstrings_count = 0;
1665 char *vertexstring, *geometrystring, *fragmentstring;
1666 const char *vertstrings_list[32+3];
1667 const char *geomstrings_list[32+3];
1668 const char *fragstrings_list[32+3];
1669 char permutationname[256];
1676 permutationname[0] = 0;
1677 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1678 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1679 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1681 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1683 // the first pretext is which type of shader to compile as
1684 // (later these will all be bound together as a program object)
1685 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1686 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1687 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1689 // the second pretext is the mode (for example a light source)
1690 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1691 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1692 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1693 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1695 // now add all the permutation pretexts
1696 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1698 if (permutation & (1<<i))
1700 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1701 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1702 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1703 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1707 // keep line numbers correct
1708 vertstrings_list[vertstrings_count++] = "\n";
1709 geomstrings_list[geomstrings_count++] = "\n";
1710 fragstrings_list[fragstrings_count++] = "\n";
1714 // now append the shader text itself
1715 vertstrings_list[vertstrings_count++] = vertexstring;
1716 geomstrings_list[geomstrings_count++] = geometrystring;
1717 fragstrings_list[fragstrings_count++] = fragmentstring;
1719 // if any sources were NULL, clear the respective list
1721 vertstrings_count = 0;
1722 if (!geometrystring)
1723 geomstrings_count = 0;
1724 if (!fragmentstring)
1725 fragstrings_count = 0;
1727 // compile the shader program
1728 if (vertstrings_count + geomstrings_count + fragstrings_count)
1729 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1733 qglUseProgramObjectARB(p->program);CHECKGLERROR
1734 // look up all the uniform variable names we care about, so we don't
1735 // have to look them up every time we set them
1736 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1737 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1738 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1739 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1740 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1741 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1742 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1743 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1744 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1745 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1746 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1747 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1748 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1749 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1750 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1751 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1752 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1753 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1754 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1755 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1756 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1757 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1758 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1759 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1760 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1761 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1762 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1763 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1764 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1765 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1766 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1767 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1768 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1769 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1770 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1771 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1772 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1773 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1774 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1775 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1776 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1777 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1778 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1779 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1780 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1781 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1782 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1783 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1784 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1785 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1786 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1787 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1788 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1789 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1790 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1791 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1792 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1793 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1794 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1795 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1796 // initialize the samplers to refer to the texture units we use
1797 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1798 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1799 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1800 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1801 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1802 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1803 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1804 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1805 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1806 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1807 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1808 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1809 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1810 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1811 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1812 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1813 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1814 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1815 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1816 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1817 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1818 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1819 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1820 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1822 if (developer.integer)
1823 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1826 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1830 Mem_Free(vertexstring);
1832 Mem_Free(geometrystring);
1834 Mem_Free(fragmentstring);
1837 void R_GLSL_Restart_f(void)
1839 unsigned int i, limit;
1840 r_glsl_permutation_t *p;
1841 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1842 for (i = 0;i < limit;i++)
1844 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1846 GL_Backend_FreeProgram(p->program);
1847 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1850 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1853 void R_GLSL_DumpShader_f(void)
1857 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1860 Con_Printf("failed to write to glsl/default.glsl\n");
1864 FS_Print(file, "/* The engine may define the following macros:\n");
1865 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1866 for (i = 0;i < SHADERMODE_COUNT;i++)
1867 FS_Print(file, shadermodeinfo[i].pretext);
1868 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1869 FS_Print(file, shaderpermutationinfo[i].pretext);
1870 FS_Print(file, "*/\n");
1871 FS_Print(file, builtinshaderstring);
1874 Con_Printf("glsl/default.glsl written\n");
1877 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1879 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1880 if (r_glsl_permutation != perm)
1882 r_glsl_permutation = perm;
1883 if (!r_glsl_permutation->program)
1885 if (!r_glsl_permutation->compiled)
1886 R_GLSL_CompilePermutation(perm, mode, permutation);
1887 if (!r_glsl_permutation->program)
1889 // remove features until we find a valid permutation
1891 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 // reduce i more quickly whenever it would not remove any bits
1894 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1895 if (!(permutation & j))
1898 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1899 if (!r_glsl_permutation->compiled)
1900 R_GLSL_CompilePermutation(perm, mode, permutation);
1901 if (r_glsl_permutation->program)
1904 if (i >= SHADERPERMUTATION_COUNT)
1906 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");
1907 Cvar_SetValueQuick(&r_glsl, 0);
1908 R_GLSL_Restart_f(); // unload shaders
1909 return; // no bit left to clear
1914 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1918 void R_SetupGenericShader(qboolean usetexture)
1920 if (gl_support_fragment_shader)
1922 if (r_glsl.integer && r_glsl_usegeneric.integer)
1923 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1924 else if (r_glsl_permutation)
1926 r_glsl_permutation = NULL;
1927 qglUseProgramObjectARB(0);CHECKGLERROR
1932 void R_SetupGenericTwoTextureShader(int texturemode)
1934 if (gl_support_fragment_shader)
1936 if (r_glsl.integer && r_glsl_usegeneric.integer)
1937 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))));
1938 else if (r_glsl_permutation)
1940 r_glsl_permutation = NULL;
1941 qglUseProgramObjectARB(0);CHECKGLERROR
1944 if (!r_glsl_permutation)
1946 if (texturemode == GL_DECAL && gl_combine.integer)
1947 texturemode = GL_INTERPOLATE_ARB;
1948 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1952 void R_SetupDepthOrShadowShader(void)
1954 if (gl_support_fragment_shader)
1956 if (r_glsl.integer && r_glsl_usegeneric.integer)
1957 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1958 else if (r_glsl_permutation)
1960 r_glsl_permutation = NULL;
1961 qglUseProgramObjectARB(0);CHECKGLERROR
1966 void R_SetupShowDepthShader(void)
1968 if (gl_support_fragment_shader)
1970 if (r_glsl.integer && r_glsl_usegeneric.integer)
1971 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1972 else if (r_glsl_permutation)
1974 r_glsl_permutation = NULL;
1975 qglUseProgramObjectARB(0);CHECKGLERROR
1980 extern rtexture_t *r_shadow_attenuationgradienttexture;
1981 extern rtexture_t *r_shadow_attenuation2dtexture;
1982 extern rtexture_t *r_shadow_attenuation3dtexture;
1983 extern qboolean r_shadow_usingshadowmaprect;
1984 extern qboolean r_shadow_usingshadowmapcube;
1985 extern qboolean r_shadow_usingshadowmap2d;
1986 extern float r_shadow_shadowmap_texturescale[4];
1987 extern float r_shadow_shadowmap_parameters[4];
1988 extern int r_shadow_shadowmode;
1989 extern int r_shadow_shadowmapfilter;
1990 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1992 // select a permutation of the lighting shader appropriate to this
1993 // combination of texture, entity, light source, and fogging, only use the
1994 // minimum features necessary to avoid wasting rendering time in the
1995 // fragment shader on features that are not being used
1996 unsigned int permutation = 0;
1997 unsigned int mode = 0;
1998 // TODO: implement geometry-shader based shadow volumes someday
1999 if (r_glsl_offsetmapping.integer)
2001 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2002 if (r_glsl_offsetmapping_reliefmapping.integer)
2003 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2005 if (rsurfacepass == RSURFPASS_BACKGROUND)
2007 // distorted background
2008 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2009 mode = SHADERMODE_WATER;
2011 mode = SHADERMODE_REFRACTION;
2013 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2016 mode = SHADERMODE_LIGHTSOURCE;
2017 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2018 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2019 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2020 permutation |= SHADERPERMUTATION_CUBEFILTER;
2021 if (diffusescale > 0)
2022 permutation |= SHADERPERMUTATION_DIFFUSE;
2023 if (specularscale > 0)
2024 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2025 if (r_refdef.fogenabled)
2026 permutation |= SHADERPERMUTATION_FOG;
2027 if (rsurface.texture->colormapping)
2028 permutation |= SHADERPERMUTATION_COLORMAPPING;
2029 if (r_shadow_usingshadowmaprect)
2030 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2031 if (r_shadow_usingshadowmapcube)
2032 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2033 if (r_shadow_usingshadowmap2d)
2034 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2035 if (r_shadow_shadowmapfilter == 3)
2036 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2037 else if (r_shadow_shadowmapfilter == 2)
2038 permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2039 else if (r_shadow_shadowmapfilter == 1)
2040 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2042 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2044 // unshaded geometry (fullbright or ambient model lighting)
2045 mode = SHADERMODE_FLATCOLOR;
2046 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2047 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2048 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2049 permutation |= SHADERPERMUTATION_GLOW;
2050 if (r_refdef.fogenabled)
2051 permutation |= SHADERPERMUTATION_FOG;
2052 if (rsurface.texture->colormapping)
2053 permutation |= SHADERPERMUTATION_COLORMAPPING;
2054 if (r_glsl_offsetmapping.integer)
2056 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2057 if (r_glsl_offsetmapping_reliefmapping.integer)
2058 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2060 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2061 permutation |= SHADERPERMUTATION_REFLECTION;
2063 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2065 // directional model lighting
2066 mode = SHADERMODE_LIGHTDIRECTION;
2067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2068 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2069 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2070 permutation |= SHADERPERMUTATION_GLOW;
2071 permutation |= SHADERPERMUTATION_DIFFUSE;
2072 if (specularscale > 0)
2073 permutation |= SHADERPERMUTATION_SPECULAR;
2074 if (r_refdef.fogenabled)
2075 permutation |= SHADERPERMUTATION_FOG;
2076 if (rsurface.texture->colormapping)
2077 permutation |= SHADERPERMUTATION_COLORMAPPING;
2078 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2079 permutation |= SHADERPERMUTATION_REFLECTION;
2081 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2083 // ambient model lighting
2084 mode = SHADERMODE_LIGHTDIRECTION;
2085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2086 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2087 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2088 permutation |= SHADERPERMUTATION_GLOW;
2089 if (r_refdef.fogenabled)
2090 permutation |= SHADERPERMUTATION_FOG;
2091 if (rsurface.texture->colormapping)
2092 permutation |= SHADERPERMUTATION_COLORMAPPING;
2093 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2094 permutation |= SHADERPERMUTATION_REFLECTION;
2099 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2101 // deluxemapping (light direction texture)
2102 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2103 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2105 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2106 permutation |= SHADERPERMUTATION_DIFFUSE;
2107 if (specularscale > 0)
2108 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110 else if (r_glsl_deluxemapping.integer >= 2)
2112 // fake deluxemapping (uniform light direction in tangentspace)
2113 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2114 permutation |= SHADERPERMUTATION_DIFFUSE;
2115 if (specularscale > 0)
2116 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2118 else if (rsurface.uselightmaptexture)
2120 // ordinary lightmapping (q1bsp, q3bsp)
2121 mode = SHADERMODE_LIGHTMAP;
2125 // ordinary vertex coloring (q3bsp)
2126 mode = SHADERMODE_VERTEXCOLOR;
2128 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2129 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2130 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2131 permutation |= SHADERPERMUTATION_GLOW;
2132 if (r_refdef.fogenabled)
2133 permutation |= SHADERPERMUTATION_FOG;
2134 if (rsurface.texture->colormapping)
2135 permutation |= SHADERPERMUTATION_COLORMAPPING;
2136 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2137 permutation |= SHADERPERMUTATION_REFLECTION;
2139 if(permutation & SHADERPERMUTATION_SPECULAR)
2140 if(r_shadow_glossexact.integer)
2141 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2142 R_SetupShader_SetPermutation(mode, permutation);
2143 if (mode == SHADERMODE_LIGHTSOURCE)
2145 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2146 if (permutation & SHADERPERMUTATION_DIFFUSE)
2148 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2149 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2150 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2151 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2155 // ambient only is simpler
2156 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]);
2157 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2158 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2159 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2161 // additive passes are only darkened by fog, not tinted
2162 if (r_glsl_permutation->loc_FogColor >= 0)
2163 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2164 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2165 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2169 if (mode == SHADERMODE_LIGHTDIRECTION)
2171 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);
2172 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);
2173 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);
2174 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]);
2178 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2179 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2180 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2182 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]);
2183 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2184 // additive passes are only darkened by fog, not tinted
2185 if (r_glsl_permutation->loc_FogColor >= 0)
2187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2188 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2190 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2192 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);
2193 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]);
2194 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]);
2195 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2196 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2197 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2198 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2200 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2201 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2202 if (r_glsl_permutation->loc_Color_Pants >= 0)
2204 if (rsurface.texture->currentskinframe->pants)
2205 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2207 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2209 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2211 if (rsurface.texture->currentskinframe->shirt)
2212 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2214 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2216 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2217 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2219 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2223 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2225 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2229 #define SKINFRAME_HASH 1024
2233 int loadsequence; // incremented each level change
2234 memexpandablearray_t array;
2235 skinframe_t *hash[SKINFRAME_HASH];
2238 r_skinframe_t r_skinframe;
2240 void R_SkinFrame_PrepareForPurge(void)
2242 r_skinframe.loadsequence++;
2243 // wrap it without hitting zero
2244 if (r_skinframe.loadsequence >= 200)
2245 r_skinframe.loadsequence = 1;
2248 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2252 // mark the skinframe as used for the purging code
2253 skinframe->loadsequence = r_skinframe.loadsequence;
2256 void R_SkinFrame_Purge(void)
2260 for (i = 0;i < SKINFRAME_HASH;i++)
2262 for (s = r_skinframe.hash[i];s;s = s->next)
2264 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2266 if (s->merged == s->base)
2268 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2269 R_PurgeTexture(s->stain );s->stain = NULL;
2270 R_PurgeTexture(s->merged);s->merged = NULL;
2271 R_PurgeTexture(s->base );s->base = NULL;
2272 R_PurgeTexture(s->pants );s->pants = NULL;
2273 R_PurgeTexture(s->shirt );s->shirt = NULL;
2274 R_PurgeTexture(s->nmap );s->nmap = NULL;
2275 R_PurgeTexture(s->gloss );s->gloss = NULL;
2276 R_PurgeTexture(s->glow );s->glow = NULL;
2277 R_PurgeTexture(s->fog );s->fog = NULL;
2278 s->loadsequence = 0;
2284 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2286 char basename[MAX_QPATH];
2288 Image_StripImageExtension(name, basename, sizeof(basename));
2290 if( last == NULL ) {
2292 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2293 item = r_skinframe.hash[hashindex];
2298 // linearly search through the hash bucket
2299 for( ; item ; item = item->next ) {
2300 if( !strcmp( item->basename, basename ) ) {
2307 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2311 char basename[MAX_QPATH];
2313 Image_StripImageExtension(name, basename, sizeof(basename));
2315 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2316 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2317 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2321 rtexture_t *dyntexture;
2322 // check whether its a dynamic texture
2323 dyntexture = CL_GetDynTexture( basename );
2324 if (!add && !dyntexture)
2326 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2327 memset(item, 0, sizeof(*item));
2328 strlcpy(item->basename, basename, sizeof(item->basename));
2329 item->base = dyntexture; // either NULL or dyntexture handle
2330 item->textureflags = textureflags;
2331 item->comparewidth = comparewidth;
2332 item->compareheight = compareheight;
2333 item->comparecrc = comparecrc;
2334 item->next = r_skinframe.hash[hashindex];
2335 r_skinframe.hash[hashindex] = item;
2337 else if( item->base == NULL )
2339 rtexture_t *dyntexture;
2340 // check whether its a dynamic texture
2341 // 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]
2342 dyntexture = CL_GetDynTexture( basename );
2343 item->base = dyntexture; // either NULL or dyntexture handle
2346 R_SkinFrame_MarkUsed(item);
2350 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2352 unsigned long long avgcolor[5], wsum; \
2360 for(pix = 0; pix < cnt; ++pix) \
2363 for(comp = 0; comp < 3; ++comp) \
2365 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2368 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2370 for(comp = 0; comp < 3; ++comp) \
2371 avgcolor[comp] += getpixel * w; \
2374 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2375 avgcolor[4] += getpixel; \
2377 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2379 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2380 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2381 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2382 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2385 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2387 // FIXME: it should be possible to disable loading various layers using
2388 // cvars, to prevent wasted loading time and memory usage if the user does
2390 qboolean loadnormalmap = true;
2391 qboolean loadgloss = true;
2392 qboolean loadpantsandshirt = true;
2393 qboolean loadglow = true;
2395 unsigned char *pixels;
2396 unsigned char *bumppixels;
2397 unsigned char *basepixels = NULL;
2398 int basepixels_width;
2399 int basepixels_height;
2400 skinframe_t *skinframe;
2404 if (cls.state == ca_dedicated)
2407 // return an existing skinframe if already loaded
2408 // if loading of the first image fails, don't make a new skinframe as it
2409 // would cause all future lookups of this to be missing
2410 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2411 if (skinframe && skinframe->base)
2414 basepixels = loadimagepixelsbgra(name, complain, true);
2415 if (basepixels == NULL)
2418 if (developer_loading.integer)
2419 Con_Printf("loading skin \"%s\"\n", name);
2421 // we've got some pixels to store, so really allocate this new texture now
2423 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2424 skinframe->stain = NULL;
2425 skinframe->merged = NULL;
2426 skinframe->base = r_texture_notexture;
2427 skinframe->pants = NULL;
2428 skinframe->shirt = NULL;
2429 skinframe->nmap = r_texture_blanknormalmap;
2430 skinframe->gloss = NULL;
2431 skinframe->glow = NULL;
2432 skinframe->fog = NULL;
2434 basepixels_width = image_width;
2435 basepixels_height = image_height;
2436 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);
2438 if (textureflags & TEXF_ALPHA)
2440 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2441 if (basepixels[j] < 255)
2443 if (j < basepixels_width * basepixels_height * 4)
2445 // has transparent pixels
2447 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2448 for (j = 0;j < image_width * image_height * 4;j += 4)
2453 pixels[j+3] = basepixels[j+3];
2455 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);
2460 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2461 //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]);
2463 // _norm is the name used by tenebrae and has been adopted as standard
2466 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2468 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);
2472 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2474 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2475 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2476 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);
2478 Mem_Free(bumppixels);
2480 else if (r_shadow_bumpscale_basetexture.value > 0)
2482 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2483 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2484 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);
2488 // _luma is supported for tenebrae compatibility
2489 // (I think it's a very stupid name, but oh well)
2490 // _glow is the preferred name
2491 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;}
2492 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;}
2493 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;}
2494 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;}
2497 Mem_Free(basepixels);
2502 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2505 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2508 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)
2513 for (i = 0;i < width*height;i++)
2514 if (((unsigned char *)&palette[in[i]])[3] > 0)
2516 if (i == width*height)
2519 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2522 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2523 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2526 unsigned char *temp1, *temp2;
2527 skinframe_t *skinframe;
2529 if (cls.state == ca_dedicated)
2532 // if already loaded just return it, otherwise make a new skinframe
2533 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2534 if (skinframe && skinframe->base)
2537 skinframe->stain = NULL;
2538 skinframe->merged = NULL;
2539 skinframe->base = r_texture_notexture;
2540 skinframe->pants = NULL;
2541 skinframe->shirt = NULL;
2542 skinframe->nmap = r_texture_blanknormalmap;
2543 skinframe->gloss = NULL;
2544 skinframe->glow = NULL;
2545 skinframe->fog = NULL;
2547 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2551 if (developer_loading.integer)
2552 Con_Printf("loading 32bit skin \"%s\"\n", name);
2554 if (r_shadow_bumpscale_basetexture.value > 0)
2556 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2557 temp2 = temp1 + width * height * 4;
2558 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2559 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2562 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2563 if (textureflags & TEXF_ALPHA)
2565 for (i = 3;i < width * height * 4;i += 4)
2566 if (skindata[i] < 255)
2568 if (i < width * height * 4)
2570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2571 memcpy(fogpixels, skindata, width * height * 4);
2572 for (i = 0;i < width * height * 4;i += 4)
2573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2575 Mem_Free(fogpixels);
2579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2580 //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]);
2585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2588 unsigned char *temp1, *temp2;
2589 unsigned int *palette;
2590 skinframe_t *skinframe;
2592 if (cls.state == ca_dedicated)
2595 // if already loaded just return it, otherwise make a new skinframe
2596 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2597 if (skinframe && skinframe->base)
2600 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2602 skinframe->stain = NULL;
2603 skinframe->merged = NULL;
2604 skinframe->base = r_texture_notexture;
2605 skinframe->pants = NULL;
2606 skinframe->shirt = NULL;
2607 skinframe->nmap = r_texture_blanknormalmap;
2608 skinframe->gloss = NULL;
2609 skinframe->glow = NULL;
2610 skinframe->fog = NULL;
2612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2616 if (developer_loading.integer)
2617 Con_Printf("loading quake skin \"%s\"\n", name);
2619 if (r_shadow_bumpscale_basetexture.value > 0)
2621 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2622 temp2 = temp1 + width * height * 4;
2623 // use either a custom palette or the quake palette
2624 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2625 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2626 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2629 // use either a custom palette, or the quake palette
2630 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2631 if (loadglowtexture)
2632 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2633 if (loadpantsandshirt)
2635 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2636 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2638 if (skinframe->pants || skinframe->shirt)
2639 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
2640 if (textureflags & TEXF_ALPHA)
2642 for (i = 0;i < width * height;i++)
2643 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2645 if (i < width * height)
2646 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2649 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2650 //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]);
2655 skinframe_t *R_SkinFrame_LoadMissing(void)
2657 skinframe_t *skinframe;
2659 if (cls.state == ca_dedicated)
2662 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2663 skinframe->stain = NULL;
2664 skinframe->merged = NULL;
2665 skinframe->base = r_texture_notexture;
2666 skinframe->pants = NULL;
2667 skinframe->shirt = NULL;
2668 skinframe->nmap = r_texture_blanknormalmap;
2669 skinframe->gloss = NULL;
2670 skinframe->glow = NULL;
2671 skinframe->fog = NULL;
2673 skinframe->avgcolor[0] = rand() / RAND_MAX;
2674 skinframe->avgcolor[1] = rand() / RAND_MAX;
2675 skinframe->avgcolor[2] = rand() / RAND_MAX;
2676 skinframe->avgcolor[3] = 1;
2681 void gl_main_start(void)
2685 memset(r_queries, 0, sizeof(r_queries));
2687 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2688 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2690 // set up r_skinframe loading system for textures
2691 memset(&r_skinframe, 0, sizeof(r_skinframe));
2692 r_skinframe.loadsequence = 1;
2693 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2695 r_main_texturepool = R_AllocTexturePool();
2696 R_BuildBlankTextures();
2698 if (gl_texturecubemap)
2701 R_BuildNormalizationCube();
2703 r_texture_fogattenuation = NULL;
2704 r_texture_gammaramps = NULL;
2705 //r_texture_fogintensity = NULL;
2706 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2707 memset(&r_waterstate, 0, sizeof(r_waterstate));
2708 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2709 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2710 memset(&r_svbsp, 0, sizeof (r_svbsp));
2712 r_refdef.fogmasktable_density = 0;
2715 extern rtexture_t *loadingscreentexture;
2716 void gl_main_shutdown(void)
2719 qglDeleteQueriesARB(r_maxqueries, r_queries);
2723 memset(r_queries, 0, sizeof(r_queries));
2725 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2726 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2728 // clear out the r_skinframe state
2729 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2730 memset(&r_skinframe, 0, sizeof(r_skinframe));
2733 Mem_Free(r_svbsp.nodes);
2734 memset(&r_svbsp, 0, sizeof (r_svbsp));
2735 R_FreeTexturePool(&r_main_texturepool);
2736 loadingscreentexture = NULL;
2737 r_texture_blanknormalmap = NULL;
2738 r_texture_white = NULL;
2739 r_texture_grey128 = NULL;
2740 r_texture_black = NULL;
2741 r_texture_whitecube = NULL;
2742 r_texture_normalizationcube = NULL;
2743 r_texture_fogattenuation = NULL;
2744 r_texture_gammaramps = NULL;
2745 //r_texture_fogintensity = NULL;
2746 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2747 memset(&r_waterstate, 0, sizeof(r_waterstate));
2751 extern void CL_ParseEntityLump(char *entitystring);
2752 void gl_main_newmap(void)
2754 // FIXME: move this code to client
2756 char *entities, entname[MAX_QPATH];
2759 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2760 l = (int)strlen(entname) - 4;
2761 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2763 memcpy(entname + l, ".ent", 5);
2764 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2766 CL_ParseEntityLump(entities);
2771 if (cl.worldmodel->brush.entities)
2772 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2776 void GL_Main_Init(void)
2778 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2780 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2781 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2782 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2783 if (gamemode == GAME_NEHAHRA)
2785 Cvar_RegisterVariable (&gl_fogenable);
2786 Cvar_RegisterVariable (&gl_fogdensity);
2787 Cvar_RegisterVariable (&gl_fogred);
2788 Cvar_RegisterVariable (&gl_foggreen);
2789 Cvar_RegisterVariable (&gl_fogblue);
2790 Cvar_RegisterVariable (&gl_fogstart);
2791 Cvar_RegisterVariable (&gl_fogend);
2792 Cvar_RegisterVariable (&gl_skyclip);
2794 Cvar_RegisterVariable(&r_motionblur);
2795 Cvar_RegisterVariable(&r_motionblur_maxblur);
2796 Cvar_RegisterVariable(&r_motionblur_bmin);
2797 Cvar_RegisterVariable(&r_motionblur_vmin);
2798 Cvar_RegisterVariable(&r_motionblur_vmax);
2799 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2800 Cvar_RegisterVariable(&r_motionblur_randomize);
2801 Cvar_RegisterVariable(&r_damageblur);
2802 Cvar_RegisterVariable(&r_animcache);
2803 Cvar_RegisterVariable(&r_depthfirst);
2804 Cvar_RegisterVariable(&r_useinfinitefarclip);
2805 Cvar_RegisterVariable(&r_nearclip);
2806 Cvar_RegisterVariable(&r_showbboxes);
2807 Cvar_RegisterVariable(&r_showsurfaces);
2808 Cvar_RegisterVariable(&r_showtris);
2809 Cvar_RegisterVariable(&r_shownormals);
2810 Cvar_RegisterVariable(&r_showlighting);
2811 Cvar_RegisterVariable(&r_showshadowvolumes);
2812 Cvar_RegisterVariable(&r_showcollisionbrushes);
2813 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2814 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2815 Cvar_RegisterVariable(&r_showdisabledepthtest);
2816 Cvar_RegisterVariable(&r_drawportals);
2817 Cvar_RegisterVariable(&r_drawentities);
2818 Cvar_RegisterVariable(&r_cullentities_trace);
2819 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2820 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2821 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2822 Cvar_RegisterVariable(&r_drawviewmodel);
2823 Cvar_RegisterVariable(&r_speeds);
2824 Cvar_RegisterVariable(&r_fullbrights);
2825 Cvar_RegisterVariable(&r_wateralpha);
2826 Cvar_RegisterVariable(&r_dynamic);
2827 Cvar_RegisterVariable(&r_fullbright);
2828 Cvar_RegisterVariable(&r_shadows);
2829 Cvar_RegisterVariable(&r_shadows_darken);
2830 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2831 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2832 Cvar_RegisterVariable(&r_shadows_throwdistance);
2833 Cvar_RegisterVariable(&r_shadows_throwdirection);
2834 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2835 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2836 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2837 Cvar_RegisterVariable(&r_fog_exp2);
2838 Cvar_RegisterVariable(&r_drawfog);
2839 Cvar_RegisterVariable(&r_textureunits);
2840 Cvar_RegisterVariable(&r_glsl);
2841 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2842 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2843 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2844 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2845 Cvar_RegisterVariable(&r_glsl_postprocess);
2846 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2847 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2848 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2849 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2850 Cvar_RegisterVariable(&r_glsl_usegeneric);
2851 Cvar_RegisterVariable(&r_water);
2852 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2853 Cvar_RegisterVariable(&r_water_clippingplanebias);
2854 Cvar_RegisterVariable(&r_water_refractdistort);
2855 Cvar_RegisterVariable(&r_water_reflectdistort);
2856 Cvar_RegisterVariable(&r_lerpsprites);
2857 Cvar_RegisterVariable(&r_lerpmodels);
2858 Cvar_RegisterVariable(&r_lerplightstyles);
2859 Cvar_RegisterVariable(&r_waterscroll);
2860 Cvar_RegisterVariable(&r_bloom);
2861 Cvar_RegisterVariable(&r_bloom_colorscale);
2862 Cvar_RegisterVariable(&r_bloom_brighten);
2863 Cvar_RegisterVariable(&r_bloom_blur);
2864 Cvar_RegisterVariable(&r_bloom_resolution);
2865 Cvar_RegisterVariable(&r_bloom_colorexponent);
2866 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2867 Cvar_RegisterVariable(&r_hdr);
2868 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2869 Cvar_RegisterVariable(&r_hdr_glowintensity);
2870 Cvar_RegisterVariable(&r_hdr_range);
2871 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2872 Cvar_RegisterVariable(&developer_texturelogging);
2873 Cvar_RegisterVariable(&gl_lightmaps);
2874 Cvar_RegisterVariable(&r_test);
2875 Cvar_RegisterVariable(&r_batchmode);
2876 Cvar_RegisterVariable(&r_glsl_saturation);
2877 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2878 Cvar_SetValue("r_fullbrights", 0);
2879 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2881 Cvar_RegisterVariable(&r_track_sprites);
2882 Cvar_RegisterVariable(&r_track_sprites_flags);
2883 Cvar_RegisterVariable(&r_track_sprites_scalew);
2884 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2887 extern void R_Textures_Init(void);
2888 extern void GL_Draw_Init(void);
2889 extern void GL_Main_Init(void);
2890 extern void R_Shadow_Init(void);
2891 extern void R_Sky_Init(void);
2892 extern void GL_Surf_Init(void);
2893 extern void R_Particles_Init(void);
2894 extern void R_Explosion_Init(void);
2895 extern void gl_backend_init(void);
2896 extern void Sbar_Init(void);
2897 extern void R_LightningBeams_Init(void);
2898 extern void Mod_RenderInit(void);
2900 void Render_Init(void)
2912 R_LightningBeams_Init();
2921 extern char *ENGINE_EXTENSIONS;
2924 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2925 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2926 gl_version = (const char *)qglGetString(GL_VERSION);
2927 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2931 if (!gl_platformextensions)
2932 gl_platformextensions = "";
2934 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2935 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2936 Con_Printf("GL_VERSION: %s\n", gl_version);
2937 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2938 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2940 VID_CheckExtensions();
2942 // LordHavoc: report supported extensions
2943 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2945 // clear to black (loading plaque will be seen over this)
2947 qglClearColor(0,0,0,1);CHECKGLERROR
2948 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2951 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2955 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2957 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2960 p = r_refdef.view.frustum + i;
2965 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2969 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2973 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2977 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2981 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2985 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2989 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2993 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3001 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3005 for (i = 0;i < numplanes;i++)
3012 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3016 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3020 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3024 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3028 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3032 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3036 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3040 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3048 //==================================================================================
3050 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3053 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3054 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3055 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3058 typedef struct r_animcache_entity_s
3065 qboolean wantnormals;
3066 qboolean wanttangents;
3068 r_animcache_entity_t;
3070 typedef struct r_animcache_s
3072 r_animcache_entity_t entity[MAX_EDICTS*2];
3078 static r_animcache_t r_animcachestate;
3080 void R_AnimCache_Free(void)
3083 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3085 r_animcachestate.entity[idx].maxvertices = 0;
3086 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3087 r_animcachestate.entity[idx].vertex3f = NULL;
3088 r_animcachestate.entity[idx].normal3f = NULL;
3089 r_animcachestate.entity[idx].svector3f = NULL;
3090 r_animcachestate.entity[idx].tvector3f = NULL;
3092 r_animcachestate.currentindex = 0;
3093 r_animcachestate.maxindex = 0;
3096 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3100 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3102 if (cache->maxvertices >= numvertices)
3105 // Release existing memory
3106 if (cache->vertex3f)
3107 Mem_Free(cache->vertex3f);
3109 // Pad by 1024 verts
3110 cache->maxvertices = (numvertices + 1023) & ~1023;
3111 arraySize = cache->maxvertices * 3;
3113 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3114 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3115 r_animcachestate.entity[cacheIdx].vertex3f = base;
3116 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3117 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3118 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3120 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3123 void R_AnimCache_NewFrame(void)
3127 if (r_animcache.integer && r_drawentities.integer)
3128 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3129 else if (r_animcachestate.maxindex)
3132 r_animcachestate.currentindex = 0;
3134 for (i = 0;i < r_refdef.scene.numentities;i++)
3135 r_refdef.scene.entities[i]->animcacheindex = -1;
3138 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3140 dp_model_t *model = ent->model;
3141 r_animcache_entity_t *c;
3142 // see if it's already cached this frame
3143 if (ent->animcacheindex >= 0)
3145 // add normals/tangents if needed
3146 c = r_animcachestate.entity + ent->animcacheindex;
3148 wantnormals = false;
3149 if (c->wanttangents)
3150 wanttangents = false;
3151 if (wantnormals || wanttangents)
3152 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3156 // see if this ent is worth caching
3157 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3159 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3161 // assign it a cache entry and make sure the arrays are big enough
3162 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3163 ent->animcacheindex = r_animcachestate.currentindex++;
3164 c = r_animcachestate.entity + ent->animcacheindex;
3165 c->wantnormals = wantnormals;
3166 c->wanttangents = wanttangents;
3167 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3172 void R_AnimCache_CacheVisibleEntities(void)
3175 qboolean wantnormals;
3176 qboolean wanttangents;
3178 if (!r_animcachestate.maxindex)
3181 wantnormals = !r_showsurfaces.integer;
3182 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3184 // TODO: thread this?
3186 for (i = 0;i < r_refdef.scene.numentities;i++)
3188 if (!r_refdef.viewcache.entityvisible[i])
3190 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3194 //==================================================================================
3196 static void R_View_UpdateEntityLighting (void)
3199 entity_render_t *ent;
3200 vec3_t tempdiffusenormal;
3202 for (i = 0;i < r_refdef.scene.numentities;i++)
3204 ent = r_refdef.scene.entities[i];
3206 // skip unseen models
3207 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3211 if (ent->model && ent->model->brush.num_leafs)
3213 // TODO: use modellight for r_ambient settings on world?
3214 VectorSet(ent->modellight_ambient, 0, 0, 0);
3215 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3216 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3220 // fetch the lighting from the worldmodel data
3221 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));
3222 VectorClear(ent->modellight_diffuse);
3223 VectorClear(tempdiffusenormal);
3224 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3227 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3228 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3231 VectorSet(ent->modellight_ambient, 1, 1, 1);
3233 // move the light direction into modelspace coordinates for lighting code
3234 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3235 if(VectorLength2(ent->modellight_lightdir) == 0)
3236 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3237 VectorNormalize(ent->modellight_lightdir);
3241 static void R_View_UpdateEntityVisible (void)
3244 entity_render_t *ent;
3246 if (!r_drawentities.integer)
3249 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3250 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3252 // worldmodel can check visibility
3253 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3254 for (i = 0;i < r_refdef.scene.numentities;i++)
3256 ent = r_refdef.scene.entities[i];
3257 if (!(ent->flags & renderimask))
3258 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)))
3259 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))
3260 r_refdef.viewcache.entityvisible[i] = true;
3262 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3264 for (i = 0;i < r_refdef.scene.numentities;i++)
3266 ent = r_refdef.scene.entities[i];
3267 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3269 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))
3270 ent->last_trace_visibility = realtime;
3271 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3272 r_refdef.viewcache.entityvisible[i] = 0;
3279 // no worldmodel or it can't check visibility
3280 for (i = 0;i < r_refdef.scene.numentities;i++)
3282 ent = r_refdef.scene.entities[i];
3283 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));
3288 /// only used if skyrendermasked, and normally returns false
3289 int R_DrawBrushModelsSky (void)
3292 entity_render_t *ent;
3294 if (!r_drawentities.integer)
3298 for (i = 0;i < r_refdef.scene.numentities;i++)
3300 if (!r_refdef.viewcache.entityvisible[i])
3302 ent = r_refdef.scene.entities[i];
3303 if (!ent->model || !ent->model->DrawSky)
3305 ent->model->DrawSky(ent);
3311 static void R_DrawNoModel(entity_render_t *ent);
3312 static void R_DrawModels(void)
3315 entity_render_t *ent;
3317 if (!r_drawentities.integer)
3320 for (i = 0;i < r_refdef.scene.numentities;i++)
3322 if (!r_refdef.viewcache.entityvisible[i])
3324 ent = r_refdef.scene.entities[i];
3325 r_refdef.stats.entities++;
3326 if (ent->model && ent->model->Draw != NULL)
3327 ent->model->Draw(ent);
3333 static void R_DrawModelsDepth(void)
3336 entity_render_t *ent;
3338 if (!r_drawentities.integer)
3341 for (i = 0;i < r_refdef.scene.numentities;i++)
3343 if (!r_refdef.viewcache.entityvisible[i])
3345 ent = r_refdef.scene.entities[i];
3346 if (ent->model && ent->model->DrawDepth != NULL)
3347 ent->model->DrawDepth(ent);
3351 static void R_DrawModelsDebug(void)
3354 entity_render_t *ent;
3356 if (!r_drawentities.integer)
3359 for (i = 0;i < r_refdef.scene.numentities;i++)
3361 if (!r_refdef.viewcache.entityvisible[i])
3363 ent = r_refdef.scene.entities[i];
3364 if (ent->model && ent->model->DrawDebug != NULL)
3365 ent->model->DrawDebug(ent);
3369 static void R_DrawModelsAddWaterPlanes(void)
3372 entity_render_t *ent;
3374 if (!r_drawentities.integer)
3377 for (i = 0;i < r_refdef.scene.numentities;i++)
3379 if (!r_refdef.viewcache.entityvisible[i])
3381 ent = r_refdef.scene.entities[i];
3382 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3383 ent->model->DrawAddWaterPlanes(ent);
3387 static void R_View_SetFrustum(void)
3390 double slopex, slopey;
3391 vec3_t forward, left, up, origin;
3393 // we can't trust r_refdef.view.forward and friends in reflected scenes
3394 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3397 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3398 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3399 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3400 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3401 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3402 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3403 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3404 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3405 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3406 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3407 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3408 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3412 zNear = r_refdef.nearclip;
3413 nudge = 1.0 - 1.0 / (1<<23);
3414 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3415 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3416 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3417 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3418 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3419 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3420 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3421 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3427 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3428 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3429 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3430 r_refdef.view.frustum[0].dist = m[15] - m[12];
3432 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3433 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3434 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3435 r_refdef.view.frustum[1].dist = m[15] + m[12];
3437 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3438 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3439 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3440 r_refdef.view.frustum[2].dist = m[15] - m[13];
3442 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3443 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3444 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3445 r_refdef.view.frustum[3].dist = m[15] + m[13];
3447 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3448 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3449 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3450 r_refdef.view.frustum[4].dist = m[15] - m[14];
3452 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3453 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3454 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3455 r_refdef.view.frustum[5].dist = m[15] + m[14];
3458 if (r_refdef.view.useperspective)
3460 slopex = 1.0 / r_refdef.view.frustum_x;
3461 slopey = 1.0 / r_refdef.view.frustum_y;
3462 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3463 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3464 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3465 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3466 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3468 // Leaving those out was a mistake, those were in the old code, and they
3469 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3470 // I couldn't reproduce it after adding those normalizations. --blub
3471 VectorNormalize(r_refdef.view.frustum[0].normal);
3472 VectorNormalize(r_refdef.view.frustum[1].normal);
3473 VectorNormalize(r_refdef.view.frustum[2].normal);
3474 VectorNormalize(r_refdef.view.frustum[3].normal);
3476 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3477 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3478 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3479 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3480 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3482 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3483 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3484 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3485 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3486 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3490 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3491 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3492 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3493 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3494 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3495 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3496 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3497 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3498 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3499 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3501 r_refdef.view.numfrustumplanes = 5;
3503 if (r_refdef.view.useclipplane)
3505 r_refdef.view.numfrustumplanes = 6;
3506 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3509 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3510 PlaneClassify(r_refdef.view.frustum + i);
3512 // LordHavoc: note to all quake engine coders, Quake had a special case
3513 // for 90 degrees which assumed a square view (wrong), so I removed it,
3514 // Quake2 has it disabled as well.
3516 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3517 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3518 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3519 //PlaneClassify(&frustum[0]);
3521 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3522 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3523 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3524 //PlaneClassify(&frustum[1]);
3526 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3527 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3528 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3529 //PlaneClassify(&frustum[2]);
3531 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3532 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3533 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3534 //PlaneClassify(&frustum[3]);
3537 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3538 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3539 //PlaneClassify(&frustum[4]);
3542 void R_View_Update(void)
3544 R_View_SetFrustum();
3545 R_View_WorldVisibility(r_refdef.view.useclipplane);
3546 R_View_UpdateEntityVisible();
3547 R_View_UpdateEntityLighting();
3550 void R_SetupView(qboolean allowwaterclippingplane)
3552 const double *customclipplane = NULL;
3554 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3556 // LordHavoc: couldn't figure out how to make this approach the
3557 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3558 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3559 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3560 dist = r_refdef.view.clipplane.dist;
3561 plane[0] = r_refdef.view.clipplane.normal[0];
3562 plane[1] = r_refdef.view.clipplane.normal[1];
3563 plane[2] = r_refdef.view.clipplane.normal[2];
3565 customclipplane = plane;
3568 if (!r_refdef.view.useperspective)
3569 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3570 else if (gl_stencil && r_useinfinitefarclip.integer)
3571 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3573 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3574 R_SetViewport(&r_refdef.view.viewport);
3577 void R_ResetViewRendering2D(void)
3579 r_viewport_t viewport;
3582 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3583 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3584 R_SetViewport(&viewport);
3585 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3586 GL_Color(1, 1, 1, 1);
3587 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3588 GL_BlendFunc(GL_ONE, GL_ZERO);
3589 GL_AlphaTest(false);
3590 GL_ScissorTest(false);
3591 GL_DepthMask(false);
3592 GL_DepthRange(0, 1);
3593 GL_DepthTest(false);
3594 R_Mesh_Matrix(&identitymatrix);
3595 R_Mesh_ResetTextureState();
3596 GL_PolygonOffset(0, 0);
3597 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3598 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3599 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3600 qglStencilMask(~0);CHECKGLERROR
3601 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3602 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3603 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3604 R_SetupGenericShader(true);
3607 void R_ResetViewRendering3D(void)
3612 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3613 GL_Color(1, 1, 1, 1);
3614 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3615 GL_BlendFunc(GL_ONE, GL_ZERO);
3616 GL_AlphaTest(false);
3617 GL_ScissorTest(true);
3619 GL_DepthRange(0, 1);
3621 R_Mesh_Matrix(&identitymatrix);
3622 R_Mesh_ResetTextureState();
3623 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3624 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3625 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3626 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3627 qglStencilMask(~0);CHECKGLERROR
3628 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3629 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3630 GL_CullFace(r_refdef.view.cullface_back);
3631 R_SetupGenericShader(true);
3634 void R_RenderScene(void);
3635 void R_RenderWaterPlanes(void);
3637 static void R_Water_StartFrame(void)
3640 int waterwidth, waterheight, texturewidth, textureheight;
3641 r_waterstate_waterplane_t *p;
3643 // set waterwidth and waterheight to the water resolution that will be
3644 // used (often less than the screen resolution for faster rendering)
3645 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3646 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3648 // calculate desired texture sizes
3649 // can't use water if the card does not support the texture size
3650 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3651 texturewidth = textureheight = waterwidth = waterheight = 0;
3652 else if (gl_support_arb_texture_non_power_of_two)
3654 texturewidth = waterwidth;
3655 textureheight = waterheight;
3659 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3660 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3663 // allocate textures as needed
3664 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3666 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3667 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3669 if (p->texture_refraction)
3670 R_FreeTexture(p->texture_refraction);
3671 p->texture_refraction = NULL;
3672 if (p->texture_reflection)
3673 R_FreeTexture(p->texture_reflection);
3674 p->texture_reflection = NULL;
3676 memset(&r_waterstate, 0, sizeof(r_waterstate));
3677 r_waterstate.waterwidth = waterwidth;
3678 r_waterstate.waterheight = waterheight;
3679 r_waterstate.texturewidth = texturewidth;
3680 r_waterstate.textureheight = textureheight;
3683 // when doing a reduced render (HDR) we want to use a smaller area
3684 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3685 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3687 if (r_waterstate.waterwidth)
3689 r_waterstate.enabled = true;
3691 // set up variables that will be used in shader setup
3692 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3693 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3694 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3695 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3698 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3699 r_waterstate.numwaterplanes = 0;
3702 void R_Water_AddWaterPlane(msurface_t *surface)
3704 int triangleindex, planeindex;
3710 r_waterstate_waterplane_t *p;
3711 texture_t *t = R_GetCurrentTexture(surface->texture);
3712 // just use the first triangle with a valid normal for any decisions
3713 VectorClear(normal);
3714 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3716 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3717 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3718 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3719 TriangleNormal(vert[0], vert[1], vert[2], normal);
3720 if (VectorLength2(normal) >= 0.001)
3724 VectorCopy(normal, plane.normal);
3725 VectorNormalize(plane.normal);
3726 plane.dist = DotProduct(vert[0], plane.normal);
3727 PlaneClassify(&plane);
3728 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3730 // skip backfaces (except if nocullface is set)
3731 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3733 VectorNegate(plane.normal, plane.normal);
3735 PlaneClassify(&plane);
3739 // find a matching plane if there is one
3740 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3741 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3743 if (planeindex >= r_waterstate.maxwaterplanes)
3744 return; // nothing we can do, out of planes
3746 // if this triangle does not fit any known plane rendered this frame, add one
3747 if (planeindex >= r_waterstate.numwaterplanes)
3749 // store the new plane
3750 r_waterstate.numwaterplanes++;
3752 // clear materialflags and pvs
3753 p->materialflags = 0;
3754 p->pvsvalid = false;
3756 // merge this surface's materialflags into the waterplane
3757 p->materialflags |= t->currentmaterialflags;
3758 // merge this surface's PVS into the waterplane
3759 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3760 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3761 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3763 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3768 static void R_Water_ProcessPlanes(void)
3770 r_refdef_view_t originalview;
3771 r_refdef_view_t myview;
3773 r_waterstate_waterplane_t *p;
3775 originalview = r_refdef.view;
3777 // make sure enough textures are allocated
3778 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3780 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3782 if (!p->texture_refraction)
3783 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);
3784 if (!p->texture_refraction)
3788 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3790 if (!p->texture_reflection)
3791 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);
3792 if (!p->texture_reflection)
3798 r_refdef.view = originalview;
3799 r_refdef.view.showdebug = false;
3800 r_refdef.view.width = r_waterstate.waterwidth;
3801 r_refdef.view.height = r_waterstate.waterheight;
3802 r_refdef.view.useclipplane = true;
3803 myview = r_refdef.view;
3804 r_waterstate.renderingscene = true;
3805 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3807 // render the normal view scene and copy into texture
3808 // (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)
3809 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3811 r_refdef.view = myview;
3812 r_refdef.view.clipplane = p->plane;
3813 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3814 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3815 PlaneClassify(&r_refdef.view.clipplane);
3817 R_ResetViewRendering3D();
3818 R_ClearScreen(r_refdef.fogenabled);
3822 // copy view into the screen texture
3823 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3824 GL_ActiveTexture(0);
3826 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3829 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3831 r_refdef.view = myview;
3832 // render reflected scene and copy into texture
3833 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3834 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3835 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3836 r_refdef.view.clipplane = p->plane;
3837 // reverse the cullface settings for this render
3838 r_refdef.view.cullface_front = GL_FRONT;
3839 r_refdef.view.cullface_back = GL_BACK;
3840 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3842 r_refdef.view.usecustompvs = true;
3844 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3846 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3849 R_ResetViewRendering3D();
3850 R_ClearScreen(r_refdef.fogenabled);
3854 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3855 GL_ActiveTexture(0);
3857 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3860 r_waterstate.renderingscene = false;
3861 r_refdef.view = originalview;
3862 R_ResetViewRendering3D();
3863 R_ClearScreen(r_refdef.fogenabled);
3867 r_refdef.view = originalview;
3868 r_waterstate.renderingscene = false;
3869 Cvar_SetValueQuick(&r_water, 0);
3870 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3874 void R_Bloom_StartFrame(void)
3876 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3878 // set bloomwidth and bloomheight to the bloom resolution that will be
3879 // used (often less than the screen resolution for faster rendering)
3880 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3881 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3882 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3883 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3884 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3886 // calculate desired texture sizes
3887 if (gl_support_arb_texture_non_power_of_two)
3889 screentexturewidth = r_refdef.view.width;
3890 screentextureheight = r_refdef.view.height;
3891 bloomtexturewidth = r_bloomstate.bloomwidth;
3892 bloomtextureheight = r_bloomstate.bloomheight;
3896 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3897 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3898 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3899 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3902 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))
3904 Cvar_SetValueQuick(&r_hdr, 0);
3905 Cvar_SetValueQuick(&r_bloom, 0);
3906 Cvar_SetValueQuick(&r_motionblur, 0);
3907 Cvar_SetValueQuick(&r_damageblur, 0);
3910 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)))
3911 screentexturewidth = screentextureheight = 0;
3912 if (!r_hdr.integer && !r_bloom.integer)
3913 bloomtexturewidth = bloomtextureheight = 0;
3915 // allocate textures as needed
3916 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3918 if (r_bloomstate.texture_screen)
3919 R_FreeTexture(r_bloomstate.texture_screen);
3920 r_bloomstate.texture_screen = NULL;
3921 r_bloomstate.screentexturewidth = screentexturewidth;
3922 r_bloomstate.screentextureheight = screentextureheight;
3923 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3924 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);
3926 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3928 if (r_bloomstate.texture_bloom)
3929 R_FreeTexture(r_bloomstate.texture_bloom);
3930 r_bloomstate.texture_bloom = NULL;
3931 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3932 r_bloomstate.bloomtextureheight = bloomtextureheight;
3933 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3934 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);
3937 // when doing a reduced render (HDR) we want to use a smaller area
3938 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3939 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3940 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3941 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3942 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3944 // set up a texcoord array for the full resolution screen image
3945 // (we have to keep this around to copy back during final render)
3946 r_bloomstate.screentexcoord2f[0] = 0;
3947 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3948 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3949 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3950 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3951 r_bloomstate.screentexcoord2f[5] = 0;
3952 r_bloomstate.screentexcoord2f[6] = 0;
3953 r_bloomstate.screentexcoord2f[7] = 0;
3955 // set up a texcoord array for the reduced resolution bloom image
3956 // (which will be additive blended over the screen image)
3957 r_bloomstate.bloomtexcoord2f[0] = 0;
3958 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3959 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3960 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3961 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3962 r_bloomstate.bloomtexcoord2f[5] = 0;
3963 r_bloomstate.bloomtexcoord2f[6] = 0;
3964 r_bloomstate.bloomtexcoord2f[7] = 0;
3966 if (r_hdr.integer || r_bloom.integer)
3968 r_bloomstate.enabled = true;
3969 r_bloomstate.hdr = r_hdr.integer != 0;
3972 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
3975 void R_Bloom_CopyBloomTexture(float colorscale)
3977 r_refdef.stats.bloom++;
3979 // scale down screen texture to the bloom texture size
3981 R_SetViewport(&r_bloomstate.viewport);
3982 GL_BlendFunc(GL_ONE, GL_ZERO);
3983 GL_Color(colorscale, colorscale, colorscale, 1);
3984 // TODO: optimize with multitexture or GLSL
3985 R_SetupGenericShader(true);
3986 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3987 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3988 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3989 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3991 // we now have a bloom image in the framebuffer
3992 // copy it into the bloom image texture for later processing
3993 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3994 GL_ActiveTexture(0);
3996 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
3997 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4000 void R_Bloom_CopyHDRTexture(void)
4002 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4003 GL_ActiveTexture(0);
4005 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4006 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4009 void R_Bloom_MakeTexture(void)
4012 float xoffset, yoffset, r, brighten;
4014 r_refdef.stats.bloom++;
4016 R_ResetViewRendering2D();
4017 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4018 R_Mesh_ColorPointer(NULL, 0, 0);
4019 R_SetupGenericShader(true);
4021 // we have a bloom image in the framebuffer
4023 R_SetViewport(&r_bloomstate.viewport);
4025 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4028 r = bound(0, r_bloom_colorexponent.value / x, 1);
4029 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4030 GL_Color(r, r, r, 1);
4031 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4033 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4034 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4036 // copy the vertically blurred bloom view to a texture
4037 GL_ActiveTexture(0);
4039 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4040 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4043 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4044 brighten = r_bloom_brighten.value;
4046 brighten *= r_hdr_range.value;
4047 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4048 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4050 for (dir = 0;dir < 2;dir++)
4052 // blend on at multiple vertical offsets to achieve a vertical blur
4053 // TODO: do offset blends using GLSL
4054 GL_BlendFunc(GL_ONE, GL_ZERO);
4055 for (x = -range;x <= range;x++)
4057 if (!dir){xoffset = 0;yoffset = x;}
4058 else {xoffset = x;yoffset = 0;}
4059 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4060 yoffset /= (float)r_bloomstate.bloomtextureheight;
4061 // compute a texcoord array with the specified x and y offset
4062 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4063 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4064 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4065 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4066 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4067 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4068 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4069 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4070 // this r value looks like a 'dot' particle, fading sharply to
4071 // black at the edges
4072 // (probably not realistic but looks good enough)
4073 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4074 //r = (dir ? 1.0f : brighten)/(range*2+1);
4075 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4076 GL_Color(r, r, r, 1);
4077 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4078 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4079 GL_BlendFunc(GL_ONE, GL_ONE);
4082 // copy the vertically blurred bloom view to a texture
4083 GL_ActiveTexture(0);
4085 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4086 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4089 // apply subtract last
4090 // (just like it would be in a GLSL shader)
4091 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4093 GL_BlendFunc(GL_ONE, GL_ZERO);
4094 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4095 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4096 GL_Color(1, 1, 1, 1);
4097 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4098 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4100 GL_BlendFunc(GL_ONE, GL_ONE);
4101 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4102 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4103 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4104 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4105 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4106 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4107 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4109 // copy the darkened bloom view to a texture
4110 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4111 GL_ActiveTexture(0);
4113 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4114 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4118 void R_HDR_RenderBloomTexture(void)
4120 int oldwidth, oldheight;
4121 float oldcolorscale;
4123 oldcolorscale = r_refdef.view.colorscale;
4124 oldwidth = r_refdef.view.width;
4125 oldheight = r_refdef.view.height;
4126 r_refdef.view.width = r_bloomstate.bloomwidth;
4127 r_refdef.view.height = r_bloomstate.bloomheight;
4129 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4130 // TODO: add exposure compensation features
4131 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4133 r_refdef.view.showdebug = false;
4134 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4136 R_ResetViewRendering3D();
4138 R_ClearScreen(r_refdef.fogenabled);
4139 if (r_timereport_active)
4140 R_TimeReport("HDRclear");
4143 if (r_timereport_active)
4144 R_TimeReport("visibility");
4146 // only do secondary renders with HDR if r_hdr is 2 or higher
4147 r_waterstate.numwaterplanes = 0;
4148 if (r_waterstate.enabled && r_hdr.integer >= 2)
4149 R_RenderWaterPlanes();
4151 r_refdef.view.showdebug = true;
4153 r_waterstate.numwaterplanes = 0;
4155 R_ResetViewRendering2D();
4157 R_Bloom_CopyHDRTexture();
4158 R_Bloom_MakeTexture();
4160 // restore the view settings
4161 r_refdef.view.width = oldwidth;
4162 r_refdef.view.height = oldheight;
4163 r_refdef.view.colorscale = oldcolorscale;
4165 R_ResetViewRendering3D();
4167 R_ClearScreen(r_refdef.fogenabled);
4168 if (r_timereport_active)
4169 R_TimeReport("viewclear");
4172 static void R_BlendView(void)
4174 if (r_bloomstate.texture_screen)
4176 // make sure the buffer is available
4177 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4179 R_ResetViewRendering2D();
4180 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4181 R_Mesh_ColorPointer(NULL, 0, 0);
4182 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4183 GL_ActiveTexture(0);CHECKGLERROR
4185 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4187 // declare variables
4189 static float avgspeed;
4191 speed = VectorLength(cl.movement_velocity);
4193 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4194 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4196 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4197 speed = bound(0, speed, 1);
4198 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4200 // calculate values into a standard alpha
4201 cl.motionbluralpha = 1 - exp(-
4203 (r_motionblur.value * speed / 80)
4205 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4208 max(0.0001, cl.time - cl.oldtime) // fps independent
4211 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4212 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4214 if (cl.motionbluralpha > 0)
4216 R_SetupGenericShader(true);
4217 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4218 GL_Color(1, 1, 1, cl.motionbluralpha);
4219 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4220 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4221 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4222 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4226 // copy view into the screen texture
4227 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4228 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4231 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4233 unsigned int permutation =
4234 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4235 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4236 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4237 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4238 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4240 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4242 // render simple bloom effect
4243 // copy the screen and shrink it and darken it for the bloom process
4244 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4245 // make the bloom texture
4246 R_Bloom_MakeTexture();
4249 R_ResetViewRendering2D();
4250 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4251 R_Mesh_ColorPointer(NULL, 0, 0);
4252 GL_Color(1, 1, 1, 1);
4253 GL_BlendFunc(GL_ONE, GL_ZERO);
4254 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4255 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4256 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4257 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4258 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4259 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4260 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4261 if (r_glsl_permutation->loc_TintColor >= 0)
4262 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4263 if (r_glsl_permutation->loc_ClientTime >= 0)
4264 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4265 if (r_glsl_permutation->loc_PixelSize >= 0)
4266 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4267 if (r_glsl_permutation->loc_UserVec1 >= 0)
4269 float a=0, b=0, c=0, d=0;
4270 #if _MSC_VER >= 1400
4271 #define sscanf sscanf_s
4273 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4274 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4276 if (r_glsl_permutation->loc_UserVec2 >= 0)
4278 float a=0, b=0, c=0, d=0;
4279 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4280 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4282 if (r_glsl_permutation->loc_UserVec3 >= 0)
4284 float a=0, b=0, c=0, d=0;
4285 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4286 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4288 if (r_glsl_permutation->loc_UserVec4 >= 0)
4290 float a=0, b=0, c=0, d=0;
4291 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4292 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4294 if (r_glsl_permutation->loc_Saturation >= 0)
4295 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4296 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4297 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4303 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4305 // render high dynamic range bloom effect
4306 // the bloom texture was made earlier this render, so we just need to
4307 // blend it onto the screen...
4308 R_ResetViewRendering2D();
4309 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4310 R_Mesh_ColorPointer(NULL, 0, 0);
4311 R_SetupGenericShader(true);
4312 GL_Color(1, 1, 1, 1);
4313 GL_BlendFunc(GL_ONE, GL_ONE);
4314 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4315 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4316 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4317 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4319 else if (r_bloomstate.texture_bloom)
4321 // render simple bloom effect
4322 // copy the screen and shrink it and darken it for the bloom process
4323 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4324 // make the bloom texture
4325 R_Bloom_MakeTexture();
4326 // put the original screen image back in place and blend the bloom
4328 R_ResetViewRendering2D();
4329 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4330 R_Mesh_ColorPointer(NULL, 0, 0);
4331 GL_Color(1, 1, 1, 1);
4332 GL_BlendFunc(GL_ONE, GL_ZERO);
4333 // do both in one pass if possible
4334 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4335 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4336 if (r_textureunits.integer >= 2 && gl_combine.integer)
4338 R_SetupGenericTwoTextureShader(GL_ADD);
4339 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4340 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4344 R_SetupGenericShader(true);
4345 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4346 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4347 // now blend on the bloom texture
4348 GL_BlendFunc(GL_ONE, GL_ONE);
4349 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4350 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4352 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4353 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4355 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4357 // apply a color tint to the whole view
4358 R_ResetViewRendering2D();
4359 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4360 R_Mesh_ColorPointer(NULL, 0, 0);
4361 R_SetupGenericShader(false);
4362 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4363 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4364 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4368 matrix4x4_t r_waterscrollmatrix;
4370 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4372 if (r_refdef.fog_density)
4374 r_refdef.fogcolor[0] = r_refdef.fog_red;
4375 r_refdef.fogcolor[1] = r_refdef.fog_green;
4376 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4380 VectorCopy(r_refdef.fogcolor, fogvec);
4381 // color.rgb *= ContrastBoost * SceneBrightness;
4382 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4383 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4384 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4385 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4390 void R_UpdateVariables(void)
4394 r_refdef.scene.ambient = r_ambient.value;
4396 r_refdef.farclip = 4096;
4397 if (r_refdef.scene.worldmodel)
4398 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4399 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4401 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4402 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4403 r_refdef.polygonfactor = 0;
4404 r_refdef.polygonoffset = 0;
4405 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4406 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4408 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4409 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4410 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4411 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4412 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4413 if (r_showsurfaces.integer)
4415 r_refdef.scene.rtworld = false;
4416 r_refdef.scene.rtworldshadows = false;
4417 r_refdef.scene.rtdlight = false;
4418 r_refdef.scene.rtdlightshadows = false;
4419 r_refdef.lightmapintensity = 0;
4422 if (gamemode == GAME_NEHAHRA)
4424 if (gl_fogenable.integer)
4426 r_refdef.oldgl_fogenable = true;
4427 r_refdef.fog_density = gl_fogdensity.value;
4428 r_refdef.fog_red = gl_fogred.value;
4429 r_refdef.fog_green = gl_foggreen.value;
4430 r_refdef.fog_blue = gl_fogblue.value;
4431 r_refdef.fog_alpha = 1;
4432 r_refdef.fog_start = 0;
4433 r_refdef.fog_end = gl_skyclip.value;
4435 else if (r_refdef.oldgl_fogenable)
4437 r_refdef.oldgl_fogenable = false;
4438 r_refdef.fog_density = 0;
4439 r_refdef.fog_red = 0;
4440 r_refdef.fog_green = 0;
4441 r_refdef.fog_blue = 0;
4442 r_refdef.fog_alpha = 0;
4443 r_refdef.fog_start = 0;
4444 r_refdef.fog_end = 0;
4448 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4449 r_refdef.fog_start = max(0, r_refdef.fog_start);
4450 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4452 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4454 if (r_refdef.fog_density && r_drawfog.integer)
4456 r_refdef.fogenabled = true;
4457 // this is the point where the fog reaches 0.9986 alpha, which we
4458 // consider a good enough cutoff point for the texture
4459 // (0.9986 * 256 == 255.6)
4460 if (r_fog_exp2.integer)
4461 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4463 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4464 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4465 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4466 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4467 // fog color was already set
4468 // update the fog texture
4469 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)
4470 R_BuildFogTexture();
4473 r_refdef.fogenabled = false;
4475 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4477 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4479 // build GLSL gamma texture
4480 #define RAMPWIDTH 256
4481 unsigned short ramp[RAMPWIDTH * 3];
4482 unsigned char rampbgr[RAMPWIDTH][4];
4485 r_texture_gammaramps_serial = vid_gammatables_serial;
4487 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4488 for(i = 0; i < RAMPWIDTH; ++i)
4490 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4491 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4492 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4495 if (r_texture_gammaramps)
4497 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4501 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);
4507 // remove GLSL gamma texture
4511 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4512 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4518 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4519 if( scenetype != r_currentscenetype ) {
4520 // store the old scenetype
4521 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4522 r_currentscenetype = scenetype;
4523 // move in the new scene
4524 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4533 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4535 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4536 if( scenetype == r_currentscenetype ) {
4537 return &r_refdef.scene;
4539 return &r_scenes_store[ scenetype ];
4548 void R_RenderView(void)
4550 if (r_timereport_active)
4551 R_TimeReport("start");
4552 r_frame++; // used only by R_GetCurrentTexture
4553 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4555 R_AnimCache_NewFrame();
4557 if (r_refdef.view.isoverlay)
4559 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4560 GL_Clear( GL_DEPTH_BUFFER_BIT );
4561 R_TimeReport("depthclear");
4563 r_refdef.view.showdebug = false;
4565 r_waterstate.enabled = false;
4566 r_waterstate.numwaterplanes = 0;
4574 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4575 return; //Host_Error ("R_RenderView: NULL worldmodel");
4577 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4579 // break apart the view matrix into vectors for various purposes
4580 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4581 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4582 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4583 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4584 // make an inverted copy of the view matrix for tracking sprites
4585 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4587 R_Shadow_UpdateWorldLightSelection();
4589 R_Bloom_StartFrame();
4590 R_Water_StartFrame();
4593 if (r_timereport_active)
4594 R_TimeReport("viewsetup");
4596 R_ResetViewRendering3D();
4598 if (r_refdef.view.clear || r_refdef.fogenabled)
4600 R_ClearScreen(r_refdef.fogenabled);
4601 if (r_timereport_active)
4602 R_TimeReport("viewclear");
4604 r_refdef.view.clear = true;
4606 // this produces a bloom texture to be used in R_BlendView() later
4608 R_HDR_RenderBloomTexture();
4610 r_refdef.view.showdebug = true;
4613 if (r_timereport_active)
4614 R_TimeReport("visibility");
4616 r_waterstate.numwaterplanes = 0;
4617 if (r_waterstate.enabled)
4618 R_RenderWaterPlanes();
4621 r_waterstate.numwaterplanes = 0;
4624 if (r_timereport_active)
4625 R_TimeReport("blendview");
4627 GL_Scissor(0, 0, vid.width, vid.height);
4628 GL_ScissorTest(false);
4632 void R_RenderWaterPlanes(void)
4634 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4636 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4637 if (r_timereport_active)
4638 R_TimeReport("waterworld");
4641 // don't let sound skip if going slow
4642 if (r_refdef.scene.extraupdate)
4645 R_DrawModelsAddWaterPlanes();
4646 if (r_timereport_active)
4647 R_TimeReport("watermodels");
4649 if (r_waterstate.numwaterplanes)
4651 R_Water_ProcessPlanes();
4652 if (r_timereport_active)
4653 R_TimeReport("waterscenes");
4657 extern void R_DrawLightningBeams (void);
4658 extern void VM_CL_AddPolygonsToMeshQueue (void);
4659 extern void R_DrawPortals (void);
4660 extern cvar_t cl_locs_show;
4661 static void R_DrawLocs(void);
4662 static void R_DrawEntityBBoxes(void);
4663 void R_RenderScene(void)
4665 r_refdef.stats.renders++;
4669 // don't let sound skip if going slow
4670 if (r_refdef.scene.extraupdate)
4673 R_MeshQueue_BeginScene();
4677 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);
4679 if (cl.csqc_vidvars.drawworld)
4681 // don't let sound skip if going slow
4682 if (r_refdef.scene.extraupdate)
4685 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4687 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4688 if (r_timereport_active)
4689 R_TimeReport("worldsky");
4692 if (R_DrawBrushModelsSky() && r_timereport_active)
4693 R_TimeReport("bmodelsky");
4696 R_AnimCache_CacheVisibleEntities();
4698 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4700 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4701 if (r_timereport_active)
4702 R_TimeReport("worlddepth");
4704 if (r_depthfirst.integer >= 2)
4706 R_DrawModelsDepth();
4707 if (r_timereport_active)
4708 R_TimeReport("modeldepth");
4711 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4713 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4714 if (r_timereport_active)
4715 R_TimeReport("world");
4718 // don't let sound skip if going slow
4719 if (r_refdef.scene.extraupdate)
4723 if (r_timereport_active)
4724 R_TimeReport("models");
4726 // don't let sound skip if going slow
4727 if (r_refdef.scene.extraupdate)
4730 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4732 R_DrawModelShadows();
4733 R_ResetViewRendering3D();
4734 // don't let sound skip if going slow
4735 if (r_refdef.scene.extraupdate)
4739 R_ShadowVolumeLighting(false);
4740 if (r_timereport_active)
4741 R_TimeReport("rtlights");
4743 // don't let sound skip if going slow
4744 if (r_refdef.scene.extraupdate)
4747 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4749 R_DrawModelShadows();
4750 R_ResetViewRendering3D();
4751 // don't let sound skip if going slow
4752 if (r_refdef.scene.extraupdate)
4756 if (cl.csqc_vidvars.drawworld)
4758 R_DrawLightningBeams();
4759 if (r_timereport_active)
4760 R_TimeReport("lightning");
4763 if (r_timereport_active)
4764 R_TimeReport("decals");
4767 if (r_timereport_active)
4768 R_TimeReport("particles");
4771 if (r_timereport_active)
4772 R_TimeReport("explosions");
4775 R_SetupGenericShader(true);
4776 VM_CL_AddPolygonsToMeshQueue();
4778 if (r_refdef.view.showdebug)
4780 if (cl_locs_show.integer)
4783 if (r_timereport_active)
4784 R_TimeReport("showlocs");
4787 if (r_drawportals.integer)
4790 if (r_timereport_active)
4791 R_TimeReport("portals");
4794 if (r_showbboxes.value > 0)
4796 R_DrawEntityBBoxes();
4797 if (r_timereport_active)
4798 R_TimeReport("bboxes");
4802 R_SetupGenericShader(true);
4803 R_MeshQueue_RenderTransparent();
4804 if (r_timereport_active)
4805 R_TimeReport("drawtrans");
4807 R_SetupGenericShader(true);
4809 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))
4811 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4812 if (r_timereport_active)
4813 R_TimeReport("worlddebug");
4814 R_DrawModelsDebug();
4815 if (r_timereport_active)
4816 R_TimeReport("modeldebug");
4819 R_SetupGenericShader(true);
4821 if (cl.csqc_vidvars.drawworld)
4824 if (r_timereport_active)
4825 R_TimeReport("coronas");
4828 // don't let sound skip if going slow
4829 if (r_refdef.scene.extraupdate)
4832 R_ResetViewRendering2D();
4835 static const unsigned short bboxelements[36] =
4845 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4848 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4849 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4850 GL_DepthMask(false);
4851 GL_DepthRange(0, 1);
4852 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4853 R_Mesh_Matrix(&identitymatrix);
4854 R_Mesh_ResetTextureState();
4856 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4857 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4858 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4859 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4860 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4861 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4862 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4863 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4864 R_FillColors(color4f, 8, cr, cg, cb, ca);
4865 if (r_refdef.fogenabled)
4867 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4869 f1 = FogPoint_World(v);
4871 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4872 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4873 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4876 R_Mesh_VertexPointer(vertex3f, 0, 0);
4877 R_Mesh_ColorPointer(color4f, 0, 0);
4878 R_Mesh_ResetTextureState();
4879 R_SetupGenericShader(false);
4880 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4883 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4887 prvm_edict_t *edict;
4888 prvm_prog_t *prog_save = prog;
4890 // this function draws bounding boxes of server entities
4894 GL_CullFace(GL_NONE);
4895 R_SetupGenericShader(false);
4899 for (i = 0;i < numsurfaces;i++)
4901 edict = PRVM_EDICT_NUM(surfacelist[i]);
4902 switch ((int)edict->fields.server->solid)
4904 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4905 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4906 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4907 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4908 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4909 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4911 color[3] *= r_showbboxes.value;
4912 color[3] = bound(0, color[3], 1);
4913 GL_DepthTest(!r_showdisabledepthtest.integer);
4914 GL_CullFace(r_refdef.view.cullface_front);
4915 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4921 static void R_DrawEntityBBoxes(void)
4924 prvm_edict_t *edict;
4926 prvm_prog_t *prog_save = prog;
4928 // this function draws bounding boxes of server entities
4934 for (i = 0;i < prog->num_edicts;i++)
4936 edict = PRVM_EDICT_NUM(i);
4937 if (edict->priv.server->free)
4939 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4940 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4942 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4944 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4945 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4951 unsigned short nomodelelements[24] =
4963 float nomodelvertex3f[6*3] =
4973 float nomodelcolor4f[6*4] =
4975 0.0f, 0.0f, 0.5f, 1.0f,
4976 0.0f, 0.0f, 0.5f, 1.0f,
4977 0.0f, 0.5f, 0.0f, 1.0f,
4978 0.0f, 0.5f, 0.0f, 1.0f,
4979 0.5f, 0.0f, 0.0f, 1.0f,
4980 0.5f, 0.0f, 0.0f, 1.0f
4983 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4988 // this is only called once per entity so numsurfaces is always 1, and
4989 // surfacelist is always {0}, so this code does not handle batches
4990 R_Mesh_Matrix(&ent->matrix);
4992 if (ent->flags & EF_ADDITIVE)
4994 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4995 GL_DepthMask(false);
4997 else if (ent->alpha < 1)
4999 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5000 GL_DepthMask(false);
5004 GL_BlendFunc(GL_ONE, GL_ZERO);
5007 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5008 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5009 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5010 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5011 R_SetupGenericShader(false);
5012 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5013 if (r_refdef.fogenabled)
5016 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5017 R_Mesh_ColorPointer(color4f, 0, 0);
5018 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5019 f1 = FogPoint_World(org);
5021 for (i = 0, c = color4f;i < 6;i++, c += 4)
5023 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5024 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5025 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5029 else if (ent->alpha != 1)
5031 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5032 R_Mesh_ColorPointer(color4f, 0, 0);
5033 for (i = 0, c = color4f;i < 6;i++, c += 4)
5037 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5038 R_Mesh_ResetTextureState();
5039 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5042 void R_DrawNoModel(entity_render_t *ent)
5045 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5046 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5047 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5049 // R_DrawNoModelCallback(ent, 0);
5052 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5054 vec3_t right1, right2, diff, normal;
5056 VectorSubtract (org2, org1, normal);
5058 // calculate 'right' vector for start
5059 VectorSubtract (r_refdef.view.origin, org1, diff);
5060 CrossProduct (normal, diff, right1);
5061 VectorNormalize (right1);
5063 // calculate 'right' vector for end
5064 VectorSubtract (r_refdef.view.origin, org2, diff);
5065 CrossProduct (normal, diff, right2);
5066 VectorNormalize (right2);
5068 vert[ 0] = org1[0] + width * right1[0];
5069 vert[ 1] = org1[1] + width * right1[1];
5070 vert[ 2] = org1[2] + width * right1[2];
5071 vert[ 3] = org1[0] - width * right1[0];
5072 vert[ 4] = org1[1] - width * right1[1];
5073 vert[ 5] = org1[2] - width * right1[2];
5074 vert[ 6] = org2[0] - width * right2[0];
5075 vert[ 7] = org2[1] - width * right2[1];
5076 vert[ 8] = org2[2] - width * right2[2];
5077 vert[ 9] = org2[0] + width * right2[0];
5078 vert[10] = org2[1] + width * right2[1];
5079 vert[11] = org2[2] + width * right2[2];
5082 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5084 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)
5086 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5090 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5091 fog = FogPoint_World(origin);
5093 R_Mesh_Matrix(&identitymatrix);
5094 GL_BlendFunc(blendfunc1, blendfunc2);
5096 GL_CullFace(GL_NONE);
5098 GL_DepthMask(false);
5099 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5100 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5101 GL_DepthTest(!depthdisable);
5103 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5104 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5105 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5106 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5107 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5108 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5109 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5110 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5111 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5112 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5113 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5114 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5116 R_Mesh_VertexPointer(vertex3f, 0, 0);
5117 R_Mesh_ColorPointer(NULL, 0, 0);
5118 R_Mesh_ResetTextureState();
5119 R_SetupGenericShader(true);
5120 R_Mesh_TexBind(0, R_GetTexture(texture));
5121 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5122 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5123 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5124 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5126 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5128 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5129 GL_BlendFunc(blendfunc1, GL_ONE);
5131 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5132 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5136 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5141 VectorSet(v, x, y, z);
5142 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5143 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5145 if (i == mesh->numvertices)
5147 if (mesh->numvertices < mesh->maxvertices)
5149 VectorCopy(v, vertex3f);
5150 mesh->numvertices++;
5152 return mesh->numvertices;
5158 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5162 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5163 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5164 e = mesh->element3i + mesh->numtriangles * 3;
5165 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5167 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5168 if (mesh->numtriangles < mesh->maxtriangles)
5173 mesh->numtriangles++;
5175 element[1] = element[2];
5179 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5183 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5184 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5185 e = mesh->element3i + mesh->numtriangles * 3;
5186 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5188 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5189 if (mesh->numtriangles < mesh->maxtriangles)
5194 mesh->numtriangles++;
5196 element[1] = element[2];
5200 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5201 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5203 int planenum, planenum2;
5206 mplane_t *plane, *plane2;
5208 double temppoints[2][256*3];
5209 // figure out how large a bounding box we need to properly compute this brush
5211 for (w = 0;w < numplanes;w++)
5212 maxdist = max(maxdist, planes[w].dist);
5213 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5214 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5215 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5219 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5220 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5222 if (planenum2 == planenum)
5224 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);
5227 if (tempnumpoints < 3)
5229 // generate elements forming a triangle fan for this polygon
5230 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5234 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)
5236 texturelayer_t *layer;
5237 layer = t->currentlayers + t->currentnumlayers++;
5239 layer->depthmask = depthmask;
5240 layer->blendfunc1 = blendfunc1;
5241 layer->blendfunc2 = blendfunc2;
5242 layer->texture = texture;
5243 layer->texmatrix = *matrix;
5244 layer->color[0] = r * r_refdef.view.colorscale;
5245 layer->color[1] = g * r_refdef.view.colorscale;
5246 layer->color[2] = b * r_refdef.view.colorscale;
5247 layer->color[3] = a;
5250 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5253 index = parms[2] + r_refdef.scene.time * parms[3];
5254 index -= floor(index);
5258 case Q3WAVEFUNC_NONE:
5259 case Q3WAVEFUNC_NOISE:
5260 case Q3WAVEFUNC_COUNT:
5263 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5264 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5265 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5266 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5267 case Q3WAVEFUNC_TRIANGLE:
5269 f = index - floor(index);
5280 return (float)(parms[0] + parms[1] * f);
5283 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5288 matrix4x4_t matrix, temp;
5289 switch(tcmod->tcmod)
5293 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5294 matrix = r_waterscrollmatrix;
5296 matrix = identitymatrix;
5298 case Q3TCMOD_ENTITYTRANSLATE:
5299 // this is used in Q3 to allow the gamecode to control texcoord
5300 // scrolling on the entity, which is not supported in darkplaces yet.
5301 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5303 case Q3TCMOD_ROTATE:
5304 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5305 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5306 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5309 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5311 case Q3TCMOD_SCROLL:
5312 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5314 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5315 w = (int) tcmod->parms[0];
5316 h = (int) tcmod->parms[1];
5317 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5319 idx = (int) floor(f * w * h);
5320 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5322 case Q3TCMOD_STRETCH:
5323 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5324 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5326 case Q3TCMOD_TRANSFORM:
5327 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5328 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5329 VectorSet(tcmat + 6, 0 , 0 , 1);
5330 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5331 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5333 case Q3TCMOD_TURBULENT:
5334 // this is handled in the RSurf_PrepareVertices function
5335 matrix = identitymatrix;
5339 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5342 texture_t *R_GetCurrentTexture(texture_t *t)
5345 const entity_render_t *ent = rsurface.entity;
5346 dp_model_t *model = ent->model;
5347 q3shaderinfo_layer_tcmod_t *tcmod;
5349 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5350 return t->currentframe;
5351 t->update_lastrenderframe = r_frame;
5352 t->update_lastrenderentity = (void *)ent;
5354 // switch to an alternate material if this is a q1bsp animated material
5356 texture_t *texture = t;
5357 int s = ent->skinnum;
5358 if ((unsigned int)s >= (unsigned int)model->numskins)
5360 if (model->skinscenes)
5362 if (model->skinscenes[s].framecount > 1)
5363 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5365 s = model->skinscenes[s].firstframe;
5368 t = t + s * model->num_surfaces;
5371 // use an alternate animation if the entity's frame is not 0,
5372 // and only if the texture has an alternate animation
5373 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5374 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5376 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5378 texture->currentframe = t;
5381 // update currentskinframe to be a qw skin or animation frame
5382 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"))
5384 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5386 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5387 if (developer_loading.integer)
5388 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5389 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);
5391 t->currentskinframe = r_qwskincache_skinframe[i];
5392 if (t->currentskinframe == NULL)
5393 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5395 else if (t->numskinframes >= 2)
5396 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5397 if (t->backgroundnumskinframes >= 2)
5398 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5400 t->currentmaterialflags = t->basematerialflags;
5401 t->currentalpha = ent->alpha;
5402 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5403 t->currentalpha *= r_wateralpha.value;
5404 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5405 t->currentalpha *= t->r_water_wateralpha;
5406 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5407 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5408 if (!(ent->flags & RENDER_LIGHT))
5409 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5410 else if (rsurface.modeltexcoordlightmap2f == NULL)
5412 // pick a model lighting mode
5413 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5414 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5416 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5418 if (ent->effects & EF_ADDITIVE)
5419 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5420 else if (t->currentalpha < 1)
5421 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5422 if (ent->effects & EF_DOUBLESIDED)
5423 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5424 if (ent->effects & EF_NODEPTHTEST)
5425 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5426 if (ent->flags & RENDER_VIEWMODEL)
5427 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5428 if (t->backgroundnumskinframes)
5429 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5430 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5432 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5433 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5436 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5438 // there is no tcmod
5439 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5441 t->currenttexmatrix = r_waterscrollmatrix;
5442 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5446 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5447 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5450 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5451 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5452 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5453 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5455 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5456 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5457 t->glosstexture = r_texture_black;
5458 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5459 t->backgroundglosstexture = r_texture_black;
5460 t->specularpower = r_shadow_glossexponent.value;
5461 // TODO: store reference values for these in the texture?
5462 t->specularscale = 0;
5463 if (r_shadow_gloss.integer > 0)
5465 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5467 if (r_shadow_glossintensity.value > 0)
5469 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5470 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5471 t->specularscale = r_shadow_glossintensity.value;
5474 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5476 t->glosstexture = r_texture_white;
5477 t->backgroundglosstexture = r_texture_white;
5478 t->specularscale = r_shadow_gloss2intensity.value;
5482 // lightmaps mode looks bad with dlights using actual texturing, so turn
5483 // off the colormap and glossmap, but leave the normalmap on as it still
5484 // accurately represents the shading involved
5485 if (gl_lightmaps.integer)
5487 t->basetexture = r_texture_grey128;
5488 t->backgroundbasetexture = NULL;
5489 t->specularscale = 0;
5490 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5493 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5494 VectorClear(t->dlightcolor);
5495 t->currentnumlayers = 0;
5496 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5499 int blendfunc1, blendfunc2;
5501 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5503 blendfunc1 = GL_SRC_ALPHA;
5504 blendfunc2 = GL_ONE;
5506 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5508 blendfunc1 = GL_SRC_ALPHA;
5509 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5511 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5513 blendfunc1 = t->customblendfunc[0];
5514 blendfunc2 = t->customblendfunc[1];
5518 blendfunc1 = GL_ONE;
5519 blendfunc2 = GL_ZERO;
5521 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5522 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5523 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5524 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5526 // fullbright is not affected by r_refdef.lightmapintensity
5527 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]);
5528 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5529 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]);
5530 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5531 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]);
5535 vec3_t ambientcolor;
5537 // set the color tint used for lights affecting this surface
5538 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5540 // q3bsp has no lightmap updates, so the lightstylevalue that
5541 // would normally be baked into the lightmap must be
5542 // applied to the color
5543 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5544 if (ent->model->type == mod_brushq3)
5545 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5546 colorscale *= r_refdef.lightmapintensity;
5547 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5548 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5549 // basic lit geometry
5550 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]);
5551 // add pants/shirt if needed
5552 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5553 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]);
5554 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5555 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]);
5556 // now add ambient passes if needed
5557 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5559 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]);
5560 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5561 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]);
5562 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5563 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]);
5566 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5567 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]);
5568 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5570 // if this is opaque use alpha blend which will darken the earlier
5573 // if this is an alpha blended material, all the earlier passes
5574 // were darkened by fog already, so we only need to add the fog
5575 // color ontop through the fog mask texture
5577 // if this is an additive blended material, all the earlier passes
5578 // were darkened by fog already, and we should not add fog color
5579 // (because the background was not darkened, there is no fog color
5580 // that was lost behind it).
5581 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]);
5585 return t->currentframe;
5588 rsurfacestate_t rsurface;
5590 void R_Mesh_ResizeArrays(int newvertices)
5593 if (rsurface.array_size >= newvertices)
5595 if (rsurface.array_modelvertex3f)
5596 Mem_Free(rsurface.array_modelvertex3f);
5597 rsurface.array_size = (newvertices + 1023) & ~1023;
5598 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5599 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5600 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5601 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5602 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5603 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5604 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5605 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5606 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5607 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5608 rsurface.array_color4f = base + rsurface.array_size * 27;
5609 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5612 void RSurf_ActiveWorldEntity(void)
5614 dp_model_t *model = r_refdef.scene.worldmodel;
5615 //if (rsurface.entity == r_refdef.scene.worldentity)
5617 rsurface.entity = r_refdef.scene.worldentity;
5618 if (rsurface.array_size < model->surfmesh.num_vertices)
5619 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5620 rsurface.matrix = identitymatrix;
5621 rsurface.inversematrix = identitymatrix;
5622 R_Mesh_Matrix(&identitymatrix);
5623 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5624 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5625 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5626 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5627 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5628 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5629 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5630 rsurface.frameblend[0].lerp = 1;
5631 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5632 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5633 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5634 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5635 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5636 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5637 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5638 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5639 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5640 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5641 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5642 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5643 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5644 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5645 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5646 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5647 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5648 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5649 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5650 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5651 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5652 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5653 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5654 rsurface.modelelement3i = model->surfmesh.data_element3i;
5655 rsurface.modelelement3s = model->surfmesh.data_element3s;
5656 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5657 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5658 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5659 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5660 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5661 rsurface.modelsurfaces = model->data_surfaces;
5662 rsurface.generatedvertex = false;
5663 rsurface.vertex3f = rsurface.modelvertex3f;
5664 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5665 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5666 rsurface.svector3f = rsurface.modelsvector3f;
5667 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5668 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5669 rsurface.tvector3f = rsurface.modeltvector3f;
5670 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5671 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5672 rsurface.normal3f = rsurface.modelnormal3f;
5673 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5674 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5675 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5678 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5680 dp_model_t *model = ent->model;
5681 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5683 rsurface.entity = (entity_render_t *)ent;
5684 if (rsurface.array_size < model->surfmesh.num_vertices)
5685 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5686 rsurface.matrix = ent->matrix;
5687 rsurface.inversematrix = ent->inversematrix;
5688 R_Mesh_Matrix(&rsurface.matrix);
5689 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5690 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5691 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5692 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5693 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5694 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5695 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5696 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5697 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5698 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5699 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5700 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5701 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5702 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5703 if (ent->model->brush.submodel)
5705 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5706 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5708 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5710 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5712 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5713 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5714 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5715 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5717 else if (wanttangents)
5719 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5720 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5721 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5722 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5723 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5725 else if (wantnormals)
5727 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5728 rsurface.modelsvector3f = NULL;
5729 rsurface.modeltvector3f = NULL;
5730 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5731 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5735 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5736 rsurface.modelsvector3f = NULL;
5737 rsurface.modeltvector3f = NULL;
5738 rsurface.modelnormal3f = NULL;
5739 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5741 rsurface.modelvertex3f_bufferobject = 0;
5742 rsurface.modelvertex3f_bufferoffset = 0;
5743 rsurface.modelsvector3f_bufferobject = 0;
5744 rsurface.modelsvector3f_bufferoffset = 0;
5745 rsurface.modeltvector3f_bufferobject = 0;
5746 rsurface.modeltvector3f_bufferoffset = 0;
5747 rsurface.modelnormal3f_bufferobject = 0;
5748 rsurface.modelnormal3f_bufferoffset = 0;
5749 rsurface.generatedvertex = true;
5753 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5754 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5755 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5756 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5757 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5758 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5759 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5760 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5761 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5762 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5763 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5764 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5765 rsurface.generatedvertex = false;
5767 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5768 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5769 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5770 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5771 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5772 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5773 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5774 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5775 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5776 rsurface.modelelement3i = model->surfmesh.data_element3i;
5777 rsurface.modelelement3s = model->surfmesh.data_element3s;
5778 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5779 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5780 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5781 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5782 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5783 rsurface.modelsurfaces = model->data_surfaces;
5784 rsurface.vertex3f = rsurface.modelvertex3f;
5785 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5786 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5787 rsurface.svector3f = rsurface.modelsvector3f;
5788 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5789 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5790 rsurface.tvector3f = rsurface.modeltvector3f;
5791 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5792 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5793 rsurface.normal3f = rsurface.modelnormal3f;
5794 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5795 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5796 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5799 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5800 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5803 int texturesurfaceindex;
5808 const float *v1, *in_tc;
5810 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5812 q3shaderinfo_deform_t *deform;
5813 // 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
5814 if (rsurface.generatedvertex)
5816 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5817 generatenormals = true;
5818 for (i = 0;i < Q3MAXDEFORMS;i++)
5820 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5822 generatetangents = true;
5823 generatenormals = true;
5825 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5826 generatenormals = true;
5828 if (generatenormals && !rsurface.modelnormal3f)
5830 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5831 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5832 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5833 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5835 if (generatetangents && !rsurface.modelsvector3f)
5837 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5838 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5839 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5840 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5841 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5842 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5843 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5846 rsurface.vertex3f = rsurface.modelvertex3f;
5847 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5848 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5849 rsurface.svector3f = rsurface.modelsvector3f;
5850 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5851 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5852 rsurface.tvector3f = rsurface.modeltvector3f;
5853 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5854 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5855 rsurface.normal3f = rsurface.modelnormal3f;
5856 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5857 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5858 // if vertices are deformed (sprite flares and things in maps, possibly
5859 // water waves, bulges and other deformations), generate them into
5860 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5861 // (may be static model data or generated data for an animated model, or
5862 // the previous deform pass)
5863 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5865 switch (deform->deform)
5868 case Q3DEFORM_PROJECTIONSHADOW:
5869 case Q3DEFORM_TEXT0:
5870 case Q3DEFORM_TEXT1:
5871 case Q3DEFORM_TEXT2:
5872 case Q3DEFORM_TEXT3:
5873 case Q3DEFORM_TEXT4:
5874 case Q3DEFORM_TEXT5:
5875 case Q3DEFORM_TEXT6:
5876 case Q3DEFORM_TEXT7:
5879 case Q3DEFORM_AUTOSPRITE:
5880 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5881 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5882 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5883 VectorNormalize(newforward);
5884 VectorNormalize(newright);
5885 VectorNormalize(newup);
5886 // make deformed versions of only the model vertices used by the specified surfaces
5887 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5889 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5890 // a single autosprite surface can contain multiple sprites...
5891 for (j = 0;j < surface->num_vertices - 3;j += 4)
5893 VectorClear(center);
5894 for (i = 0;i < 4;i++)
5895 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5896 VectorScale(center, 0.25f, center);
5897 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5898 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5899 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5900 for (i = 0;i < 4;i++)
5902 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5903 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5906 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5907 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5909 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5910 rsurface.vertex3f_bufferobject = 0;
5911 rsurface.vertex3f_bufferoffset = 0;
5912 rsurface.svector3f = rsurface.array_deformedsvector3f;
5913 rsurface.svector3f_bufferobject = 0;
5914 rsurface.svector3f_bufferoffset = 0;
5915 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5916 rsurface.tvector3f_bufferobject = 0;
5917 rsurface.tvector3f_bufferoffset = 0;
5918 rsurface.normal3f = rsurface.array_deformednormal3f;
5919 rsurface.normal3f_bufferobject = 0;
5920 rsurface.normal3f_bufferoffset = 0;
5922 case Q3DEFORM_AUTOSPRITE2:
5923 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5924 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5925 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5926 VectorNormalize(newforward);
5927 VectorNormalize(newright);
5928 VectorNormalize(newup);
5929 // make deformed versions of only the model vertices used by the specified surfaces
5930 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5932 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5933 const float *v1, *v2;
5943 memset(shortest, 0, sizeof(shortest));
5944 // a single autosprite surface can contain multiple sprites...
5945 for (j = 0;j < surface->num_vertices - 3;j += 4)
5947 VectorClear(center);
5948 for (i = 0;i < 4;i++)
5949 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5950 VectorScale(center, 0.25f, center);
5951 // find the two shortest edges, then use them to define the
5952 // axis vectors for rotating around the central axis
5953 for (i = 0;i < 6;i++)
5955 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5956 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5958 Debug_PolygonBegin(NULL, 0);
5959 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5960 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);
5961 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5964 l = VectorDistance2(v1, v2);
5965 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5967 l += (1.0f / 1024.0f);
5968 if (shortest[0].length2 > l || i == 0)
5970 shortest[1] = shortest[0];
5971 shortest[0].length2 = l;
5972 shortest[0].v1 = v1;
5973 shortest[0].v2 = v2;
5975 else if (shortest[1].length2 > l || i == 1)
5977 shortest[1].length2 = l;
5978 shortest[1].v1 = v1;
5979 shortest[1].v2 = v2;
5982 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5983 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5985 Debug_PolygonBegin(NULL, 0);
5986 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5987 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);
5988 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5991 // this calculates the right vector from the shortest edge
5992 // and the up vector from the edge midpoints
5993 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5994 VectorNormalize(right);
5995 VectorSubtract(end, start, up);
5996 VectorNormalize(up);
5997 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5998 VectorSubtract(rsurface.modelorg, center, forward);
5999 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6000 VectorNegate(forward, forward);
6001 VectorReflect(forward, 0, up, forward);
6002 VectorNormalize(forward);
6003 CrossProduct(up, forward, newright);
6004 VectorNormalize(newright);
6006 Debug_PolygonBegin(NULL, 0);
6007 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);
6008 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6009 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6013 Debug_PolygonBegin(NULL, 0);
6014 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6015 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6016 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6019 // rotate the quad around the up axis vector, this is made
6020 // especially easy by the fact we know the quad is flat,
6021 // so we only have to subtract the center position and
6022 // measure distance along the right vector, and then
6023 // multiply that by the newright vector and add back the
6025 // we also need to subtract the old position to undo the
6026 // displacement from the center, which we do with a
6027 // DotProduct, the subtraction/addition of center is also
6028 // optimized into DotProducts here
6029 l = DotProduct(right, center);
6030 for (i = 0;i < 4;i++)
6032 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6033 f = DotProduct(right, v1) - l;
6034 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6037 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6038 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6040 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6041 rsurface.vertex3f_bufferobject = 0;
6042 rsurface.vertex3f_bufferoffset = 0;
6043 rsurface.svector3f = rsurface.array_deformedsvector3f;
6044 rsurface.svector3f_bufferobject = 0;
6045 rsurface.svector3f_bufferoffset = 0;
6046 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6047 rsurface.tvector3f_bufferobject = 0;
6048 rsurface.tvector3f_bufferoffset = 0;
6049 rsurface.normal3f = rsurface.array_deformednormal3f;
6050 rsurface.normal3f_bufferobject = 0;
6051 rsurface.normal3f_bufferoffset = 0;
6053 case Q3DEFORM_NORMAL:
6054 // deform the normals to make reflections wavey
6055 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6057 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6058 for (j = 0;j < surface->num_vertices;j++)
6061 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6062 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6063 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6064 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6065 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6066 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6067 VectorNormalize(normal);
6069 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6071 rsurface.svector3f = rsurface.array_deformedsvector3f;
6072 rsurface.svector3f_bufferobject = 0;
6073 rsurface.svector3f_bufferoffset = 0;
6074 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6075 rsurface.tvector3f_bufferobject = 0;
6076 rsurface.tvector3f_bufferoffset = 0;
6077 rsurface.normal3f = rsurface.array_deformednormal3f;
6078 rsurface.normal3f_bufferobject = 0;
6079 rsurface.normal3f_bufferoffset = 0;
6082 // deform vertex array to make wavey water and flags and such
6083 waveparms[0] = deform->waveparms[0];
6084 waveparms[1] = deform->waveparms[1];
6085 waveparms[2] = deform->waveparms[2];
6086 waveparms[3] = deform->waveparms[3];
6087 // this is how a divisor of vertex influence on deformation
6088 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6089 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6090 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6092 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6093 for (j = 0;j < surface->num_vertices;j++)
6095 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6096 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6097 // if the wavefunc depends on time, evaluate it per-vertex
6100 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6101 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6103 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6106 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6107 rsurface.vertex3f_bufferobject = 0;
6108 rsurface.vertex3f_bufferoffset = 0;
6110 case Q3DEFORM_BULGE:
6111 // deform vertex array to make the surface have moving bulges
6112 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6114 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6115 for (j = 0;j < surface->num_vertices;j++)
6117 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6118 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6121 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6122 rsurface.vertex3f_bufferobject = 0;
6123 rsurface.vertex3f_bufferoffset = 0;
6126 // deform vertex array
6127 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6128 VectorScale(deform->parms, scale, waveparms);
6129 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6131 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6132 for (j = 0;j < surface->num_vertices;j++)
6133 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6135 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6136 rsurface.vertex3f_bufferobject = 0;
6137 rsurface.vertex3f_bufferoffset = 0;
6141 // generate texcoords based on the chosen texcoord source
6142 switch(rsurface.texture->tcgen.tcgen)
6145 case Q3TCGEN_TEXTURE:
6146 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6147 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6148 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6150 case Q3TCGEN_LIGHTMAP:
6151 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6152 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6153 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6155 case Q3TCGEN_VECTOR:
6156 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6158 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6159 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)
6161 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6162 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6165 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6166 rsurface.texcoordtexture2f_bufferobject = 0;
6167 rsurface.texcoordtexture2f_bufferoffset = 0;
6169 case Q3TCGEN_ENVIRONMENT:
6170 // make environment reflections using a spheremap
6171 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6173 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6174 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6175 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6176 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6177 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6179 // identical to Q3A's method, but executed in worldspace so
6180 // carried models can be shiny too
6182 float viewer[3], d, reflected[3], worldreflected[3];
6184 VectorSubtract(rsurface.modelorg, vertex, viewer);
6185 // VectorNormalize(viewer);
6187 d = DotProduct(normal, viewer);
6189 reflected[0] = normal[0]*2*d - viewer[0];
6190 reflected[1] = normal[1]*2*d - viewer[1];
6191 reflected[2] = normal[2]*2*d - viewer[2];
6192 // note: this is proportinal to viewer, so we can normalize later
6194 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6195 VectorNormalize(worldreflected);
6197 // note: this sphere map only uses world x and z!
6198 // so positive and negative y will LOOK THE SAME.
6199 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6200 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6203 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6204 rsurface.texcoordtexture2f_bufferobject = 0;
6205 rsurface.texcoordtexture2f_bufferoffset = 0;
6208 // the only tcmod that needs software vertex processing is turbulent, so
6209 // check for it here and apply the changes if needed
6210 // and we only support that as the first one
6211 // (handling a mixture of turbulent and other tcmods would be problematic
6212 // without punting it entirely to a software path)
6213 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6215 amplitude = rsurface.texture->tcmods[0].parms[1];
6216 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6217 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6220 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)
6222 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6223 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6226 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6227 rsurface.texcoordtexture2f_bufferobject = 0;
6228 rsurface.texcoordtexture2f_bufferoffset = 0;
6230 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6231 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6232 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6233 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6236 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6239 const msurface_t *surface = texturesurfacelist[0];
6240 const msurface_t *surface2;
6245 // TODO: lock all array ranges before render, rather than on each surface
6246 if (texturenumsurfaces == 1)
6248 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6249 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);
6251 else if (r_batchmode.integer == 2)
6253 #define MAXBATCHTRIANGLES 4096
6254 int batchtriangles = 0;
6255 int batchelements[MAXBATCHTRIANGLES*3];
6256 for (i = 0;i < texturenumsurfaces;i = j)
6258 surface = texturesurfacelist[i];
6260 if (surface->num_triangles > MAXBATCHTRIANGLES)
6262 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);
6265 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6266 batchtriangles = surface->num_triangles;
6267 firstvertex = surface->num_firstvertex;
6268 endvertex = surface->num_firstvertex + surface->num_vertices;
6269 for (;j < texturenumsurfaces;j++)
6271 surface2 = texturesurfacelist[j];
6272 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6274 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6275 batchtriangles += surface2->num_triangles;
6276 firstvertex = min(firstvertex, surface2->num_firstvertex);
6277 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6279 surface2 = texturesurfacelist[j-1];
6280 numvertices = endvertex - firstvertex;
6281 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6284 else if (r_batchmode.integer == 1)
6286 for (i = 0;i < texturenumsurfaces;i = j)
6288 surface = texturesurfacelist[i];
6289 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6290 if (texturesurfacelist[j] != surface2)
6292 surface2 = texturesurfacelist[j-1];
6293 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6294 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6295 GL_LockArrays(surface->num_firstvertex, numvertices);
6296 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6301 for (i = 0;i < texturenumsurfaces;i++)
6303 surface = texturesurfacelist[i];
6304 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6305 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);
6310 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6312 int i, planeindex, vertexindex;
6316 r_waterstate_waterplane_t *p, *bestp;
6317 msurface_t *surface;
6318 if (r_waterstate.renderingscene)
6320 for (i = 0;i < texturenumsurfaces;i++)
6322 surface = texturesurfacelist[i];
6323 if (lightmaptexunit >= 0)
6324 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6325 if (deluxemaptexunit >= 0)
6326 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6327 // pick the closest matching water plane
6330 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6333 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6335 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6336 d += fabs(PlaneDiff(vert, &p->plane));
6338 if (bestd > d || !bestp)
6346 if (refractiontexunit >= 0)
6347 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6348 if (reflectiontexunit >= 0)
6349 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6353 if (refractiontexunit >= 0)
6354 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6355 if (reflectiontexunit >= 0)
6356 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6358 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6359 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);
6363 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6367 const msurface_t *surface = texturesurfacelist[0];
6368 const msurface_t *surface2;
6373 // TODO: lock all array ranges before render, rather than on each surface
6374 if (texturenumsurfaces == 1)
6376 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6377 if (deluxemaptexunit >= 0)
6378 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6379 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6380 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);
6382 else if (r_batchmode.integer == 2)
6384 #define MAXBATCHTRIANGLES 4096
6385 int batchtriangles = 0;
6386 int batchelements[MAXBATCHTRIANGLES*3];
6387 for (i = 0;i < texturenumsurfaces;i = j)
6389 surface = texturesurfacelist[i];
6390 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6391 if (deluxemaptexunit >= 0)
6392 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6394 if (surface->num_triangles > MAXBATCHTRIANGLES)
6396 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);
6399 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6400 batchtriangles = surface->num_triangles;
6401 firstvertex = surface->num_firstvertex;
6402 endvertex = surface->num_firstvertex + surface->num_vertices;
6403 for (;j < texturenumsurfaces;j++)
6405 surface2 = texturesurfacelist[j];
6406 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6408 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6409 batchtriangles += surface2->num_triangles;
6410 firstvertex = min(firstvertex, surface2->num_firstvertex);
6411 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6413 surface2 = texturesurfacelist[j-1];
6414 numvertices = endvertex - firstvertex;
6415 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6418 else if (r_batchmode.integer == 1)
6421 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6422 for (i = 0;i < texturenumsurfaces;i = j)
6424 surface = texturesurfacelist[i];
6425 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6426 if (texturesurfacelist[j] != surface2)
6428 Con_Printf(" %i", j - i);
6431 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6433 for (i = 0;i < texturenumsurfaces;i = j)
6435 surface = texturesurfacelist[i];
6436 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6437 if (deluxemaptexunit >= 0)
6438 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6439 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6440 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6443 Con_Printf(" %i", j - i);
6445 surface2 = texturesurfacelist[j-1];
6446 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6447 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6448 GL_LockArrays(surface->num_firstvertex, numvertices);
6449 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6457 for (i = 0;i < texturenumsurfaces;i++)
6459 surface = texturesurfacelist[i];
6460 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6461 if (deluxemaptexunit >= 0)
6462 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6463 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6464 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);
6469 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6472 int texturesurfaceindex;
6473 if (r_showsurfaces.integer == 2)
6475 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6477 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6478 for (j = 0;j < surface->num_triangles;j++)
6480 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6481 GL_Color(f, f, f, 1);
6482 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6488 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6490 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6491 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6492 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);
6493 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6494 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);
6499 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6501 int texturesurfaceindex;
6504 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6506 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6507 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)
6515 rsurface.lightmapcolor4f = rsurface.array_color4f;
6516 rsurface.lightmapcolor4f_bufferobject = 0;
6517 rsurface.lightmapcolor4f_bufferoffset = 0;
6520 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6522 int texturesurfaceindex;
6526 if (rsurface.lightmapcolor4f)
6528 // generate color arrays for the surfaces in this list
6529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6531 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6532 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)
6534 f = FogPoint_Model(v);
6544 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6546 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6547 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)
6549 f = FogPoint_Model(v);
6557 rsurface.lightmapcolor4f = rsurface.array_color4f;
6558 rsurface.lightmapcolor4f_bufferobject = 0;
6559 rsurface.lightmapcolor4f_bufferoffset = 0;
6562 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6564 int texturesurfaceindex;
6568 if (!rsurface.lightmapcolor4f)
6570 // generate color arrays for the surfaces in this list
6571 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6573 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6574 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)
6576 f = FogPoint_Model(v);
6577 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6578 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6579 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6583 rsurface.lightmapcolor4f = rsurface.array_color4f;
6584 rsurface.lightmapcolor4f_bufferobject = 0;
6585 rsurface.lightmapcolor4f_bufferoffset = 0;
6588 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6590 int texturesurfaceindex;
6593 if (!rsurface.lightmapcolor4f)
6595 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6597 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6598 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)
6606 rsurface.lightmapcolor4f = rsurface.array_color4f;
6607 rsurface.lightmapcolor4f_bufferobject = 0;
6608 rsurface.lightmapcolor4f_bufferoffset = 0;
6611 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6613 int texturesurfaceindex;
6616 if (!rsurface.lightmapcolor4f)
6618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6621 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6623 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6624 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6625 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6629 rsurface.lightmapcolor4f = rsurface.array_color4f;
6630 rsurface.lightmapcolor4f_bufferobject = 0;
6631 rsurface.lightmapcolor4f_bufferoffset = 0;
6634 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6637 rsurface.lightmapcolor4f = NULL;
6638 rsurface.lightmapcolor4f_bufferobject = 0;
6639 rsurface.lightmapcolor4f_bufferoffset = 0;
6640 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6641 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6642 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6643 GL_Color(r, g, b, a);
6644 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6647 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6649 // TODO: optimize applyfog && applycolor case
6650 // just apply fog if necessary, and tint the fog color array if necessary
6651 rsurface.lightmapcolor4f = NULL;
6652 rsurface.lightmapcolor4f_bufferobject = 0;
6653 rsurface.lightmapcolor4f_bufferoffset = 0;
6654 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6655 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6656 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6657 GL_Color(r, g, b, a);
6658 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6661 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6663 int texturesurfaceindex;
6667 if (texturesurfacelist[0]->lightmapinfo)
6669 // generate color arrays for the surfaces in this list
6670 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6672 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6673 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6675 if (surface->lightmapinfo->samples)
6677 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6678 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6679 VectorScale(lm, scale, c);
6680 if (surface->lightmapinfo->styles[1] != 255)
6682 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6684 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6685 VectorMA(c, scale, lm, c);
6686 if (surface->lightmapinfo->styles[2] != 255)
6689 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6690 VectorMA(c, scale, lm, c);
6691 if (surface->lightmapinfo->styles[3] != 255)
6694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6695 VectorMA(c, scale, lm, c);
6705 rsurface.lightmapcolor4f = rsurface.array_color4f;
6706 rsurface.lightmapcolor4f_bufferobject = 0;
6707 rsurface.lightmapcolor4f_bufferoffset = 0;
6711 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6712 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6713 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6715 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6716 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6717 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6718 GL_Color(r, g, b, a);
6719 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6722 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6724 int texturesurfaceindex;
6727 float *v, *c, *c2, alpha;
6728 vec3_t ambientcolor;
6729 vec3_t diffusecolor;
6733 VectorCopy(rsurface.modellight_lightdir, lightdir);
6734 f = 0.5f * r_refdef.lightmapintensity;
6735 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6736 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6737 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6738 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6739 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6740 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6742 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6744 // generate color arrays for the surfaces in this list
6745 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6747 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6748 int numverts = surface->num_vertices;
6749 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6750 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6751 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6752 // q3-style directional shading
6753 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6755 if ((f = DotProduct(c2, lightdir)) > 0)
6756 VectorMA(ambientcolor, f, diffusecolor, c);
6758 VectorCopy(ambientcolor, c);
6766 rsurface.lightmapcolor4f = rsurface.array_color4f;
6767 rsurface.lightmapcolor4f_bufferobject = 0;
6768 rsurface.lightmapcolor4f_bufferoffset = 0;
6769 *applycolor = false;
6773 *r = ambientcolor[0];
6774 *g = ambientcolor[1];
6775 *b = ambientcolor[2];
6776 rsurface.lightmapcolor4f = NULL;
6777 rsurface.lightmapcolor4f_bufferobject = 0;
6778 rsurface.lightmapcolor4f_bufferoffset = 0;
6782 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6784 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6785 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6786 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6787 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6788 GL_Color(r, g, b, a);
6789 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6792 void RSurf_SetupDepthAndCulling(void)
6794 // submodels are biased to avoid z-fighting with world surfaces that they
6795 // may be exactly overlapping (avoids z-fighting artifacts on certain
6796 // doors and things in Quake maps)
6797 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6798 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6799 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6800 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6803 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6805 // transparent sky would be ridiculous
6806 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6808 R_SetupGenericShader(false);
6811 skyrendernow = false;
6812 // we have to force off the water clipping plane while rendering sky
6816 // restore entity matrix
6817 R_Mesh_Matrix(&rsurface.matrix);
6819 RSurf_SetupDepthAndCulling();
6821 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6822 // skymasking on them, and Quake3 never did sky masking (unlike
6823 // software Quake and software Quake2), so disable the sky masking
6824 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6825 // and skymasking also looks very bad when noclipping outside the
6826 // level, so don't use it then either.
6827 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6829 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6830 R_Mesh_ColorPointer(NULL, 0, 0);
6831 R_Mesh_ResetTextureState();
6832 if (skyrendermasked)
6834 R_SetupDepthOrShadowShader();
6835 // depth-only (masking)
6836 GL_ColorMask(0,0,0,0);
6837 // just to make sure that braindead drivers don't draw
6838 // anything despite that colormask...
6839 GL_BlendFunc(GL_ZERO, GL_ONE);
6843 R_SetupGenericShader(false);
6845 GL_BlendFunc(GL_ONE, GL_ZERO);
6847 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6848 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6849 if (skyrendermasked)
6850 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6852 R_Mesh_ResetTextureState();
6853 GL_Color(1, 1, 1, 1);
6856 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6858 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6861 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6862 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6863 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6864 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6865 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6866 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6867 if (rsurface.texture->backgroundcurrentskinframe)
6869 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6870 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6871 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6872 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6874 if(rsurface.texture->colormapping)
6876 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6877 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6879 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6880 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6881 R_Mesh_ColorPointer(NULL, 0, 0);
6883 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6885 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6887 // render background
6888 GL_BlendFunc(GL_ONE, GL_ZERO);
6890 GL_AlphaTest(false);
6892 GL_Color(1, 1, 1, 1);
6893 R_Mesh_ColorPointer(NULL, 0, 0);
6895 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6896 if (r_glsl_permutation)
6898 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6899 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6900 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6901 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6902 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6903 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6904 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);
6906 GL_LockArrays(0, 0);
6908 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6909 GL_DepthMask(false);
6910 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6911 R_Mesh_ColorPointer(NULL, 0, 0);
6913 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6914 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6915 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6918 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6919 if (!r_glsl_permutation)
6922 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6923 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6924 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6925 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6926 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6927 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6929 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6931 GL_BlendFunc(GL_ONE, GL_ZERO);
6933 GL_AlphaTest(false);
6937 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6938 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6939 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6942 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6944 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6945 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);
6947 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6951 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6952 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);
6954 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6956 GL_LockArrays(0, 0);
6959 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6961 // OpenGL 1.3 path - anything not completely ancient
6962 int texturesurfaceindex;
6963 qboolean applycolor;
6967 const texturelayer_t *layer;
6968 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6970 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6973 int layertexrgbscale;
6974 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6976 if (layerindex == 0)
6980 GL_AlphaTest(false);
6981 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6984 GL_DepthMask(layer->depthmask && writedepth);
6985 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6986 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6988 layertexrgbscale = 4;
6989 VectorScale(layer->color, 0.25f, layercolor);
6991 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6993 layertexrgbscale = 2;
6994 VectorScale(layer->color, 0.5f, layercolor);
6998 layertexrgbscale = 1;
6999 VectorScale(layer->color, 1.0f, layercolor);
7001 layercolor[3] = layer->color[3];
7002 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7003 R_Mesh_ColorPointer(NULL, 0, 0);
7004 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7005 switch (layer->type)
7007 case TEXTURELAYERTYPE_LITTEXTURE:
7008 memset(&m, 0, sizeof(m));
7009 m.tex[0] = R_GetTexture(r_texture_white);
7010 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7011 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7012 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7013 m.tex[1] = R_GetTexture(layer->texture);
7014 m.texmatrix[1] = layer->texmatrix;
7015 m.texrgbscale[1] = layertexrgbscale;
7016 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7017 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7018 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7019 R_Mesh_TextureState(&m);
7020 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7021 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7022 else if (rsurface.uselightmaptexture)
7023 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7025 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7027 case TEXTURELAYERTYPE_TEXTURE:
7028 memset(&m, 0, sizeof(m));
7029 m.tex[0] = R_GetTexture(layer->texture);
7030 m.texmatrix[0] = layer->texmatrix;
7031 m.texrgbscale[0] = layertexrgbscale;
7032 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7033 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7034 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7035 R_Mesh_TextureState(&m);
7036 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7038 case TEXTURELAYERTYPE_FOG:
7039 memset(&m, 0, sizeof(m));
7040 m.texrgbscale[0] = layertexrgbscale;
7043 m.tex[0] = R_GetTexture(layer->texture);
7044 m.texmatrix[0] = layer->texmatrix;
7045 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7046 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7047 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7049 R_Mesh_TextureState(&m);
7050 // generate a color array for the fog pass
7051 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7052 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7056 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7057 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)
7059 f = 1 - FogPoint_Model(v);
7060 c[0] = layercolor[0];
7061 c[1] = layercolor[1];
7062 c[2] = layercolor[2];
7063 c[3] = f * layercolor[3];
7066 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7069 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7071 GL_LockArrays(0, 0);
7074 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7076 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7077 GL_AlphaTest(false);
7081 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7083 // OpenGL 1.1 - crusty old voodoo path
7084 int texturesurfaceindex;
7088 const texturelayer_t *layer;
7089 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7091 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7093 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7095 if (layerindex == 0)
7099 GL_AlphaTest(false);
7100 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7103 GL_DepthMask(layer->depthmask && writedepth);
7104 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7105 R_Mesh_ColorPointer(NULL, 0, 0);
7106 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7107 switch (layer->type)
7109 case TEXTURELAYERTYPE_LITTEXTURE:
7110 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7112 // two-pass lit texture with 2x rgbscale
7113 // first the lightmap pass
7114 memset(&m, 0, sizeof(m));
7115 m.tex[0] = R_GetTexture(r_texture_white);
7116 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7117 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7118 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7119 R_Mesh_TextureState(&m);
7120 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7121 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7122 else if (rsurface.uselightmaptexture)
7123 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7125 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7126 GL_LockArrays(0, 0);
7127 // then apply the texture to it
7128 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7129 memset(&m, 0, sizeof(m));
7130 m.tex[0] = R_GetTexture(layer->texture);
7131 m.texmatrix[0] = layer->texmatrix;
7132 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7133 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7134 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7135 R_Mesh_TextureState(&m);
7136 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);
7140 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7141 memset(&m, 0, sizeof(m));
7142 m.tex[0] = R_GetTexture(layer->texture);
7143 m.texmatrix[0] = layer->texmatrix;
7144 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7145 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7146 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7147 R_Mesh_TextureState(&m);
7148 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7149 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);
7151 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);
7154 case TEXTURELAYERTYPE_TEXTURE:
7155 // singletexture unlit texture with transparency support
7156 memset(&m, 0, sizeof(m));
7157 m.tex[0] = R_GetTexture(layer->texture);
7158 m.texmatrix[0] = layer->texmatrix;
7159 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7160 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7161 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7162 R_Mesh_TextureState(&m);
7163 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);
7165 case TEXTURELAYERTYPE_FOG:
7166 // singletexture fogging
7167 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7170 memset(&m, 0, sizeof(m));
7171 m.tex[0] = R_GetTexture(layer->texture);
7172 m.texmatrix[0] = layer->texmatrix;
7173 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7174 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7175 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7176 R_Mesh_TextureState(&m);
7179 R_Mesh_ResetTextureState();
7180 // generate a color array for the fog pass
7181 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7185 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7186 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)
7188 f = 1 - FogPoint_Model(v);
7189 c[0] = layer->color[0];
7190 c[1] = layer->color[1];
7191 c[2] = layer->color[2];
7192 c[3] = f * layer->color[3];
7195 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7198 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7200 GL_LockArrays(0, 0);
7203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7205 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7206 GL_AlphaTest(false);
7210 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7214 GL_AlphaTest(false);
7215 R_Mesh_ColorPointer(NULL, 0, 0);
7216 R_Mesh_ResetTextureState();
7217 R_SetupGenericShader(false);
7219 if(rsurface.texture && rsurface.texture->currentskinframe)
7221 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7222 c[3] *= rsurface.texture->currentalpha;
7232 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7234 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7235 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7236 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7239 // brighten it up (as texture value 127 means "unlit")
7240 c[0] *= 2 * r_refdef.view.colorscale;
7241 c[1] *= 2 * r_refdef.view.colorscale;
7242 c[2] *= 2 * r_refdef.view.colorscale;
7244 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7245 c[3] *= r_wateralpha.value;
7247 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7249 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7250 GL_DepthMask(false);
7252 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7254 GL_BlendFunc(GL_ONE, GL_ONE);
7255 GL_DepthMask(false);
7257 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7260 GL_DepthMask(false);
7262 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7264 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7265 GL_DepthMask(false);
7269 GL_BlendFunc(GL_ONE, GL_ZERO);
7270 GL_DepthMask(writedepth);
7273 rsurface.lightmapcolor4f = NULL;
7275 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7277 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7279 rsurface.lightmapcolor4f = NULL;
7280 rsurface.lightmapcolor4f_bufferobject = 0;
7281 rsurface.lightmapcolor4f_bufferoffset = 0;
7283 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7285 qboolean applycolor = true;
7288 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7290 r_refdef.lightmapintensity = 1;
7291 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7292 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7296 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7298 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7299 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7300 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7303 if(!rsurface.lightmapcolor4f)
7304 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7306 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7307 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7308 if(r_refdef.fogenabled)
7309 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7311 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7312 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7315 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7318 RSurf_SetupDepthAndCulling();
7319 if (r_showsurfaces.integer == 3)
7320 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7321 else if (r_glsl.integer && gl_support_fragment_shader)
7322 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7323 else if (gl_combine.integer && r_textureunits.integer >= 2)
7324 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7326 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7330 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7333 RSurf_SetupDepthAndCulling();
7334 if (r_showsurfaces.integer == 3)
7335 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7336 else if (r_glsl.integer && gl_support_fragment_shader)
7337 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7338 else if (gl_combine.integer && r_textureunits.integer >= 2)
7339 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7341 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7345 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7348 int texturenumsurfaces, endsurface;
7350 msurface_t *surface;
7351 msurface_t *texturesurfacelist[1024];
7353 // if the model is static it doesn't matter what value we give for
7354 // wantnormals and wanttangents, so this logic uses only rules applicable
7355 // to a model, knowing that they are meaningless otherwise
7356 if (ent == r_refdef.scene.worldentity)
7357 RSurf_ActiveWorldEntity();
7358 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7359 RSurf_ActiveModelEntity(ent, false, false);
7361 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7363 for (i = 0;i < numsurfaces;i = j)
7366 surface = rsurface.modelsurfaces + surfacelist[i];
7367 texture = surface->texture;
7368 rsurface.texture = R_GetCurrentTexture(texture);
7369 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7370 // scan ahead until we find a different texture
7371 endsurface = min(i + 1024, numsurfaces);
7372 texturenumsurfaces = 0;
7373 texturesurfacelist[texturenumsurfaces++] = surface;
7374 for (;j < endsurface;j++)
7376 surface = rsurface.modelsurfaces + surfacelist[j];
7377 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7379 texturesurfacelist[texturenumsurfaces++] = surface;
7381 // render the range of surfaces
7382 if (ent == r_refdef.scene.worldentity)
7383 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7385 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7387 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7388 GL_AlphaTest(false);
7391 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7393 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7397 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7399 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7401 RSurf_SetupDepthAndCulling();
7402 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7403 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7405 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7407 RSurf_SetupDepthAndCulling();
7408 GL_AlphaTest(false);
7409 R_Mesh_ColorPointer(NULL, 0, 0);
7410 R_Mesh_ResetTextureState();
7411 R_SetupGenericShader(false);
7412 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7414 GL_BlendFunc(GL_ONE, GL_ZERO);
7415 GL_Color(0, 0, 0, 1);
7416 GL_DepthTest(writedepth);
7417 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7419 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7421 RSurf_SetupDepthAndCulling();
7422 GL_AlphaTest(false);
7423 R_Mesh_ColorPointer(NULL, 0, 0);
7424 R_Mesh_ResetTextureState();
7425 R_SetupGenericShader(false);
7426 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7428 GL_BlendFunc(GL_ONE, GL_ZERO);
7430 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7432 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7433 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7434 else if (!rsurface.texture->currentnumlayers)
7436 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7438 // transparent surfaces get pushed off into the transparent queue
7439 int surfacelistindex;
7440 const msurface_t *surface;
7441 vec3_t tempcenter, center;
7442 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7444 surface = texturesurfacelist[surfacelistindex];
7445 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7446 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7447 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7448 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7449 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7454 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7455 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7460 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7464 // break the surface list down into batches by texture and use of lightmapping
7465 for (i = 0;i < numsurfaces;i = j)
7468 // texture is the base texture pointer, rsurface.texture is the
7469 // current frame/skin the texture is directing us to use (for example
7470 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7471 // use skin 1 instead)
7472 texture = surfacelist[i]->texture;
7473 rsurface.texture = R_GetCurrentTexture(texture);
7474 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7475 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7477 // if this texture is not the kind we want, skip ahead to the next one
7478 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7482 // simply scan ahead until we find a different texture or lightmap state
7483 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7485 // render the range of surfaces
7486 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7490 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7495 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7497 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7499 RSurf_SetupDepthAndCulling();
7500 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7501 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7503 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7505 RSurf_SetupDepthAndCulling();
7506 GL_AlphaTest(false);
7507 R_Mesh_ColorPointer(NULL, 0, 0);
7508 R_Mesh_ResetTextureState();
7509 R_SetupGenericShader(false);
7510 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7512 GL_BlendFunc(GL_ONE, GL_ZERO);
7513 GL_Color(0, 0, 0, 1);
7514 GL_DepthTest(writedepth);
7515 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7517 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7519 RSurf_SetupDepthAndCulling();
7520 GL_AlphaTest(false);
7521 R_Mesh_ColorPointer(NULL, 0, 0);
7522 R_Mesh_ResetTextureState();
7523 R_SetupGenericShader(false);
7524 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7526 GL_BlendFunc(GL_ONE, GL_ZERO);
7528 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7530 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7531 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7532 else if (!rsurface.texture->currentnumlayers)
7534 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7536 // transparent surfaces get pushed off into the transparent queue
7537 int surfacelistindex;
7538 const msurface_t *surface;
7539 vec3_t tempcenter, center;
7540 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7542 surface = texturesurfacelist[surfacelistindex];
7543 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7544 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7545 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7546 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7547 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7552 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7553 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7558 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7562 // break the surface list down into batches by texture and use of lightmapping
7563 for (i = 0;i < numsurfaces;i = j)
7566 // texture is the base texture pointer, rsurface.texture is the
7567 // current frame/skin the texture is directing us to use (for example
7568 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7569 // use skin 1 instead)
7570 texture = surfacelist[i]->texture;
7571 rsurface.texture = R_GetCurrentTexture(texture);
7572 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7573 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7575 // if this texture is not the kind we want, skip ahead to the next one
7576 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7580 // simply scan ahead until we find a different texture or lightmap state
7581 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7583 // render the range of surfaces
7584 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7588 float locboxvertex3f[6*4*3] =
7590 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7591 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7592 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7593 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7594 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7595 1,0,0, 0,0,0, 0,1,0, 1,1,0
7598 unsigned short locboxelements[6*2*3] =
7608 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7611 cl_locnode_t *loc = (cl_locnode_t *)ent;
7613 float vertex3f[6*4*3];
7615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7616 GL_DepthMask(false);
7617 GL_DepthRange(0, 1);
7618 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7620 GL_CullFace(GL_NONE);
7621 R_Mesh_Matrix(&identitymatrix);
7623 R_Mesh_VertexPointer(vertex3f, 0, 0);
7624 R_Mesh_ColorPointer(NULL, 0, 0);
7625 R_Mesh_ResetTextureState();
7626 R_SetupGenericShader(false);
7629 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7630 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7631 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7632 surfacelist[0] < 0 ? 0.5f : 0.125f);
7634 if (VectorCompare(loc->mins, loc->maxs))
7636 VectorSet(size, 2, 2, 2);
7637 VectorMA(loc->mins, -0.5f, size, mins);
7641 VectorCopy(loc->mins, mins);
7642 VectorSubtract(loc->maxs, loc->mins, size);
7645 for (i = 0;i < 6*4*3;)
7646 for (j = 0;j < 3;j++, i++)
7647 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7649 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7652 void R_DrawLocs(void)
7655 cl_locnode_t *loc, *nearestloc;
7657 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7658 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7660 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7661 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7665 void R_DrawDebugModel(entity_render_t *ent)
7667 int i, j, k, l, flagsmask;
7668 const int *elements;
7670 msurface_t *surface;
7671 dp_model_t *model = ent->model;
7674 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7676 R_Mesh_ColorPointer(NULL, 0, 0);
7677 R_Mesh_ResetTextureState();
7678 R_SetupGenericShader(false);
7679 GL_DepthRange(0, 1);
7680 GL_DepthTest(!r_showdisabledepthtest.integer);
7681 GL_DepthMask(false);
7682 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7684 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7686 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7687 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7689 if (brush->colbrushf && brush->colbrushf->numtriangles)
7691 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7692 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);
7693 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7696 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7698 if (surface->num_collisiontriangles)
7700 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7701 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);
7702 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7707 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7709 if (r_showtris.integer || r_shownormals.integer)
7711 if (r_showdisabledepthtest.integer)
7713 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7714 GL_DepthMask(false);
7718 GL_BlendFunc(GL_ONE, GL_ZERO);
7721 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7723 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7725 rsurface.texture = R_GetCurrentTexture(surface->texture);
7726 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7728 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7729 if (r_showtris.value > 0)
7731 if (!rsurface.texture->currentlayers->depthmask)
7732 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7733 else if (ent == r_refdef.scene.worldentity)
7734 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7736 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7737 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7738 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7739 R_Mesh_ColorPointer(NULL, 0, 0);
7740 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7741 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7742 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7743 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);
7744 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7747 if (r_shownormals.value < 0)
7750 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7752 VectorCopy(rsurface.vertex3f + l * 3, v);
7753 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7754 qglVertex3f(v[0], v[1], v[2]);
7755 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7756 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7757 qglVertex3f(v[0], v[1], v[2]);
7762 if (r_shownormals.value > 0)
7765 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7767 VectorCopy(rsurface.vertex3f + l * 3, v);
7768 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7769 qglVertex3f(v[0], v[1], v[2]);
7770 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7771 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7772 qglVertex3f(v[0], v[1], v[2]);
7777 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7779 VectorCopy(rsurface.vertex3f + l * 3, v);
7780 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7781 qglVertex3f(v[0], v[1], v[2]);
7782 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7783 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7784 qglVertex3f(v[0], v[1], v[2]);
7789 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7791 VectorCopy(rsurface.vertex3f + l * 3, v);
7792 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7793 qglVertex3f(v[0], v[1], v[2]);
7794 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7795 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7796 qglVertex3f(v[0], v[1], v[2]);
7803 rsurface.texture = NULL;
7807 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7808 int r_maxsurfacelist = 0;
7809 msurface_t **r_surfacelist = NULL;
7810 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7812 int i, j, endj, f, flagsmask;
7814 dp_model_t *model = r_refdef.scene.worldmodel;
7815 msurface_t *surfaces;
7816 unsigned char *update;
7817 int numsurfacelist = 0;
7821 if (r_maxsurfacelist < model->num_surfaces)
7823 r_maxsurfacelist = model->num_surfaces;
7825 Mem_Free(r_surfacelist);
7826 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7829 RSurf_ActiveWorldEntity();
7831 surfaces = model->data_surfaces;
7832 update = model->brushq1.lightmapupdateflags;
7834 // update light styles on this submodel
7835 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7837 model_brush_lightstyleinfo_t *style;
7838 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7840 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7842 int *list = style->surfacelist;
7843 style->value = r_refdef.scene.lightstylevalue[style->style];
7844 for (j = 0;j < style->numsurfaces;j++)
7845 update[list[j]] = true;
7850 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7854 R_DrawDebugModel(r_refdef.scene.worldentity);
7855 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7861 rsurface.uselightmaptexture = false;
7862 rsurface.texture = NULL;
7863 rsurface.rtlight = NULL;
7865 // add visible surfaces to draw list
7866 for (i = 0;i < model->nummodelsurfaces;i++)
7868 j = model->sortedmodelsurfaces[i];
7869 if (r_refdef.viewcache.world_surfacevisible[j])
7870 r_surfacelist[numsurfacelist++] = surfaces + j;
7872 // update lightmaps if needed
7874 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7875 if (r_refdef.viewcache.world_surfacevisible[j])
7877 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7878 // don't do anything if there were no surfaces
7879 if (!numsurfacelist)
7881 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7884 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7885 GL_AlphaTest(false);
7887 // add to stats if desired
7888 if (r_speeds.integer && !skysurfaces && !depthonly)
7890 r_refdef.stats.world_surfaces += numsurfacelist;
7891 for (j = 0;j < numsurfacelist;j++)
7892 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7894 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7897 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7899 int i, j, endj, f, flagsmask;
7901 dp_model_t *model = ent->model;
7902 msurface_t *surfaces;
7903 unsigned char *update;
7904 int numsurfacelist = 0;
7908 if (r_maxsurfacelist < model->num_surfaces)
7910 r_maxsurfacelist = model->num_surfaces;
7912 Mem_Free(r_surfacelist);
7913 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7916 // if the model is static it doesn't matter what value we give for
7917 // wantnormals and wanttangents, so this logic uses only rules applicable
7918 // to a model, knowing that they are meaningless otherwise
7919 if (ent == r_refdef.scene.worldentity)
7920 RSurf_ActiveWorldEntity();
7921 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7922 RSurf_ActiveModelEntity(ent, false, false);
7924 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7926 surfaces = model->data_surfaces;
7927 update = model->brushq1.lightmapupdateflags;
7929 // update light styles
7930 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7932 model_brush_lightstyleinfo_t *style;
7933 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7935 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7937 int *list = style->surfacelist;
7938 style->value = r_refdef.scene.lightstylevalue[style->style];
7939 for (j = 0;j < style->numsurfaces;j++)
7940 update[list[j]] = true;
7945 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7949 R_DrawDebugModel(ent);
7950 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7956 rsurface.uselightmaptexture = false;
7957 rsurface.texture = NULL;
7958 rsurface.rtlight = NULL;
7960 // add visible surfaces to draw list
7961 for (i = 0;i < model->nummodelsurfaces;i++)
7962 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7963 // don't do anything if there were no surfaces
7964 if (!numsurfacelist)
7966 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7969 // update lightmaps if needed
7971 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7973 R_BuildLightMap(ent, surfaces + j);
7974 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7975 GL_AlphaTest(false);
7977 // add to stats if desired
7978 if (r_speeds.integer && !skysurfaces && !depthonly)
7980 r_refdef.stats.entities_surfaces += numsurfacelist;
7981 for (j = 0;j < numsurfacelist;j++)
7982 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7984 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity