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"
451 "// enable various extensions depending on permutation:\n"
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "# extension GL_EXT_gpu_shader4 : enable\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "# extension GL_ARB_texture_gather : enable\n"
464 "# ifdef GL_AMD_texture_texture4\n"
465 "# extension GL_AMD_texture_texture4 : enable\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
478 "// common definitions between vertex shader and fragment shader:\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
494 "# ifdef VERTEX_SHADER\n"
497 " gl_Position = ftransform();\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
506 " gl_Position = ftransform();\n"
507 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
510 "# ifdef FRAGMENT_SHADER\n"
513 " gl_FragColor = gl_Color;\n"
517 "#else // !MODE_SHOWDEPTH\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
523 " gl_FrontColor = gl_Color;\n"
524 " gl_Position = ftransform();\n"
525 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
527 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
531 "# ifdef FRAGMENT_SHADER\n"
533 "uniform sampler2D Texture_First;\n"
535 "uniform sampler2D Texture_Second;\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
555 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
557 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
559 "#ifdef USEVIEWTINT\n"
560 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// 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"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
570 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
571 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
574 "#ifdef USESATURATION\n"
575 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
581 "#ifdef USEGAMMARAMPS\n"
582 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
595 " gl_FrontColor = gl_Color;\n"
596 "# ifdef USEDIFFUSE\n"
597 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
599 "# ifdef USESPECULAR\n"
600 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
602 " gl_Position = ftransform();\n"
605 "# ifdef FRAGMENT_SHADER\n"
607 "# ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
610 "# ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
616 " gl_FragColor = gl_Color;\n"
617 "# ifdef USEDIFFUSE\n"
618 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
621 "# ifdef USESPECULAR\n"
622 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
624 "# ifdef USECOLORMAPPING\n"
625 " gl_FragColor *= tex2;\n"
628 " gl_FragColor += tex2;\n"
630 "# ifdef USEVERTEXTEXTUREBLEND\n"
631 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
636 "#else // !MODE_GENERIC\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
642 "varying vec2 TexCoordLightmap;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
655 "varying vec3 EyeVector;\n"
657 "varying vec3 EyeVectorModelSpace;\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
685 "// 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"
689 " gl_FrontColor = gl_Color;\n"
690 " // copy the surface texcoord\n"
691 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 " // transform vertex position into light attenuation/cubemap space\n"
703 " // (-1 to +1 across the light box)\n"
704 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
706 " // transform unnormalized light direction into tangent space\n"
707 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 " // normalize it per pixel)\n"
709 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
721 " // transform unnormalized eye direction into tangent space\n"
723 " vec3 EyeVectorModelSpace;\n"
725 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 " VectorS = gl_MultiTexCoord1.xyz;\n"
732 " VectorT = gl_MultiTexCoord2.xyz;\n"
733 " VectorR = gl_MultiTexCoord3.xyz;\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
744 " gl_Position = ftransform();\n"
746 "#ifdef MODE_WATER\n"
747 " ModelViewProjectionPosition = gl_Position;\n"
749 "#ifdef MODE_REFRACTION\n"
750 " ModelViewProjectionPosition = gl_Position;\n"
752 "#ifdef USEREFLECTION\n"
753 " ModelViewProjectionPosition = gl_Position;\n"
757 "#endif // VERTEX_SHADER\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
784 "#define showshadowmap 0\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
822 "uniform myhalf4 TintColor;\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
843 "//# ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 " // 14 sample relief mapping: linear search and then binary search\n"
869 " // this basically steps forward a small amount repeatedly until it finds\n"
870 " // itself inside solid, then jitters forward and back using decreasing\n"
871 " // amounts to find the impact\n"
872 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 " vec3 RT = vec3(TexCoord, 1);\n"
876 " OffsetVector *= 0.1;\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
887 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
888 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
889 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
890 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
893 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 " // this basically moves forward the full distance, and then backs up based\n"
895 " // on height of samples\n"
896 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 " TexCoord += OffsetVector;\n"
900 " OffsetVector *= 0.333;\n"
901 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 " return TexCoord;\n"
907 "#endif // USEOFFSETMAPPING\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
917 " vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
922 " if (adir.x > adir.y)\n"
924 " if (adir.x > adir.z) // X\n"
928 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
934 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
939 " if (adir.y > adir.z) // Y\n"
943 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
949 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
953 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 " stc.xy += offset * ShadowMap_Parameters.y;\n"
955 " stc.z += ShadowMap_Parameters.z;\n"
956 "# if showshadowmap\n"
957 " stc.xy *= ShadowMap_TextureScale;\n"
961 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 " float ma = max(max(adir.x, adir.y), adir.z);\n"
963 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 " stc.z += ShadowMap_Parameters.z;\n"
966 "# if showshadowmap\n"
967 " stc.xy *= ShadowMap_TextureScale;\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
977 " vec3 adir = abs(dir);\n"
978 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
986 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
988 "# ifdef USESHADOWSAMPLER\n"
990 "# ifdef USESHADOWMAPPCF\n"
991 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 " 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"
994 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
999 "# ifdef USESHADOWMAPPCF\n"
1000 "# if USESHADOWMAPPCF > 1\n"
1001 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 " 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"
1004 " vec4 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"
1005 " vec4 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"
1006 " vec4 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"
1007 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1010 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 " vec2 offset = fract(shadowmaptc.xy);\n"
1012 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1014 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1015 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1019 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1030 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1033 "# ifdef USESHADOWSAMPLER\n"
1034 "# ifdef USESHADOWMAPPCF\n"
1035 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1036 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 " 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"
1039 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1042 "# ifdef USESHADOWMAPPCF\n"
1043 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "# ifdef GL_ARB_texture_gather\n"
1045 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1047 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1049 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 " center *= ShadowMap_TextureScale;\n"
1051 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1054 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1055 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "# ifdef GL_EXT_gpu_shader4\n"
1060 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1062 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1064 "# if USESHADOWMAPPCF > 1\n"
1065 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 " center *= ShadowMap_TextureScale;\n"
1067 " 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"
1068 " vec4 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"
1069 " vec4 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"
1070 " vec4 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"
1071 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1074 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1077 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1078 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1083 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1093 " // apply depth texture cubemap as light filter\n"
1094 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1096 "# ifdef USESHADOWSAMPLER\n"
1097 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1099 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1106 "#ifdef MODE_WATER\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 " // apply offsetmapping\n"
1113 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1117 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 " // FIXME temporary hack to detect the case that the reflection\n"
1122 " // gets blackened at edges due to leaving the area that contains actual\n"
1124 " // Remove this 'ack once we have a better way to stop this thing from\n"
1126 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1143 "// refraction pass\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 " // apply offsetmapping\n"
1148 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1152 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 " // FIXME temporary hack to detect the case that the reflection\n"
1157 " // gets blackened at edges due to leaving the area that contains actual\n"
1159 " // Remove this 'ack once we have a better way to stop this thing from\n"
1161 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1169 "#else // !MODE_REFRACTION\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 " // apply offsetmapping\n"
1174 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1178 " // combine the diffuse textures (base, pants, shirt)\n"
1179 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1189 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1192 "#ifdef USEDIFFUSE\n"
1193 " // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "# ifdef USESPECULAR\n"
1197 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1200 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "# ifdef USESPECULAR\n"
1202 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 " // light source\n"
1212 " // calculate surface normal, light normal, and specular normal\n"
1213 " // compute color intensity for the two textures (colormap and glossmap)\n"
1214 " // scale by light color and attenuation as efficiently as possible\n"
1215 " // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 " // get the light normal\n"
1218 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1220 "# ifdef USESPECULAR\n"
1221 "# ifndef USEEXACTSPECULARMATH\n"
1222 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1225 " // calculate directional shading\n"
1226 "# ifdef USEEXACTSPECULARMATH\n"
1227 " 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"
1229 " 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"
1232 "# ifdef USEDIFFUSE\n"
1233 " // calculate directional shading\n"
1234 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1236 " // calculate directionless shading\n"
1237 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1247 "# ifdef USECUBEFILTER\n"
1248 " // apply light cubemap filter\n"
1249 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 " // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 " // get the light normal\n"
1261 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1263 "# ifdef USESPECULAR\n"
1264 " // calculate directional shading\n"
1265 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "# ifdef USEEXACTSPECULARMATH\n"
1267 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1269 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1273 "# ifdef USEDIFFUSE\n"
1275 " // calculate directional shading\n"
1276 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1278 " color.rgb *= AmbientColor;\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1289 " // get the light normal\n"
1290 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 " myhalf3 diffusenormal;\n"
1292 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "# ifdef USEEXACTSPECULARMATH\n"
1308 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1310 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1315 " // apply lightmap color\n"
1316 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1325 " // get the light normal\n"
1326 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "# ifdef USEEXACTSPECULARMATH\n"
1331 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1333 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1338 " // apply lightmap color\n"
1339 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 " // apply lightmap color\n"
1347 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 " // apply lightmap color\n"
1355 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1370 " color *= TintColor;\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1376 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1380 " color.rgb *= SceneBrightness;\n"
1382 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1384 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1387 " // 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"
1388 "#ifdef USEREFLECTION\n"
1389 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 " // FIXME temporary hack to detect the case that the reflection\n"
1394 " // gets blackened at edges due to leaving the area that contains actual\n"
1396 " // Remove this 'ack once we have a better way to stop this thing from\n"
1398 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1406 " gl_FragColor = vec4(color);\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "# ifdef USESHADOWSAMPLER\n"
1411 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1413 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "# ifdef USESHADOWSAMPLER\n"
1418 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1420 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "# ifdef USESHADOWSAMPLER\n"
1426 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1428 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1436 "#endif // FRAGMENT_SHADER\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1444 typedef struct shaderpermutationinfo_s
1446 const char *pretext;
1449 shaderpermutationinfo_t;
1451 typedef struct shadermodeinfo_s
1453 const char *vertexfilename;
1454 const char *geometryfilename;
1455 const char *fragmentfilename;
1456 const char *pretext;
1461 typedef enum shaderpermutation_e
1463 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1489 shaderpermutation_t;
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1494 {"#define USEDIFFUSE\n", " diffuse"},
1495 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498 {"#define USECUBEFILTER\n", " cubefilter"},
1499 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502 {"#define USEREFLECTION\n", " reflection"},
1503 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1517 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1537 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1555 /// hash lookup data
1556 struct r_glsl_permutation_s *hashnext;
1558 unsigned int permutation;
1560 /// indicates if we have tried compiling this permutation already
1562 /// 0 if compilation failed
1564 /// locations of detected uniforms in program object, or -1 if not found
1565 int loc_Texture_First;
1566 int loc_Texture_Second;
1567 int loc_Texture_GammaRamps;
1568 int loc_Texture_Normal;
1569 int loc_Texture_Color;
1570 int loc_Texture_Gloss;
1571 int loc_Texture_Glow;
1572 int loc_Texture_SecondaryNormal;
1573 int loc_Texture_SecondaryColor;
1574 int loc_Texture_SecondaryGloss;
1575 int loc_Texture_SecondaryGlow;
1576 int loc_Texture_Pants;
1577 int loc_Texture_Shirt;
1578 int loc_Texture_FogMask;
1579 int loc_Texture_Lightmap;
1580 int loc_Texture_Deluxemap;
1581 int loc_Texture_Attenuation;
1582 int loc_Texture_Cube;
1583 int loc_Texture_Refraction;
1584 int loc_Texture_Reflection;
1585 int loc_Texture_ShadowMapRect;
1586 int loc_Texture_ShadowMapCube;
1587 int loc_Texture_ShadowMap2D;
1588 int loc_Texture_CubeProjection;
1590 int loc_LightPosition;
1591 int loc_EyePosition;
1592 int loc_Color_Pants;
1593 int loc_Color_Shirt;
1594 int loc_FogRangeRecip;
1595 int loc_AmbientScale;
1596 int loc_DiffuseScale;
1597 int loc_SpecularScale;
1598 int loc_SpecularPower;
1600 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601 int loc_OffsetMapping_Scale;
1603 int loc_AmbientColor;
1604 int loc_DiffuseColor;
1605 int loc_SpecularColor;
1607 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608 int loc_GammaCoeff; ///< 1 / gamma
1609 int loc_DistortScaleRefractReflect;
1610 int loc_ScreenScaleRefractReflect;
1611 int loc_ScreenCenterRefractReflect;
1612 int loc_RefractColor;
1613 int loc_ReflectColor;
1614 int loc_ReflectFactor;
1615 int loc_ReflectOffset;
1623 int loc_ShadowMap_TextureScale;
1624 int loc_ShadowMap_Parameters;
1626 r_glsl_permutation_t;
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1639 //unsigned int hashdepth = 0;
1640 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641 r_glsl_permutation_t *p;
1642 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1644 if (p->mode == mode && p->permutation == permutation)
1646 //if (hashdepth > 10)
1647 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1652 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1654 p->permutation = permutation;
1655 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656 r_glsl_permutationhash[mode][hashindex] = p;
1657 //if (hashdepth > 10)
1658 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1665 if (!filename || !filename[0])
1667 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1670 if (printfromdisknotice)
1671 Con_DPrint("from disk... ");
1672 return shaderstring;
1674 else if (!strcmp(filename, "glsl/default.glsl"))
1676 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1679 return shaderstring;
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1685 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686 int vertstrings_count = 0;
1687 int geomstrings_count = 0;
1688 int fragstrings_count = 0;
1689 char *vertexstring, *geometrystring, *fragmentstring;
1690 const char *vertstrings_list[32+3];
1691 const char *geomstrings_list[32+3];
1692 const char *fragstrings_list[32+3];
1693 char permutationname[256];
1700 permutationname[0] = 0;
1701 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1705 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1707 // the first pretext is which type of shader to compile as
1708 // (later these will all be bound together as a program object)
1709 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1713 // the second pretext is the mode (for example a light source)
1714 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1719 // now add all the permutation pretexts
1720 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1722 if (permutation & (1<<i))
1724 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1731 // keep line numbers correct
1732 vertstrings_list[vertstrings_count++] = "\n";
1733 geomstrings_list[geomstrings_count++] = "\n";
1734 fragstrings_list[fragstrings_count++] = "\n";
1738 // now append the shader text itself
1739 vertstrings_list[vertstrings_count++] = vertexstring;
1740 geomstrings_list[geomstrings_count++] = geometrystring;
1741 fragstrings_list[fragstrings_count++] = fragmentstring;
1743 // if any sources were NULL, clear the respective list
1745 vertstrings_count = 0;
1746 if (!geometrystring)
1747 geomstrings_count = 0;
1748 if (!fragmentstring)
1749 fragstrings_count = 0;
1751 // compile the shader program
1752 if (vertstrings_count + geomstrings_count + fragstrings_count)
1753 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1757 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758 // look up all the uniform variable names we care about, so we don't
1759 // have to look them up every time we set them
1760 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1761 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1762 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1765 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1784 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1785 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1786 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1787 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1788 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1791 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1793 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1794 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1795 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1798 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1799 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1801 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1802 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1807 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1808 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1812 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1813 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1814 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1815 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1816 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1817 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1818 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820 // initialize the samplers to refer to the texture units we use
1821 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1822 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1823 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1824 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1825 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1826 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1827 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1828 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1832 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1833 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1834 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1835 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1836 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1837 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1838 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1839 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1840 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1841 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1842 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1843 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1844 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1846 if (developer.integer)
1847 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1850 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1854 Mem_Free(vertexstring);
1856 Mem_Free(geometrystring);
1858 Mem_Free(fragmentstring);
1861 void R_GLSL_Restart_f(void)
1863 unsigned int i, limit;
1864 r_glsl_permutation_t *p;
1865 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866 for (i = 0;i < limit;i++)
1868 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1870 GL_Backend_FreeProgram(p->program);
1871 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1874 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1877 void R_GLSL_DumpShader_f(void)
1881 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1884 Con_Printf("failed to write to glsl/default.glsl\n");
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, shadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1898 Con_Printf("glsl/default.glsl written\n");
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1903 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904 if (r_glsl_permutation != perm)
1906 r_glsl_permutation = perm;
1907 if (!r_glsl_permutation->program)
1909 if (!r_glsl_permutation->compiled)
1910 R_GLSL_CompilePermutation(perm, mode, permutation);
1911 if (!r_glsl_permutation->program)
1913 // remove features until we find a valid permutation
1915 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1917 // reduce i more quickly whenever it would not remove any bits
1918 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919 if (!(permutation & j))
1922 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923 if (!r_glsl_permutation->compiled)
1924 R_GLSL_CompilePermutation(perm, mode, permutation);
1925 if (r_glsl_permutation->program)
1928 if (i >= SHADERPERMUTATION_COUNT)
1930 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");
1931 Cvar_SetValueQuick(&r_glsl, 0);
1932 R_GLSL_Restart_f(); // unload shaders
1933 return; // no bit left to clear
1938 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1942 void R_SetupGenericShader(qboolean usetexture)
1944 if (gl_support_fragment_shader)
1946 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948 else if (r_glsl_permutation)
1950 r_glsl_permutation = NULL;
1951 qglUseProgramObjectARB(0);CHECKGLERROR
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1958 if (gl_support_fragment_shader)
1960 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961 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))));
1962 else if (r_glsl_permutation)
1964 r_glsl_permutation = NULL;
1965 qglUseProgramObjectARB(0);CHECKGLERROR
1968 if (!r_glsl_permutation)
1970 if (texturemode == GL_DECAL && gl_combine.integer)
1971 texturemode = GL_INTERPOLATE_ARB;
1972 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1976 void R_SetupDepthOrShadowShader(void)
1978 if (gl_support_fragment_shader)
1980 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982 else if (r_glsl_permutation)
1984 r_glsl_permutation = NULL;
1985 qglUseProgramObjectARB(0);CHECKGLERROR
1990 void R_SetupShowDepthShader(void)
1992 if (gl_support_fragment_shader)
1994 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996 else if (r_glsl_permutation)
1998 r_glsl_permutation = NULL;
1999 qglUseProgramObjectARB(0);CHECKGLERROR
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2017 // select a permutation of the lighting shader appropriate to this
2018 // combination of texture, entity, light source, and fogging, only use the
2019 // minimum features necessary to avoid wasting rendering time in the
2020 // fragment shader on features that are not being used
2021 unsigned int permutation = 0;
2022 unsigned int mode = 0;
2023 // TODO: implement geometry-shader based shadow volumes someday
2024 if (r_glsl_offsetmapping.integer)
2026 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027 if (r_glsl_offsetmapping_reliefmapping.integer)
2028 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2030 if (rsurfacepass == RSURFPASS_BACKGROUND)
2032 // distorted background
2033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034 mode = SHADERMODE_WATER;
2036 mode = SHADERMODE_REFRACTION;
2038 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2041 mode = SHADERMODE_LIGHTSOURCE;
2042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045 permutation |= SHADERPERMUTATION_CUBEFILTER;
2046 if (diffusescale > 0)
2047 permutation |= SHADERPERMUTATION_DIFFUSE;
2048 if (specularscale > 0)
2049 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050 if (r_refdef.fogenabled)
2051 permutation |= SHADERPERMUTATION_FOG;
2052 if (rsurface.texture->colormapping)
2053 permutation |= SHADERPERMUTATION_COLORMAPPING;
2054 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2056 if (r_shadow_usingshadowmaprect)
2057 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058 if (r_shadow_usingshadowmap2d)
2059 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060 if (r_shadow_usingshadowmapcube)
2061 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062 else if(r_shadow_shadowmapvsdct)
2063 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2065 if (r_shadow_shadowmapsampler)
2066 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067 if (r_shadow_shadowmappcf > 1)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069 else if (r_shadow_shadowmappcf)
2070 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2073 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2075 // unshaded geometry (fullbright or ambient model lighting)
2076 mode = SHADERMODE_FLATCOLOR;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080 permutation |= SHADERPERMUTATION_GLOW;
2081 if (r_refdef.fogenabled)
2082 permutation |= SHADERPERMUTATION_FOG;
2083 if (rsurface.texture->colormapping)
2084 permutation |= SHADERPERMUTATION_COLORMAPPING;
2085 if (r_glsl_offsetmapping.integer)
2087 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088 if (r_glsl_offsetmapping_reliefmapping.integer)
2089 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2091 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092 permutation |= SHADERPERMUTATION_REFLECTION;
2094 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2096 // directional model lighting
2097 mode = SHADERMODE_LIGHTDIRECTION;
2098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101 permutation |= SHADERPERMUTATION_GLOW;
2102 permutation |= SHADERPERMUTATION_DIFFUSE;
2103 if (specularscale > 0)
2104 permutation |= SHADERPERMUTATION_SPECULAR;
2105 if (r_refdef.fogenabled)
2106 permutation |= SHADERPERMUTATION_FOG;
2107 if (rsurface.texture->colormapping)
2108 permutation |= SHADERPERMUTATION_COLORMAPPING;
2109 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110 permutation |= SHADERPERMUTATION_REFLECTION;
2112 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2114 // ambient model lighting
2115 mode = SHADERMODE_LIGHTDIRECTION;
2116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119 permutation |= SHADERPERMUTATION_GLOW;
2120 if (r_refdef.fogenabled)
2121 permutation |= SHADERPERMUTATION_FOG;
2122 if (rsurface.texture->colormapping)
2123 permutation |= SHADERPERMUTATION_COLORMAPPING;
2124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125 permutation |= SHADERPERMUTATION_REFLECTION;
2130 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2132 // deluxemapping (light direction texture)
2133 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2136 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137 permutation |= SHADERPERMUTATION_DIFFUSE;
2138 if (specularscale > 0)
2139 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2141 else if (r_glsl_deluxemapping.integer >= 2)
2143 // fake deluxemapping (uniform light direction in tangentspace)
2144 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145 permutation |= SHADERPERMUTATION_DIFFUSE;
2146 if (specularscale > 0)
2147 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2149 else if (rsurface.uselightmaptexture)
2151 // ordinary lightmapping (q1bsp, q3bsp)
2152 mode = SHADERMODE_LIGHTMAP;
2156 // ordinary vertex coloring (q3bsp)
2157 mode = SHADERMODE_VERTEXCOLOR;
2159 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162 permutation |= SHADERPERMUTATION_GLOW;
2163 if (r_refdef.fogenabled)
2164 permutation |= SHADERPERMUTATION_FOG;
2165 if (rsurface.texture->colormapping)
2166 permutation |= SHADERPERMUTATION_COLORMAPPING;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168 permutation |= SHADERPERMUTATION_REFLECTION;
2170 if(permutation & SHADERPERMUTATION_SPECULAR)
2171 if(r_shadow_glossexact.integer)
2172 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173 R_SetupShader_SetPermutation(mode, permutation);
2174 if (mode == SHADERMODE_LIGHTSOURCE)
2176 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177 if (permutation & SHADERPERMUTATION_DIFFUSE)
2179 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2186 // ambient only is simpler
2187 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]);
2188 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2192 // additive passes are only darkened by fog, not tinted
2193 if (r_glsl_permutation->loc_FogColor >= 0)
2194 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196 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]);
2200 if (mode == SHADERMODE_LIGHTDIRECTION)
2202 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);
2203 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);
2204 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);
2205 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]);
2209 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2213 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]);
2214 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215 // additive passes are only darkened by fog, not tinted
2216 if (r_glsl_permutation->loc_FogColor >= 0)
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2221 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2223 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);
2224 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]);
2225 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]);
2226 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2231 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233 if (r_glsl_permutation->loc_Color_Pants >= 0)
2235 if (rsurface.texture->currentskinframe->pants)
2236 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2238 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2240 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2242 if (rsurface.texture->currentskinframe->shirt)
2243 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2245 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2247 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2250 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2254 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2256 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2260 #define SKINFRAME_HASH 1024
2264 int loadsequence; // incremented each level change
2265 memexpandablearray_t array;
2266 skinframe_t *hash[SKINFRAME_HASH];
2269 r_skinframe_t r_skinframe;
2271 void R_SkinFrame_PrepareForPurge(void)
2273 r_skinframe.loadsequence++;
2274 // wrap it without hitting zero
2275 if (r_skinframe.loadsequence >= 200)
2276 r_skinframe.loadsequence = 1;
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2283 // mark the skinframe as used for the purging code
2284 skinframe->loadsequence = r_skinframe.loadsequence;
2287 void R_SkinFrame_Purge(void)
2291 for (i = 0;i < SKINFRAME_HASH;i++)
2293 for (s = r_skinframe.hash[i];s;s = s->next)
2295 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2297 if (s->merged == s->base)
2299 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300 R_PurgeTexture(s->stain );s->stain = NULL;
2301 R_PurgeTexture(s->merged);s->merged = NULL;
2302 R_PurgeTexture(s->base );s->base = NULL;
2303 R_PurgeTexture(s->pants );s->pants = NULL;
2304 R_PurgeTexture(s->shirt );s->shirt = NULL;
2305 R_PurgeTexture(s->nmap );s->nmap = NULL;
2306 R_PurgeTexture(s->gloss );s->gloss = NULL;
2307 R_PurgeTexture(s->glow );s->glow = NULL;
2308 R_PurgeTexture(s->fog );s->fog = NULL;
2309 s->loadsequence = 0;
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2317 char basename[MAX_QPATH];
2319 Image_StripImageExtension(name, basename, sizeof(basename));
2321 if( last == NULL ) {
2323 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324 item = r_skinframe.hash[hashindex];
2329 // linearly search through the hash bucket
2330 for( ; item ; item = item->next ) {
2331 if( !strcmp( item->basename, basename ) ) {
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2342 char basename[MAX_QPATH];
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2352 rtexture_t *dyntexture;
2353 // check whether its a dynamic texture
2354 dyntexture = CL_GetDynTexture( basename );
2355 if (!add && !dyntexture)
2357 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358 memset(item, 0, sizeof(*item));
2359 strlcpy(item->basename, basename, sizeof(item->basename));
2360 item->base = dyntexture; // either NULL or dyntexture handle
2361 item->textureflags = textureflags;
2362 item->comparewidth = comparewidth;
2363 item->compareheight = compareheight;
2364 item->comparecrc = comparecrc;
2365 item->next = r_skinframe.hash[hashindex];
2366 r_skinframe.hash[hashindex] = item;
2368 else if( item->base == NULL )
2370 rtexture_t *dyntexture;
2371 // check whether its a dynamic texture
2372 // 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]
2373 dyntexture = CL_GetDynTexture( basename );
2374 item->base = dyntexture; // either NULL or dyntexture handle
2377 R_SkinFrame_MarkUsed(item);
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2383 unsigned long long avgcolor[5], wsum; \
2391 for(pix = 0; pix < cnt; ++pix) \
2394 for(comp = 0; comp < 3; ++comp) \
2396 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2399 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2401 for(comp = 0; comp < 3; ++comp) \
2402 avgcolor[comp] += getpixel * w; \
2405 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406 avgcolor[4] += getpixel; \
2408 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2410 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2418 // FIXME: it should be possible to disable loading various layers using
2419 // cvars, to prevent wasted loading time and memory usage if the user does
2421 qboolean loadnormalmap = true;
2422 qboolean loadgloss = true;
2423 qboolean loadpantsandshirt = true;
2424 qboolean loadglow = true;
2426 unsigned char *pixels;
2427 unsigned char *bumppixels;
2428 unsigned char *basepixels = NULL;
2429 int basepixels_width;
2430 int basepixels_height;
2431 skinframe_t *skinframe;
2435 if (cls.state == ca_dedicated)
2438 // return an existing skinframe if already loaded
2439 // if loading of the first image fails, don't make a new skinframe as it
2440 // would cause all future lookups of this to be missing
2441 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442 if (skinframe && skinframe->base)
2445 basepixels = loadimagepixelsbgra(name, complain, true);
2446 if (basepixels == NULL)
2449 if (developer_loading.integer)
2450 Con_Printf("loading skin \"%s\"\n", name);
2452 // we've got some pixels to store, so really allocate this new texture now
2454 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455 skinframe->stain = NULL;
2456 skinframe->merged = NULL;
2457 skinframe->base = r_texture_notexture;
2458 skinframe->pants = NULL;
2459 skinframe->shirt = NULL;
2460 skinframe->nmap = r_texture_blanknormalmap;
2461 skinframe->gloss = NULL;
2462 skinframe->glow = NULL;
2463 skinframe->fog = NULL;
2465 basepixels_width = image_width;
2466 basepixels_height = image_height;
2467 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);
2469 if (textureflags & TEXF_ALPHA)
2471 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472 if (basepixels[j] < 255)
2474 if (j < basepixels_width * basepixels_height * 4)
2476 // has transparent pixels
2478 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479 for (j = 0;j < image_width * image_height * 4;j += 4)
2484 pixels[j+3] = basepixels[j+3];
2486 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);
2491 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492 //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]);
2494 // _norm is the name used by tenebrae and has been adopted as standard
2497 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2499 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2503 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2505 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507 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);
2509 Mem_Free(bumppixels);
2511 else if (r_shadow_bumpscale_basetexture.value > 0)
2513 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515 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);
2519 // _luma is supported for tenebrae compatibility
2520 // (I think it's a very stupid name, but oh well)
2521 // _glow is the preferred name
2522 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;}
2523 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;}
2524 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;}
2525 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;}
2528 Mem_Free(basepixels);
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2536 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2539 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)
2544 for (i = 0;i < width*height;i++)
2545 if (((unsigned char *)&palette[in[i]])[3] > 0)
2547 if (i == width*height)
2550 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2557 unsigned char *temp1, *temp2;
2558 skinframe_t *skinframe;
2560 if (cls.state == ca_dedicated)
2563 // if already loaded just return it, otherwise make a new skinframe
2564 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565 if (skinframe && skinframe->base)
2568 skinframe->stain = NULL;
2569 skinframe->merged = NULL;
2570 skinframe->base = r_texture_notexture;
2571 skinframe->pants = NULL;
2572 skinframe->shirt = NULL;
2573 skinframe->nmap = r_texture_blanknormalmap;
2574 skinframe->gloss = NULL;
2575 skinframe->glow = NULL;
2576 skinframe->fog = NULL;
2578 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2582 if (developer_loading.integer)
2583 Con_Printf("loading 32bit skin \"%s\"\n", name);
2585 if (r_shadow_bumpscale_basetexture.value > 0)
2587 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588 temp2 = temp1 + width * height * 4;
2589 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2593 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594 if (textureflags & TEXF_ALPHA)
2596 for (i = 3;i < width * height * 4;i += 4)
2597 if (skindata[i] < 255)
2599 if (i < width * height * 4)
2601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602 memcpy(fogpixels, skindata, width * height * 4);
2603 for (i = 0;i < width * height * 4;i += 4)
2604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606 Mem_Free(fogpixels);
2610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611 //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]);
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2619 unsigned char *temp1, *temp2;
2620 unsigned int *palette;
2621 skinframe_t *skinframe;
2623 if (cls.state == ca_dedicated)
2626 // if already loaded just return it, otherwise make a new skinframe
2627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628 if (skinframe && skinframe->base)
2631 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2633 skinframe->stain = NULL;
2634 skinframe->merged = NULL;
2635 skinframe->base = r_texture_notexture;
2636 skinframe->pants = NULL;
2637 skinframe->shirt = NULL;
2638 skinframe->nmap = r_texture_blanknormalmap;
2639 skinframe->gloss = NULL;
2640 skinframe->glow = NULL;
2641 skinframe->fog = NULL;
2643 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2647 if (developer_loading.integer)
2648 Con_Printf("loading quake skin \"%s\"\n", name);
2650 if (r_shadow_bumpscale_basetexture.value > 0)
2652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653 temp2 = temp1 + width * height * 4;
2654 // use either a custom palette or the quake palette
2655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2660 // use either a custom palette, or the quake palette
2661 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662 if (loadglowtexture)
2663 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664 if (loadpantsandshirt)
2666 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2669 if (skinframe->pants || skinframe->shirt)
2670 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
2671 if (textureflags & TEXF_ALPHA)
2673 for (i = 0;i < width * height;i++)
2674 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2676 if (i < width * height)
2677 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2680 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681 //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]);
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2688 skinframe_t *skinframe;
2690 if (cls.state == ca_dedicated)
2693 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694 skinframe->stain = NULL;
2695 skinframe->merged = NULL;
2696 skinframe->base = r_texture_notexture;
2697 skinframe->pants = NULL;
2698 skinframe->shirt = NULL;
2699 skinframe->nmap = r_texture_blanknormalmap;
2700 skinframe->gloss = NULL;
2701 skinframe->glow = NULL;
2702 skinframe->fog = NULL;
2704 skinframe->avgcolor[0] = rand() / RAND_MAX;
2705 skinframe->avgcolor[1] = rand() / RAND_MAX;
2706 skinframe->avgcolor[2] = rand() / RAND_MAX;
2707 skinframe->avgcolor[3] = 1;
2712 void gl_main_start(void)
2716 memset(r_queries, 0, sizeof(r_queries));
2718 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2721 // set up r_skinframe loading system for textures
2722 memset(&r_skinframe, 0, sizeof(r_skinframe));
2723 r_skinframe.loadsequence = 1;
2724 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2726 r_main_texturepool = R_AllocTexturePool();
2727 R_BuildBlankTextures();
2729 if (gl_texturecubemap)
2732 R_BuildNormalizationCube();
2734 r_texture_fogattenuation = NULL;
2735 r_texture_gammaramps = NULL;
2736 //r_texture_fogintensity = NULL;
2737 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738 memset(&r_waterstate, 0, sizeof(r_waterstate));
2739 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741 memset(&r_svbsp, 0, sizeof (r_svbsp));
2743 r_refdef.fogmasktable_density = 0;
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2750 qglDeleteQueriesARB(r_maxqueries, r_queries);
2754 memset(r_queries, 0, sizeof(r_queries));
2756 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2759 // clear out the r_skinframe state
2760 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761 memset(&r_skinframe, 0, sizeof(r_skinframe));
2764 Mem_Free(r_svbsp.nodes);
2765 memset(&r_svbsp, 0, sizeof (r_svbsp));
2766 R_FreeTexturePool(&r_main_texturepool);
2767 loadingscreentexture = NULL;
2768 r_texture_blanknormalmap = NULL;
2769 r_texture_white = NULL;
2770 r_texture_grey128 = NULL;
2771 r_texture_black = NULL;
2772 r_texture_whitecube = NULL;
2773 r_texture_normalizationcube = NULL;
2774 r_texture_fogattenuation = NULL;
2775 r_texture_gammaramps = NULL;
2776 //r_texture_fogintensity = NULL;
2777 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778 memset(&r_waterstate, 0, sizeof(r_waterstate));
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2785 // FIXME: move this code to client
2787 char *entities, entname[MAX_QPATH];
2790 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791 l = (int)strlen(entname) - 4;
2792 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2794 memcpy(entname + l, ".ent", 5);
2795 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2797 CL_ParseEntityLump(entities);
2802 if (cl.worldmodel->brush.entities)
2803 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2807 void GL_Main_Init(void)
2809 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2811 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814 if (gamemode == GAME_NEHAHRA)
2816 Cvar_RegisterVariable (&gl_fogenable);
2817 Cvar_RegisterVariable (&gl_fogdensity);
2818 Cvar_RegisterVariable (&gl_fogred);
2819 Cvar_RegisterVariable (&gl_foggreen);
2820 Cvar_RegisterVariable (&gl_fogblue);
2821 Cvar_RegisterVariable (&gl_fogstart);
2822 Cvar_RegisterVariable (&gl_fogend);
2823 Cvar_RegisterVariable (&gl_skyclip);
2825 Cvar_RegisterVariable(&r_motionblur);
2826 Cvar_RegisterVariable(&r_motionblur_maxblur);
2827 Cvar_RegisterVariable(&r_motionblur_bmin);
2828 Cvar_RegisterVariable(&r_motionblur_vmin);
2829 Cvar_RegisterVariable(&r_motionblur_vmax);
2830 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831 Cvar_RegisterVariable(&r_motionblur_randomize);
2832 Cvar_RegisterVariable(&r_damageblur);
2833 Cvar_RegisterVariable(&r_animcache);
2834 Cvar_RegisterVariable(&r_depthfirst);
2835 Cvar_RegisterVariable(&r_useinfinitefarclip);
2836 Cvar_RegisterVariable(&r_nearclip);
2837 Cvar_RegisterVariable(&r_showbboxes);
2838 Cvar_RegisterVariable(&r_showsurfaces);
2839 Cvar_RegisterVariable(&r_showtris);
2840 Cvar_RegisterVariable(&r_shownormals);
2841 Cvar_RegisterVariable(&r_showlighting);
2842 Cvar_RegisterVariable(&r_showshadowvolumes);
2843 Cvar_RegisterVariable(&r_showcollisionbrushes);
2844 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846 Cvar_RegisterVariable(&r_showdisabledepthtest);
2847 Cvar_RegisterVariable(&r_drawportals);
2848 Cvar_RegisterVariable(&r_drawentities);
2849 Cvar_RegisterVariable(&r_cullentities_trace);
2850 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853 Cvar_RegisterVariable(&r_drawviewmodel);
2854 Cvar_RegisterVariable(&r_speeds);
2855 Cvar_RegisterVariable(&r_fullbrights);
2856 Cvar_RegisterVariable(&r_wateralpha);
2857 Cvar_RegisterVariable(&r_dynamic);
2858 Cvar_RegisterVariable(&r_fullbright);
2859 Cvar_RegisterVariable(&r_shadows);
2860 Cvar_RegisterVariable(&r_shadows_darken);
2861 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863 Cvar_RegisterVariable(&r_shadows_throwdistance);
2864 Cvar_RegisterVariable(&r_shadows_throwdirection);
2865 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868 Cvar_RegisterVariable(&r_fog_exp2);
2869 Cvar_RegisterVariable(&r_drawfog);
2870 Cvar_RegisterVariable(&r_textureunits);
2871 Cvar_RegisterVariable(&r_glsl);
2872 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876 Cvar_RegisterVariable(&r_glsl_postprocess);
2877 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881 Cvar_RegisterVariable(&r_glsl_usegeneric);
2882 Cvar_RegisterVariable(&r_water);
2883 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884 Cvar_RegisterVariable(&r_water_clippingplanebias);
2885 Cvar_RegisterVariable(&r_water_refractdistort);
2886 Cvar_RegisterVariable(&r_water_reflectdistort);
2887 Cvar_RegisterVariable(&r_lerpsprites);
2888 Cvar_RegisterVariable(&r_lerpmodels);
2889 Cvar_RegisterVariable(&r_lerplightstyles);
2890 Cvar_RegisterVariable(&r_waterscroll);
2891 Cvar_RegisterVariable(&r_bloom);
2892 Cvar_RegisterVariable(&r_bloom_colorscale);
2893 Cvar_RegisterVariable(&r_bloom_brighten);
2894 Cvar_RegisterVariable(&r_bloom_blur);
2895 Cvar_RegisterVariable(&r_bloom_resolution);
2896 Cvar_RegisterVariable(&r_bloom_colorexponent);
2897 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898 Cvar_RegisterVariable(&r_hdr);
2899 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900 Cvar_RegisterVariable(&r_hdr_glowintensity);
2901 Cvar_RegisterVariable(&r_hdr_range);
2902 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903 Cvar_RegisterVariable(&developer_texturelogging);
2904 Cvar_RegisterVariable(&gl_lightmaps);
2905 Cvar_RegisterVariable(&r_test);
2906 Cvar_RegisterVariable(&r_batchmode);
2907 Cvar_RegisterVariable(&r_glsl_saturation);
2908 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909 Cvar_SetValue("r_fullbrights", 0);
2910 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2912 Cvar_RegisterVariable(&r_track_sprites);
2913 Cvar_RegisterVariable(&r_track_sprites_flags);
2914 Cvar_RegisterVariable(&r_track_sprites_scalew);
2915 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2931 void Render_Init(void)
2943 R_LightningBeams_Init();
2952 extern char *ENGINE_EXTENSIONS;
2955 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957 gl_version = (const char *)qglGetString(GL_VERSION);
2958 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2962 if (!gl_platformextensions)
2963 gl_platformextensions = "";
2965 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967 Con_Printf("GL_VERSION: %s\n", gl_version);
2968 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2971 VID_CheckExtensions();
2973 // LordHavoc: report supported extensions
2974 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2976 // clear to black (loading plaque will be seen over this)
2978 qglClearColor(0,0,0,1);CHECKGLERROR
2979 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2986 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2988 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2991 p = r_refdef.view.frustum + i;
2996 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3000 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3004 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3008 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3012 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3016 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3020 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3024 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3036 for (i = 0;i < numplanes;i++)
3043 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3047 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3051 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3055 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3059 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3063 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3067 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3071 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3079 //==================================================================================
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3084 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3089 typedef struct r_animcache_entity_s
3096 qboolean wantnormals;
3097 qboolean wanttangents;
3099 r_animcache_entity_t;
3101 typedef struct r_animcache_s
3103 r_animcache_entity_t entity[MAX_EDICTS*2];
3109 static r_animcache_t r_animcachestate;
3111 void R_AnimCache_Free(void)
3114 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3116 r_animcachestate.entity[idx].maxvertices = 0;
3117 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118 r_animcachestate.entity[idx].vertex3f = NULL;
3119 r_animcachestate.entity[idx].normal3f = NULL;
3120 r_animcachestate.entity[idx].svector3f = NULL;
3121 r_animcachestate.entity[idx].tvector3f = NULL;
3123 r_animcachestate.currentindex = 0;
3124 r_animcachestate.maxindex = 0;
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3131 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3133 if (cache->maxvertices >= numvertices)
3136 // Release existing memory
3137 if (cache->vertex3f)
3138 Mem_Free(cache->vertex3f);
3140 // Pad by 1024 verts
3141 cache->maxvertices = (numvertices + 1023) & ~1023;
3142 arraySize = cache->maxvertices * 3;
3144 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146 r_animcachestate.entity[cacheIdx].vertex3f = base;
3147 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3151 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3154 void R_AnimCache_NewFrame(void)
3158 if (r_animcache.integer && r_drawentities.integer)
3159 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160 else if (r_animcachestate.maxindex)
3163 r_animcachestate.currentindex = 0;
3165 for (i = 0;i < r_refdef.scene.numentities;i++)
3166 r_refdef.scene.entities[i]->animcacheindex = -1;
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3171 dp_model_t *model = ent->model;
3172 r_animcache_entity_t *c;
3173 // see if it's already cached this frame
3174 if (ent->animcacheindex >= 0)
3176 // add normals/tangents if needed
3177 c = r_animcachestate.entity + ent->animcacheindex;
3179 wantnormals = false;
3180 if (c->wanttangents)
3181 wanttangents = false;
3182 if (wantnormals || wanttangents)
3183 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3187 // see if this ent is worth caching
3188 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3190 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3192 // assign it a cache entry and make sure the arrays are big enough
3193 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194 ent->animcacheindex = r_animcachestate.currentindex++;
3195 c = r_animcachestate.entity + ent->animcacheindex;
3196 c->wantnormals = wantnormals;
3197 c->wanttangents = wanttangents;
3198 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3203 void R_AnimCache_CacheVisibleEntities(void)
3206 qboolean wantnormals;
3207 qboolean wanttangents;
3209 if (!r_animcachestate.maxindex)
3212 wantnormals = !r_showsurfaces.integer;
3213 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3215 // TODO: thread this?
3217 for (i = 0;i < r_refdef.scene.numentities;i++)
3219 if (!r_refdef.viewcache.entityvisible[i])
3221 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3225 //==================================================================================
3227 static void R_View_UpdateEntityLighting (void)
3230 entity_render_t *ent;
3231 vec3_t tempdiffusenormal;
3233 for (i = 0;i < r_refdef.scene.numentities;i++)
3235 ent = r_refdef.scene.entities[i];
3237 // skip unseen models
3238 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3242 if (ent->model && ent->model->brush.num_leafs)
3244 // TODO: use modellight for r_ambient settings on world?
3245 VectorSet(ent->modellight_ambient, 0, 0, 0);
3246 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3251 // fetch the lighting from the worldmodel data
3252 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));
3253 VectorClear(ent->modellight_diffuse);
3254 VectorClear(tempdiffusenormal);
3255 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3258 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3262 VectorSet(ent->modellight_ambient, 1, 1, 1);
3264 // move the light direction into modelspace coordinates for lighting code
3265 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266 if(VectorLength2(ent->modellight_lightdir) == 0)
3267 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268 VectorNormalize(ent->modellight_lightdir);
3272 static void R_View_UpdateEntityVisible (void)
3275 entity_render_t *ent;
3277 if (!r_drawentities.integer)
3280 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3283 // worldmodel can check visibility
3284 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285 for (i = 0;i < r_refdef.scene.numentities;i++)
3287 ent = r_refdef.scene.entities[i];
3288 if (!(ent->flags & renderimask))
3289 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)))
3290 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))
3291 r_refdef.viewcache.entityvisible[i] = true;
3293 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3295 for (i = 0;i < r_refdef.scene.numentities;i++)
3297 ent = r_refdef.scene.entities[i];
3298 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3300 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))
3301 ent->last_trace_visibility = realtime;
3302 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303 r_refdef.viewcache.entityvisible[i] = 0;
3310 // no worldmodel or it can't check visibility
3311 for (i = 0;i < r_refdef.scene.numentities;i++)
3313 ent = r_refdef.scene.entities[i];
3314 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));
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3323 entity_render_t *ent;
3325 if (!r_drawentities.integer)
3329 for (i = 0;i < r_refdef.scene.numentities;i++)
3331 if (!r_refdef.viewcache.entityvisible[i])
3333 ent = r_refdef.scene.entities[i];
3334 if (!ent->model || !ent->model->DrawSky)
3336 ent->model->DrawSky(ent);
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3346 entity_render_t *ent;
3348 if (!r_drawentities.integer)
3351 for (i = 0;i < r_refdef.scene.numentities;i++)
3353 if (!r_refdef.viewcache.entityvisible[i])
3355 ent = r_refdef.scene.entities[i];
3356 r_refdef.stats.entities++;
3357 if (ent->model && ent->model->Draw != NULL)
3358 ent->model->Draw(ent);
3364 static void R_DrawModelsDepth(void)
3367 entity_render_t *ent;
3369 if (!r_drawentities.integer)
3372 for (i = 0;i < r_refdef.scene.numentities;i++)
3374 if (!r_refdef.viewcache.entityvisible[i])
3376 ent = r_refdef.scene.entities[i];
3377 if (ent->model && ent->model->DrawDepth != NULL)
3378 ent->model->DrawDepth(ent);
3382 static void R_DrawModelsDebug(void)
3385 entity_render_t *ent;
3387 if (!r_drawentities.integer)
3390 for (i = 0;i < r_refdef.scene.numentities;i++)
3392 if (!r_refdef.viewcache.entityvisible[i])
3394 ent = r_refdef.scene.entities[i];
3395 if (ent->model && ent->model->DrawDebug != NULL)
3396 ent->model->DrawDebug(ent);
3400 static void R_DrawModelsAddWaterPlanes(void)
3403 entity_render_t *ent;
3405 if (!r_drawentities.integer)
3408 for (i = 0;i < r_refdef.scene.numentities;i++)
3410 if (!r_refdef.viewcache.entityvisible[i])
3412 ent = r_refdef.scene.entities[i];
3413 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414 ent->model->DrawAddWaterPlanes(ent);
3418 static void R_View_SetFrustum(void)
3421 double slopex, slopey;
3422 vec3_t forward, left, up, origin;
3424 // we can't trust r_refdef.view.forward and friends in reflected scenes
3425 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3428 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3443 zNear = r_refdef.nearclip;
3444 nudge = 1.0 - 1.0 / (1<<23);
3445 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3458 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461 r_refdef.view.frustum[0].dist = m[15] - m[12];
3463 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466 r_refdef.view.frustum[1].dist = m[15] + m[12];
3468 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471 r_refdef.view.frustum[2].dist = m[15] - m[13];
3473 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476 r_refdef.view.frustum[3].dist = m[15] + m[13];
3478 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481 r_refdef.view.frustum[4].dist = m[15] - m[14];
3483 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486 r_refdef.view.frustum[5].dist = m[15] + m[14];
3489 if (r_refdef.view.useperspective)
3491 slopex = 1.0 / r_refdef.view.frustum_x;
3492 slopey = 1.0 / r_refdef.view.frustum_y;
3493 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3495 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3496 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3497 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3499 // Leaving those out was a mistake, those were in the old code, and they
3500 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501 // I couldn't reproduce it after adding those normalizations. --blub
3502 VectorNormalize(r_refdef.view.frustum[0].normal);
3503 VectorNormalize(r_refdef.view.frustum[1].normal);
3504 VectorNormalize(r_refdef.view.frustum[2].normal);
3505 VectorNormalize(r_refdef.view.frustum[3].normal);
3507 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508 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]);
3509 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]);
3510 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]);
3511 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]);
3513 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3521 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3532 r_refdef.view.numfrustumplanes = 5;
3534 if (r_refdef.view.useclipplane)
3536 r_refdef.view.numfrustumplanes = 6;
3537 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3540 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541 PlaneClassify(r_refdef.view.frustum + i);
3543 // LordHavoc: note to all quake engine coders, Quake had a special case
3544 // for 90 degrees which assumed a square view (wrong), so I removed it,
3545 // Quake2 has it disabled as well.
3547 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550 //PlaneClassify(&frustum[0]);
3552 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555 //PlaneClassify(&frustum[1]);
3557 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560 //PlaneClassify(&frustum[2]);
3562 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565 //PlaneClassify(&frustum[3]);
3568 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570 //PlaneClassify(&frustum[4]);
3573 void R_View_Update(void)
3575 R_View_SetFrustum();
3576 R_View_WorldVisibility(r_refdef.view.useclipplane);
3577 R_View_UpdateEntityVisible();
3578 R_View_UpdateEntityLighting();
3581 void R_SetupView(qboolean allowwaterclippingplane)
3583 const double *customclipplane = NULL;
3585 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3587 // LordHavoc: couldn't figure out how to make this approach the
3588 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591 dist = r_refdef.view.clipplane.dist;
3592 plane[0] = r_refdef.view.clipplane.normal[0];
3593 plane[1] = r_refdef.view.clipplane.normal[1];
3594 plane[2] = r_refdef.view.clipplane.normal[2];
3596 customclipplane = plane;
3599 if (!r_refdef.view.useperspective)
3600 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);
3601 else if (gl_stencil && r_useinfinitefarclip.integer)
3602 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);
3604 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);
3605 R_SetViewport(&r_refdef.view.viewport);
3608 void R_ResetViewRendering2D(void)
3610 r_viewport_t viewport;
3613 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614 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);
3615 R_SetViewport(&viewport);
3616 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617 GL_Color(1, 1, 1, 1);
3618 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619 GL_BlendFunc(GL_ONE, GL_ZERO);
3620 GL_AlphaTest(false);
3621 GL_ScissorTest(false);
3622 GL_DepthMask(false);
3623 GL_DepthRange(0, 1);
3624 GL_DepthTest(false);
3625 R_Mesh_Matrix(&identitymatrix);
3626 R_Mesh_ResetTextureState();
3627 GL_PolygonOffset(0, 0);
3628 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631 qglStencilMask(~0);CHECKGLERROR
3632 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635 R_SetupGenericShader(true);
3638 void R_ResetViewRendering3D(void)
3643 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644 GL_Color(1, 1, 1, 1);
3645 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646 GL_BlendFunc(GL_ONE, GL_ZERO);
3647 GL_AlphaTest(false);
3648 GL_ScissorTest(true);
3650 GL_DepthRange(0, 1);
3652 R_Mesh_Matrix(&identitymatrix);
3653 R_Mesh_ResetTextureState();
3654 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658 qglStencilMask(~0);CHECKGLERROR
3659 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661 GL_CullFace(r_refdef.view.cullface_back);
3662 R_SetupGenericShader(true);
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3668 static void R_Water_StartFrame(void)
3671 int waterwidth, waterheight, texturewidth, textureheight;
3672 r_waterstate_waterplane_t *p;
3674 // set waterwidth and waterheight to the water resolution that will be
3675 // used (often less than the screen resolution for faster rendering)
3676 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3679 // calculate desired texture sizes
3680 // can't use water if the card does not support the texture size
3681 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682 texturewidth = textureheight = waterwidth = waterheight = 0;
3683 else if (gl_support_arb_texture_non_power_of_two)
3685 texturewidth = waterwidth;
3686 textureheight = waterheight;
3690 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3691 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3694 // allocate textures as needed
3695 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3697 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3700 if (p->texture_refraction)
3701 R_FreeTexture(p->texture_refraction);
3702 p->texture_refraction = NULL;
3703 if (p->texture_reflection)
3704 R_FreeTexture(p->texture_reflection);
3705 p->texture_reflection = NULL;
3707 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708 r_waterstate.texturewidth = texturewidth;
3709 r_waterstate.textureheight = textureheight;
3712 if (r_waterstate.texturewidth)
3714 r_waterstate.enabled = true;
3716 // when doing a reduced render (HDR) we want to use a smaller area
3717 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3720 // set up variables that will be used in shader setup
3721 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3727 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728 r_waterstate.numwaterplanes = 0;
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3733 int triangleindex, planeindex;
3739 r_waterstate_waterplane_t *p;
3740 texture_t *t = R_GetCurrentTexture(surface->texture);
3741 // just use the first triangle with a valid normal for any decisions
3742 VectorClear(normal);
3743 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3745 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749 if (VectorLength2(normal) >= 0.001)
3753 VectorCopy(normal, plane.normal);
3754 VectorNormalize(plane.normal);
3755 plane.dist = DotProduct(vert[0], plane.normal);
3756 PlaneClassify(&plane);
3757 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3759 // skip backfaces (except if nocullface is set)
3760 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3762 VectorNegate(plane.normal, plane.normal);
3764 PlaneClassify(&plane);
3768 // find a matching plane if there is one
3769 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3772 if (planeindex >= r_waterstate.maxwaterplanes)
3773 return; // nothing we can do, out of planes
3775 // if this triangle does not fit any known plane rendered this frame, add one
3776 if (planeindex >= r_waterstate.numwaterplanes)
3778 // store the new plane
3779 r_waterstate.numwaterplanes++;
3781 // clear materialflags and pvs
3782 p->materialflags = 0;
3783 p->pvsvalid = false;
3785 // merge this surface's materialflags into the waterplane
3786 p->materialflags |= t->currentmaterialflags;
3787 // merge this surface's PVS into the waterplane
3788 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3792 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3797 static void R_Water_ProcessPlanes(void)
3799 r_refdef_view_t originalview;
3800 r_refdef_view_t myview;
3802 r_waterstate_waterplane_t *p;
3804 originalview = r_refdef.view;
3806 // make sure enough textures are allocated
3807 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3809 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3811 if (!p->texture_refraction)
3812 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);
3813 if (!p->texture_refraction)
3817 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3819 if (!p->texture_reflection)
3820 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);
3821 if (!p->texture_reflection)
3827 r_refdef.view = originalview;
3828 r_refdef.view.showdebug = false;
3829 r_refdef.view.width = r_waterstate.waterwidth;
3830 r_refdef.view.height = r_waterstate.waterheight;
3831 r_refdef.view.useclipplane = true;
3832 myview = r_refdef.view;
3833 r_waterstate.renderingscene = true;
3834 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3836 // render the normal view scene and copy into texture
3837 // (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)
3838 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3840 r_refdef.view = myview;
3841 r_refdef.view.clipplane = p->plane;
3842 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844 PlaneClassify(&r_refdef.view.clipplane);
3846 R_ResetViewRendering3D();
3847 R_ClearScreen(r_refdef.fogenabled);
3851 // copy view into the screen texture
3852 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853 GL_ActiveTexture(0);
3855 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
3858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3860 r_refdef.view = myview;
3861 // render reflected scene and copy into texture
3862 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865 r_refdef.view.clipplane = p->plane;
3866 // reverse the cullface settings for this render
3867 r_refdef.view.cullface_front = GL_FRONT;
3868 r_refdef.view.cullface_back = GL_BACK;
3869 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3871 r_refdef.view.usecustompvs = true;
3873 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3875 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3878 R_ResetViewRendering3D();
3879 R_ClearScreen(r_refdef.fogenabled);
3883 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884 GL_ActiveTexture(0);
3886 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
3889 r_waterstate.renderingscene = false;
3890 r_refdef.view = originalview;
3891 R_ResetViewRendering3D();
3892 R_ClearScreen(r_refdef.fogenabled);
3896 r_refdef.view = originalview;
3897 r_waterstate.renderingscene = false;
3898 Cvar_SetValueQuick(&r_water, 0);
3899 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3903 void R_Bloom_StartFrame(void)
3905 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3907 // set bloomwidth and bloomheight to the bloom resolution that will be
3908 // used (often less than the screen resolution for faster rendering)
3909 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3915 // calculate desired texture sizes
3916 if (gl_support_arb_texture_non_power_of_two)
3918 screentexturewidth = r_refdef.view.width;
3919 screentextureheight = r_refdef.view.height;
3920 bloomtexturewidth = r_bloomstate.bloomwidth;
3921 bloomtextureheight = r_bloomstate.bloomheight;
3925 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3926 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3927 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3928 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3931 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))
3933 Cvar_SetValueQuick(&r_hdr, 0);
3934 Cvar_SetValueQuick(&r_bloom, 0);
3935 Cvar_SetValueQuick(&r_motionblur, 0);
3936 Cvar_SetValueQuick(&r_damageblur, 0);
3939 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)))
3940 screentexturewidth = screentextureheight = 0;
3941 if (!r_hdr.integer && !r_bloom.integer)
3942 bloomtexturewidth = bloomtextureheight = 0;
3944 // allocate textures as needed
3945 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3947 if (r_bloomstate.texture_screen)
3948 R_FreeTexture(r_bloomstate.texture_screen);
3949 r_bloomstate.texture_screen = NULL;
3950 r_bloomstate.screentexturewidth = screentexturewidth;
3951 r_bloomstate.screentextureheight = screentextureheight;
3952 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953 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);
3955 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3957 if (r_bloomstate.texture_bloom)
3958 R_FreeTexture(r_bloomstate.texture_bloom);
3959 r_bloomstate.texture_bloom = NULL;
3960 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963 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);
3966 // when doing a reduced render (HDR) we want to use a smaller area
3967 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3973 // set up a texcoord array for the full resolution screen image
3974 // (we have to keep this around to copy back during final render)
3975 r_bloomstate.screentexcoord2f[0] = 0;
3976 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3977 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3978 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3979 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3980 r_bloomstate.screentexcoord2f[5] = 0;
3981 r_bloomstate.screentexcoord2f[6] = 0;
3982 r_bloomstate.screentexcoord2f[7] = 0;
3984 // set up a texcoord array for the reduced resolution bloom image
3985 // (which will be additive blended over the screen image)
3986 r_bloomstate.bloomtexcoord2f[0] = 0;
3987 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3989 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3991 r_bloomstate.bloomtexcoord2f[5] = 0;
3992 r_bloomstate.bloomtexcoord2f[6] = 0;
3993 r_bloomstate.bloomtexcoord2f[7] = 0;
3995 if (r_hdr.integer || r_bloom.integer)
3997 r_bloomstate.enabled = true;
3998 r_bloomstate.hdr = r_hdr.integer != 0;
4001 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);
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4006 r_refdef.stats.bloom++;
4008 // scale down screen texture to the bloom texture size
4010 R_SetViewport(&r_bloomstate.viewport);
4011 GL_BlendFunc(GL_ONE, GL_ZERO);
4012 GL_Color(colorscale, colorscale, colorscale, 1);
4013 // TODO: optimize with multitexture or GLSL
4014 R_SetupGenericShader(true);
4015 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4020 // we now have a bloom image in the framebuffer
4021 // copy it into the bloom image texture for later processing
4022 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023 GL_ActiveTexture(0);
4025 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4029 void R_Bloom_CopyHDRTexture(void)
4031 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032 GL_ActiveTexture(0);
4034 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
4035 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4038 void R_Bloom_MakeTexture(void)
4041 float xoffset, yoffset, r, brighten;
4043 r_refdef.stats.bloom++;
4045 R_ResetViewRendering2D();
4046 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047 R_Mesh_ColorPointer(NULL, 0, 0);
4048 R_SetupGenericShader(true);
4050 // we have a bloom image in the framebuffer
4052 R_SetViewport(&r_bloomstate.viewport);
4054 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4057 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059 GL_Color(r, r, r, 1);
4060 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4065 // copy the vertically blurred bloom view to a texture
4066 GL_ActiveTexture(0);
4068 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4072 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073 brighten = r_bloom_brighten.value;
4075 brighten *= r_hdr_range.value;
4076 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4077 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4079 for (dir = 0;dir < 2;dir++)
4081 // blend on at multiple vertical offsets to achieve a vertical blur
4082 // TODO: do offset blends using GLSL
4083 GL_BlendFunc(GL_ONE, GL_ZERO);
4084 for (x = -range;x <= range;x++)
4086 if (!dir){xoffset = 0;yoffset = x;}
4087 else {xoffset = x;yoffset = 0;}
4088 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4089 yoffset /= (float)r_bloomstate.bloomtextureheight;
4090 // compute a texcoord array with the specified x and y offset
4091 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4092 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4093 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4094 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4095 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4096 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4097 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4098 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4099 // this r value looks like a 'dot' particle, fading sharply to
4100 // black at the edges
4101 // (probably not realistic but looks good enough)
4102 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4103 //r = (dir ? 1.0f : brighten)/(range*2+1);
4104 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4105 GL_Color(r, r, r, 1);
4106 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4107 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4108 GL_BlendFunc(GL_ONE, GL_ONE);
4111 // copy the vertically blurred bloom view to a texture
4112 GL_ActiveTexture(0);
4114 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4115 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4118 // apply subtract last
4119 // (just like it would be in a GLSL shader)
4120 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4122 GL_BlendFunc(GL_ONE, GL_ZERO);
4123 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4125 GL_Color(1, 1, 1, 1);
4126 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4127 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4129 GL_BlendFunc(GL_ONE, GL_ONE);
4130 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4131 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4132 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4133 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4134 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4135 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4136 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4138 // copy the darkened bloom view to a texture
4139 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4140 GL_ActiveTexture(0);
4142 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4143 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4147 void R_HDR_RenderBloomTexture(void)
4149 int oldwidth, oldheight;
4150 float oldcolorscale;
4152 oldcolorscale = r_refdef.view.colorscale;
4153 oldwidth = r_refdef.view.width;
4154 oldheight = r_refdef.view.height;
4155 r_refdef.view.width = r_bloomstate.bloomwidth;
4156 r_refdef.view.height = r_bloomstate.bloomheight;
4158 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4159 // TODO: add exposure compensation features
4160 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4162 r_refdef.view.showdebug = false;
4163 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4165 R_ResetViewRendering3D();
4167 R_ClearScreen(r_refdef.fogenabled);
4168 if (r_timereport_active)
4169 R_TimeReport("HDRclear");
4172 if (r_timereport_active)
4173 R_TimeReport("visibility");
4175 // only do secondary renders with HDR if r_hdr is 2 or higher
4176 r_waterstate.numwaterplanes = 0;
4177 if (r_waterstate.enabled && r_hdr.integer >= 2)
4178 R_RenderWaterPlanes();
4180 r_refdef.view.showdebug = true;
4182 r_waterstate.numwaterplanes = 0;
4184 R_ResetViewRendering2D();
4186 R_Bloom_CopyHDRTexture();
4187 R_Bloom_MakeTexture();
4189 // restore the view settings
4190 r_refdef.view.width = oldwidth;
4191 r_refdef.view.height = oldheight;
4192 r_refdef.view.colorscale = oldcolorscale;
4194 R_ResetViewRendering3D();
4196 R_ClearScreen(r_refdef.fogenabled);
4197 if (r_timereport_active)
4198 R_TimeReport("viewclear");
4201 static void R_BlendView(void)
4203 if (r_bloomstate.texture_screen)
4205 // make sure the buffer is available
4206 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4208 R_ResetViewRendering2D();
4209 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4210 R_Mesh_ColorPointer(NULL, 0, 0);
4211 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4212 GL_ActiveTexture(0);CHECKGLERROR
4214 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4216 // declare variables
4218 static float avgspeed;
4220 speed = VectorLength(cl.movement_velocity);
4222 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4223 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4225 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4226 speed = bound(0, speed, 1);
4227 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4229 // calculate values into a standard alpha
4230 cl.motionbluralpha = 1 - exp(-
4232 (r_motionblur.value * speed / 80)
4234 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4237 max(0.0001, cl.time - cl.oldtime) // fps independent
4240 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4241 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4243 if (cl.motionbluralpha > 0)
4245 R_SetupGenericShader(true);
4246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4247 GL_Color(1, 1, 1, cl.motionbluralpha);
4248 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4249 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4250 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4251 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4255 // copy view into the screen texture
4256 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
4257 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4260 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4262 unsigned int permutation =
4263 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4264 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4265 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4266 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4267 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4269 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4271 // render simple bloom effect
4272 // copy the screen and shrink it and darken it for the bloom process
4273 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4274 // make the bloom texture
4275 R_Bloom_MakeTexture();
4278 R_ResetViewRendering2D();
4279 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4280 R_Mesh_ColorPointer(NULL, 0, 0);
4281 GL_Color(1, 1, 1, 1);
4282 GL_BlendFunc(GL_ONE, GL_ZERO);
4283 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4286 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4287 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4288 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4289 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4290 if (r_glsl_permutation->loc_TintColor >= 0)
4291 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4292 if (r_glsl_permutation->loc_ClientTime >= 0)
4293 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4294 if (r_glsl_permutation->loc_PixelSize >= 0)
4295 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4296 if (r_glsl_permutation->loc_UserVec1 >= 0)
4298 float a=0, b=0, c=0, d=0;
4299 #if _MSC_VER >= 1400
4300 #define sscanf sscanf_s
4302 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4303 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4305 if (r_glsl_permutation->loc_UserVec2 >= 0)
4307 float a=0, b=0, c=0, d=0;
4308 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4309 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4311 if (r_glsl_permutation->loc_UserVec3 >= 0)
4313 float a=0, b=0, c=0, d=0;
4314 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4315 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4317 if (r_glsl_permutation->loc_UserVec4 >= 0)
4319 float a=0, b=0, c=0, d=0;
4320 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4321 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4323 if (r_glsl_permutation->loc_Saturation >= 0)
4324 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4325 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4326 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4332 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4334 // render high dynamic range bloom effect
4335 // the bloom texture was made earlier this render, so we just need to
4336 // blend it onto the screen...
4337 R_ResetViewRendering2D();
4338 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4339 R_Mesh_ColorPointer(NULL, 0, 0);
4340 R_SetupGenericShader(true);
4341 GL_Color(1, 1, 1, 1);
4342 GL_BlendFunc(GL_ONE, GL_ONE);
4343 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4344 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
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;
4348 else if (r_bloomstate.texture_bloom)
4350 // render simple bloom effect
4351 // copy the screen and shrink it and darken it for the bloom process
4352 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4353 // make the bloom texture
4354 R_Bloom_MakeTexture();
4355 // put the original screen image back in place and blend the bloom
4357 R_ResetViewRendering2D();
4358 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4359 R_Mesh_ColorPointer(NULL, 0, 0);
4360 GL_Color(1, 1, 1, 1);
4361 GL_BlendFunc(GL_ONE, GL_ZERO);
4362 // do both in one pass if possible
4363 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4364 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4365 if (r_textureunits.integer >= 2 && gl_combine.integer)
4367 R_SetupGenericTwoTextureShader(GL_ADD);
4368 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4369 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4373 R_SetupGenericShader(true);
4374 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4375 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4376 // now blend on the bloom texture
4377 GL_BlendFunc(GL_ONE, GL_ONE);
4378 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4379 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4381 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4382 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4384 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4386 // apply a color tint to the whole view
4387 R_ResetViewRendering2D();
4388 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4389 R_Mesh_ColorPointer(NULL, 0, 0);
4390 R_SetupGenericShader(false);
4391 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4392 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4393 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4397 matrix4x4_t r_waterscrollmatrix;
4399 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4401 if (r_refdef.fog_density)
4403 r_refdef.fogcolor[0] = r_refdef.fog_red;
4404 r_refdef.fogcolor[1] = r_refdef.fog_green;
4405 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4409 VectorCopy(r_refdef.fogcolor, fogvec);
4410 // color.rgb *= ContrastBoost * SceneBrightness;
4411 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4412 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4413 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4414 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4419 void R_UpdateVariables(void)
4423 r_refdef.scene.ambient = r_ambient.value;
4425 r_refdef.farclip = 4096;
4426 if (r_refdef.scene.worldmodel)
4427 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4428 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4430 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4431 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4432 r_refdef.polygonfactor = 0;
4433 r_refdef.polygonoffset = 0;
4434 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4435 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4437 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4438 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4439 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4440 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4441 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4442 if (r_showsurfaces.integer)
4444 r_refdef.scene.rtworld = false;
4445 r_refdef.scene.rtworldshadows = false;
4446 r_refdef.scene.rtdlight = false;
4447 r_refdef.scene.rtdlightshadows = false;
4448 r_refdef.lightmapintensity = 0;
4451 if (gamemode == GAME_NEHAHRA)
4453 if (gl_fogenable.integer)
4455 r_refdef.oldgl_fogenable = true;
4456 r_refdef.fog_density = gl_fogdensity.value;
4457 r_refdef.fog_red = gl_fogred.value;
4458 r_refdef.fog_green = gl_foggreen.value;
4459 r_refdef.fog_blue = gl_fogblue.value;
4460 r_refdef.fog_alpha = 1;
4461 r_refdef.fog_start = 0;
4462 r_refdef.fog_end = gl_skyclip.value;
4464 else if (r_refdef.oldgl_fogenable)
4466 r_refdef.oldgl_fogenable = false;
4467 r_refdef.fog_density = 0;
4468 r_refdef.fog_red = 0;
4469 r_refdef.fog_green = 0;
4470 r_refdef.fog_blue = 0;
4471 r_refdef.fog_alpha = 0;
4472 r_refdef.fog_start = 0;
4473 r_refdef.fog_end = 0;
4477 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4478 r_refdef.fog_start = max(0, r_refdef.fog_start);
4479 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4481 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4483 if (r_refdef.fog_density && r_drawfog.integer)
4485 r_refdef.fogenabled = true;
4486 // this is the point where the fog reaches 0.9986 alpha, which we
4487 // consider a good enough cutoff point for the texture
4488 // (0.9986 * 256 == 255.6)
4489 if (r_fog_exp2.integer)
4490 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4492 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4493 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4494 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4495 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4496 // fog color was already set
4497 // update the fog texture
4498 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)
4499 R_BuildFogTexture();
4502 r_refdef.fogenabled = false;
4504 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4506 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4508 // build GLSL gamma texture
4509 #define RAMPWIDTH 256
4510 unsigned short ramp[RAMPWIDTH * 3];
4511 unsigned char rampbgr[RAMPWIDTH][4];
4514 r_texture_gammaramps_serial = vid_gammatables_serial;
4516 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4517 for(i = 0; i < RAMPWIDTH; ++i)
4519 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4520 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4521 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4524 if (r_texture_gammaramps)
4526 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4530 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);
4536 // remove GLSL gamma texture
4540 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4541 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4547 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4548 if( scenetype != r_currentscenetype ) {
4549 // store the old scenetype
4550 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4551 r_currentscenetype = scenetype;
4552 // move in the new scene
4553 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4562 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4564 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4565 if( scenetype == r_currentscenetype ) {
4566 return &r_refdef.scene;
4568 return &r_scenes_store[ scenetype ];
4577 void R_RenderView(void)
4579 if (r_timereport_active)
4580 R_TimeReport("start");
4581 r_frame++; // used only by R_GetCurrentTexture
4582 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4584 R_AnimCache_NewFrame();
4586 if (r_refdef.view.isoverlay)
4588 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4589 GL_Clear( GL_DEPTH_BUFFER_BIT );
4590 R_TimeReport("depthclear");
4592 r_refdef.view.showdebug = false;
4594 r_waterstate.enabled = false;
4595 r_waterstate.numwaterplanes = 0;
4603 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4604 return; //Host_Error ("R_RenderView: NULL worldmodel");
4606 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4608 // break apart the view matrix into vectors for various purposes
4609 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4610 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4611 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4612 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4613 // make an inverted copy of the view matrix for tracking sprites
4614 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4616 R_Shadow_UpdateWorldLightSelection();
4618 R_Bloom_StartFrame();
4619 R_Water_StartFrame();
4622 if (r_timereport_active)
4623 R_TimeReport("viewsetup");
4625 R_ResetViewRendering3D();
4627 if (r_refdef.view.clear || r_refdef.fogenabled)
4629 R_ClearScreen(r_refdef.fogenabled);
4630 if (r_timereport_active)
4631 R_TimeReport("viewclear");
4633 r_refdef.view.clear = true;
4635 // this produces a bloom texture to be used in R_BlendView() later
4637 R_HDR_RenderBloomTexture();
4639 r_refdef.view.showdebug = true;
4642 if (r_timereport_active)
4643 R_TimeReport("visibility");
4645 r_waterstate.numwaterplanes = 0;
4646 if (r_waterstate.enabled)
4647 R_RenderWaterPlanes();
4650 r_waterstate.numwaterplanes = 0;
4653 if (r_timereport_active)
4654 R_TimeReport("blendview");
4656 GL_Scissor(0, 0, vid.width, vid.height);
4657 GL_ScissorTest(false);
4661 void R_RenderWaterPlanes(void)
4663 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4665 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4666 if (r_timereport_active)
4667 R_TimeReport("waterworld");
4670 // don't let sound skip if going slow
4671 if (r_refdef.scene.extraupdate)
4674 R_DrawModelsAddWaterPlanes();
4675 if (r_timereport_active)
4676 R_TimeReport("watermodels");
4678 if (r_waterstate.numwaterplanes)
4680 R_Water_ProcessPlanes();
4681 if (r_timereport_active)
4682 R_TimeReport("waterscenes");
4686 extern void R_DrawLightningBeams (void);
4687 extern void VM_CL_AddPolygonsToMeshQueue (void);
4688 extern void R_DrawPortals (void);
4689 extern cvar_t cl_locs_show;
4690 static void R_DrawLocs(void);
4691 static void R_DrawEntityBBoxes(void);
4692 void R_RenderScene(void)
4694 r_refdef.stats.renders++;
4698 // don't let sound skip if going slow
4699 if (r_refdef.scene.extraupdate)
4702 R_MeshQueue_BeginScene();
4706 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);
4708 if (cl.csqc_vidvars.drawworld)
4710 // don't let sound skip if going slow
4711 if (r_refdef.scene.extraupdate)
4714 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4716 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4717 if (r_timereport_active)
4718 R_TimeReport("worldsky");
4721 if (R_DrawBrushModelsSky() && r_timereport_active)
4722 R_TimeReport("bmodelsky");
4725 R_AnimCache_CacheVisibleEntities();
4727 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4729 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4730 if (r_timereport_active)
4731 R_TimeReport("worlddepth");
4733 if (r_depthfirst.integer >= 2)
4735 R_DrawModelsDepth();
4736 if (r_timereport_active)
4737 R_TimeReport("modeldepth");
4740 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4742 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4743 if (r_timereport_active)
4744 R_TimeReport("world");
4747 // don't let sound skip if going slow
4748 if (r_refdef.scene.extraupdate)
4752 if (r_timereport_active)
4753 R_TimeReport("models");
4755 // don't let sound skip if going slow
4756 if (r_refdef.scene.extraupdate)
4759 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4761 R_DrawModelShadows();
4762 R_ResetViewRendering3D();
4763 // don't let sound skip if going slow
4764 if (r_refdef.scene.extraupdate)
4768 R_ShadowVolumeLighting(false);
4769 if (r_timereport_active)
4770 R_TimeReport("rtlights");
4772 // don't let sound skip if going slow
4773 if (r_refdef.scene.extraupdate)
4776 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4778 R_DrawModelShadows();
4779 R_ResetViewRendering3D();
4780 // don't let sound skip if going slow
4781 if (r_refdef.scene.extraupdate)
4785 if (cl.csqc_vidvars.drawworld)
4787 R_DrawLightningBeams();
4788 if (r_timereport_active)
4789 R_TimeReport("lightning");
4792 if (r_timereport_active)
4793 R_TimeReport("decals");
4796 if (r_timereport_active)
4797 R_TimeReport("particles");
4800 if (r_timereport_active)
4801 R_TimeReport("explosions");
4804 R_SetupGenericShader(true);
4805 VM_CL_AddPolygonsToMeshQueue();
4807 if (r_refdef.view.showdebug)
4809 if (cl_locs_show.integer)
4812 if (r_timereport_active)
4813 R_TimeReport("showlocs");
4816 if (r_drawportals.integer)
4819 if (r_timereport_active)
4820 R_TimeReport("portals");
4823 if (r_showbboxes.value > 0)
4825 R_DrawEntityBBoxes();
4826 if (r_timereport_active)
4827 R_TimeReport("bboxes");
4831 R_SetupGenericShader(true);
4832 R_MeshQueue_RenderTransparent();
4833 if (r_timereport_active)
4834 R_TimeReport("drawtrans");
4836 R_SetupGenericShader(true);
4838 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))
4840 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4841 if (r_timereport_active)
4842 R_TimeReport("worlddebug");
4843 R_DrawModelsDebug();
4844 if (r_timereport_active)
4845 R_TimeReport("modeldebug");
4848 R_SetupGenericShader(true);
4850 if (cl.csqc_vidvars.drawworld)
4853 if (r_timereport_active)
4854 R_TimeReport("coronas");
4857 // don't let sound skip if going slow
4858 if (r_refdef.scene.extraupdate)
4861 R_ResetViewRendering2D();
4864 static const unsigned short bboxelements[36] =
4874 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4877 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4878 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4879 GL_DepthMask(false);
4880 GL_DepthRange(0, 1);
4881 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4882 R_Mesh_Matrix(&identitymatrix);
4883 R_Mesh_ResetTextureState();
4885 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4886 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4887 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4888 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4889 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4890 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4891 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4892 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4893 R_FillColors(color4f, 8, cr, cg, cb, ca);
4894 if (r_refdef.fogenabled)
4896 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4898 f1 = FogPoint_World(v);
4900 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4901 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4902 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4905 R_Mesh_VertexPointer(vertex3f, 0, 0);
4906 R_Mesh_ColorPointer(color4f, 0, 0);
4907 R_Mesh_ResetTextureState();
4908 R_SetupGenericShader(false);
4909 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4912 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4916 prvm_edict_t *edict;
4917 prvm_prog_t *prog_save = prog;
4919 // this function draws bounding boxes of server entities
4923 GL_CullFace(GL_NONE);
4924 R_SetupGenericShader(false);
4928 for (i = 0;i < numsurfaces;i++)
4930 edict = PRVM_EDICT_NUM(surfacelist[i]);
4931 switch ((int)edict->fields.server->solid)
4933 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4934 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4935 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4936 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4937 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4938 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4940 color[3] *= r_showbboxes.value;
4941 color[3] = bound(0, color[3], 1);
4942 GL_DepthTest(!r_showdisabledepthtest.integer);
4943 GL_CullFace(r_refdef.view.cullface_front);
4944 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4950 static void R_DrawEntityBBoxes(void)
4953 prvm_edict_t *edict;
4955 prvm_prog_t *prog_save = prog;
4957 // this function draws bounding boxes of server entities
4963 for (i = 0;i < prog->num_edicts;i++)
4965 edict = PRVM_EDICT_NUM(i);
4966 if (edict->priv.server->free)
4968 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4969 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4971 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4973 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4974 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4980 unsigned short nomodelelements[24] =
4992 float nomodelvertex3f[6*3] =
5002 float nomodelcolor4f[6*4] =
5004 0.0f, 0.0f, 0.5f, 1.0f,
5005 0.0f, 0.0f, 0.5f, 1.0f,
5006 0.0f, 0.5f, 0.0f, 1.0f,
5007 0.0f, 0.5f, 0.0f, 1.0f,
5008 0.5f, 0.0f, 0.0f, 1.0f,
5009 0.5f, 0.0f, 0.0f, 1.0f
5012 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5017 // this is only called once per entity so numsurfaces is always 1, and
5018 // surfacelist is always {0}, so this code does not handle batches
5019 R_Mesh_Matrix(&ent->matrix);
5021 if (ent->flags & EF_ADDITIVE)
5023 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5024 GL_DepthMask(false);
5026 else if (ent->alpha < 1)
5028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5029 GL_DepthMask(false);
5033 GL_BlendFunc(GL_ONE, GL_ZERO);
5036 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5037 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5038 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5039 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5040 R_SetupGenericShader(false);
5041 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5042 if (r_refdef.fogenabled)
5045 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5046 R_Mesh_ColorPointer(color4f, 0, 0);
5047 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5048 f1 = FogPoint_World(org);
5050 for (i = 0, c = color4f;i < 6;i++, c += 4)
5052 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5053 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5054 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5058 else if (ent->alpha != 1)
5060 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5061 R_Mesh_ColorPointer(color4f, 0, 0);
5062 for (i = 0, c = color4f;i < 6;i++, c += 4)
5066 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5067 R_Mesh_ResetTextureState();
5068 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5071 void R_DrawNoModel(entity_render_t *ent)
5074 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5075 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5076 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5078 // R_DrawNoModelCallback(ent, 0);
5081 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5083 vec3_t right1, right2, diff, normal;
5085 VectorSubtract (org2, org1, normal);
5087 // calculate 'right' vector for start
5088 VectorSubtract (r_refdef.view.origin, org1, diff);
5089 CrossProduct (normal, diff, right1);
5090 VectorNormalize (right1);
5092 // calculate 'right' vector for end
5093 VectorSubtract (r_refdef.view.origin, org2, diff);
5094 CrossProduct (normal, diff, right2);
5095 VectorNormalize (right2);
5097 vert[ 0] = org1[0] + width * right1[0];
5098 vert[ 1] = org1[1] + width * right1[1];
5099 vert[ 2] = org1[2] + width * right1[2];
5100 vert[ 3] = org1[0] - width * right1[0];
5101 vert[ 4] = org1[1] - width * right1[1];
5102 vert[ 5] = org1[2] - width * right1[2];
5103 vert[ 6] = org2[0] - width * right2[0];
5104 vert[ 7] = org2[1] - width * right2[1];
5105 vert[ 8] = org2[2] - width * right2[2];
5106 vert[ 9] = org2[0] + width * right2[0];
5107 vert[10] = org2[1] + width * right2[1];
5108 vert[11] = org2[2] + width * right2[2];
5111 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5113 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)
5115 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5119 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5120 fog = FogPoint_World(origin);
5122 R_Mesh_Matrix(&identitymatrix);
5123 GL_BlendFunc(blendfunc1, blendfunc2);
5125 GL_CullFace(GL_NONE);
5127 GL_DepthMask(false);
5128 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5129 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5130 GL_DepthTest(!depthdisable);
5132 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5133 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5134 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5135 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5136 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5137 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5138 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5139 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5140 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5141 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5142 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5143 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5145 R_Mesh_VertexPointer(vertex3f, 0, 0);
5146 R_Mesh_ColorPointer(NULL, 0, 0);
5147 R_Mesh_ResetTextureState();
5148 R_SetupGenericShader(true);
5149 R_Mesh_TexBind(0, R_GetTexture(texture));
5150 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5151 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5152 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5153 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5155 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5157 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5158 GL_BlendFunc(blendfunc1, GL_ONE);
5160 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5161 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5165 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5170 VectorSet(v, x, y, z);
5171 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5172 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5174 if (i == mesh->numvertices)
5176 if (mesh->numvertices < mesh->maxvertices)
5178 VectorCopy(v, vertex3f);
5179 mesh->numvertices++;
5181 return mesh->numvertices;
5187 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5191 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5192 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5193 e = mesh->element3i + mesh->numtriangles * 3;
5194 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5196 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5197 if (mesh->numtriangles < mesh->maxtriangles)
5202 mesh->numtriangles++;
5204 element[1] = element[2];
5208 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5212 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5213 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5214 e = mesh->element3i + mesh->numtriangles * 3;
5215 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5217 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5218 if (mesh->numtriangles < mesh->maxtriangles)
5223 mesh->numtriangles++;
5225 element[1] = element[2];
5229 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5230 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5232 int planenum, planenum2;
5235 mplane_t *plane, *plane2;
5237 double temppoints[2][256*3];
5238 // figure out how large a bounding box we need to properly compute this brush
5240 for (w = 0;w < numplanes;w++)
5241 maxdist = max(maxdist, planes[w].dist);
5242 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5243 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5244 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5248 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5249 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5251 if (planenum2 == planenum)
5253 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);
5256 if (tempnumpoints < 3)
5258 // generate elements forming a triangle fan for this polygon
5259 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5263 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)
5265 texturelayer_t *layer;
5266 layer = t->currentlayers + t->currentnumlayers++;
5268 layer->depthmask = depthmask;
5269 layer->blendfunc1 = blendfunc1;
5270 layer->blendfunc2 = blendfunc2;
5271 layer->texture = texture;
5272 layer->texmatrix = *matrix;
5273 layer->color[0] = r * r_refdef.view.colorscale;
5274 layer->color[1] = g * r_refdef.view.colorscale;
5275 layer->color[2] = b * r_refdef.view.colorscale;
5276 layer->color[3] = a;
5279 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5282 index = parms[2] + r_refdef.scene.time * parms[3];
5283 index -= floor(index);
5287 case Q3WAVEFUNC_NONE:
5288 case Q3WAVEFUNC_NOISE:
5289 case Q3WAVEFUNC_COUNT:
5292 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5293 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5294 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5295 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5296 case Q3WAVEFUNC_TRIANGLE:
5298 f = index - floor(index);
5309 return (float)(parms[0] + parms[1] * f);
5312 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5317 matrix4x4_t matrix, temp;
5318 switch(tcmod->tcmod)
5322 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5323 matrix = r_waterscrollmatrix;
5325 matrix = identitymatrix;
5327 case Q3TCMOD_ENTITYTRANSLATE:
5328 // this is used in Q3 to allow the gamecode to control texcoord
5329 // scrolling on the entity, which is not supported in darkplaces yet.
5330 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5332 case Q3TCMOD_ROTATE:
5333 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5334 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5335 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5338 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5340 case Q3TCMOD_SCROLL:
5341 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5343 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5344 w = (int) tcmod->parms[0];
5345 h = (int) tcmod->parms[1];
5346 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5348 idx = (int) floor(f * w * h);
5349 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5351 case Q3TCMOD_STRETCH:
5352 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5353 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5355 case Q3TCMOD_TRANSFORM:
5356 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5357 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5358 VectorSet(tcmat + 6, 0 , 0 , 1);
5359 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5360 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5362 case Q3TCMOD_TURBULENT:
5363 // this is handled in the RSurf_PrepareVertices function
5364 matrix = identitymatrix;
5368 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5371 texture_t *R_GetCurrentTexture(texture_t *t)
5374 const entity_render_t *ent = rsurface.entity;
5375 dp_model_t *model = ent->model;
5376 q3shaderinfo_layer_tcmod_t *tcmod;
5378 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5379 return t->currentframe;
5380 t->update_lastrenderframe = r_frame;
5381 t->update_lastrenderentity = (void *)ent;
5383 // switch to an alternate material if this is a q1bsp animated material
5385 texture_t *texture = t;
5386 int s = ent->skinnum;
5387 if ((unsigned int)s >= (unsigned int)model->numskins)
5389 if (model->skinscenes)
5391 if (model->skinscenes[s].framecount > 1)
5392 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5394 s = model->skinscenes[s].firstframe;
5397 t = t + s * model->num_surfaces;
5400 // use an alternate animation if the entity's frame is not 0,
5401 // and only if the texture has an alternate animation
5402 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5403 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5405 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5407 texture->currentframe = t;
5410 // update currentskinframe to be a qw skin or animation frame
5411 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"))
5413 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5415 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5416 if (developer_loading.integer)
5417 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5418 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);
5420 t->currentskinframe = r_qwskincache_skinframe[i];
5421 if (t->currentskinframe == NULL)
5422 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5424 else if (t->numskinframes >= 2)
5425 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5426 if (t->backgroundnumskinframes >= 2)
5427 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5429 t->currentmaterialflags = t->basematerialflags;
5430 t->currentalpha = ent->alpha;
5431 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5432 t->currentalpha *= r_wateralpha.value;
5433 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5434 t->currentalpha *= t->r_water_wateralpha;
5435 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5436 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5437 if (!(ent->flags & RENDER_LIGHT))
5438 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5439 else if (rsurface.modeltexcoordlightmap2f == NULL)
5441 // pick a model lighting mode
5442 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5443 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5445 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5447 if (ent->effects & EF_ADDITIVE)
5448 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5449 else if (t->currentalpha < 1)
5450 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5451 if (ent->effects & EF_DOUBLESIDED)
5452 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5453 if (ent->effects & EF_NODEPTHTEST)
5454 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5455 if (ent->flags & RENDER_VIEWMODEL)
5456 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5457 if (t->backgroundnumskinframes)
5458 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5459 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5461 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5462 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5465 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5467 // there is no tcmod
5468 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5470 t->currenttexmatrix = r_waterscrollmatrix;
5471 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5475 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5476 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5479 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5480 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5481 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5482 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5484 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5485 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5486 t->glosstexture = r_texture_black;
5487 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5488 t->backgroundglosstexture = r_texture_black;
5489 t->specularpower = r_shadow_glossexponent.value;
5490 // TODO: store reference values for these in the texture?
5491 t->specularscale = 0;
5492 if (r_shadow_gloss.integer > 0)
5494 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5496 if (r_shadow_glossintensity.value > 0)
5498 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5499 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5500 t->specularscale = r_shadow_glossintensity.value;
5503 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5505 t->glosstexture = r_texture_white;
5506 t->backgroundglosstexture = r_texture_white;
5507 t->specularscale = r_shadow_gloss2intensity.value;
5508 t->specularpower = r_shadow_gloss2exponent.value;
5512 // lightmaps mode looks bad with dlights using actual texturing, so turn
5513 // off the colormap and glossmap, but leave the normalmap on as it still
5514 // accurately represents the shading involved
5515 if (gl_lightmaps.integer)
5517 t->basetexture = r_texture_grey128;
5518 t->backgroundbasetexture = NULL;
5519 t->specularscale = 0;
5520 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5523 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5524 VectorClear(t->dlightcolor);
5525 t->currentnumlayers = 0;
5526 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5529 int blendfunc1, blendfunc2;
5531 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5533 blendfunc1 = GL_SRC_ALPHA;
5534 blendfunc2 = GL_ONE;
5536 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5538 blendfunc1 = GL_SRC_ALPHA;
5539 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5541 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5543 blendfunc1 = t->customblendfunc[0];
5544 blendfunc2 = t->customblendfunc[1];
5548 blendfunc1 = GL_ONE;
5549 blendfunc2 = GL_ZERO;
5551 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5552 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5553 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5554 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5556 // fullbright is not affected by r_refdef.lightmapintensity
5557 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]);
5558 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5559 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]);
5560 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5561 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]);
5565 vec3_t ambientcolor;
5567 // set the color tint used for lights affecting this surface
5568 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5570 // q3bsp has no lightmap updates, so the lightstylevalue that
5571 // would normally be baked into the lightmap must be
5572 // applied to the color
5573 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5574 if (ent->model->type == mod_brushq3)
5575 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5576 colorscale *= r_refdef.lightmapintensity;
5577 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5578 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5579 // basic lit geometry
5580 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]);
5581 // add pants/shirt if needed
5582 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5583 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]);
5584 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5585 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]);
5586 // now add ambient passes if needed
5587 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5589 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]);
5590 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5591 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]);
5592 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5593 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]);
5596 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5597 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]);
5598 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5600 // if this is opaque use alpha blend which will darken the earlier
5603 // if this is an alpha blended material, all the earlier passes
5604 // were darkened by fog already, so we only need to add the fog
5605 // color ontop through the fog mask texture
5607 // if this is an additive blended material, all the earlier passes
5608 // were darkened by fog already, and we should not add fog color
5609 // (because the background was not darkened, there is no fog color
5610 // that was lost behind it).
5611 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]);
5615 return t->currentframe;
5618 rsurfacestate_t rsurface;
5620 void R_Mesh_ResizeArrays(int newvertices)
5623 if (rsurface.array_size >= newvertices)
5625 if (rsurface.array_modelvertex3f)
5626 Mem_Free(rsurface.array_modelvertex3f);
5627 rsurface.array_size = (newvertices + 1023) & ~1023;
5628 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5629 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5630 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5631 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5632 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5633 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5634 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5635 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5636 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5637 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5638 rsurface.array_color4f = base + rsurface.array_size * 27;
5639 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5642 void RSurf_ActiveWorldEntity(void)
5644 dp_model_t *model = r_refdef.scene.worldmodel;
5645 //if (rsurface.entity == r_refdef.scene.worldentity)
5647 rsurface.entity = r_refdef.scene.worldentity;
5648 if (rsurface.array_size < model->surfmesh.num_vertices)
5649 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5650 rsurface.matrix = identitymatrix;
5651 rsurface.inversematrix = identitymatrix;
5652 R_Mesh_Matrix(&identitymatrix);
5653 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5654 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5655 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5656 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5657 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5658 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5659 VectorSet(rsurface.glowmod, 1, 1, 1);
5660 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5661 rsurface.frameblend[0].lerp = 1;
5662 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5663 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5664 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5665 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5666 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5667 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5668 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5669 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5670 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5671 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5672 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5673 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5674 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5675 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5676 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5677 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5678 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5679 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5680 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5681 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5682 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5683 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5684 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5685 rsurface.modelelement3i = model->surfmesh.data_element3i;
5686 rsurface.modelelement3s = model->surfmesh.data_element3s;
5687 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5688 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5689 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5690 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5691 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5692 rsurface.modelsurfaces = model->data_surfaces;
5693 rsurface.generatedvertex = false;
5694 rsurface.vertex3f = rsurface.modelvertex3f;
5695 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5696 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5697 rsurface.svector3f = rsurface.modelsvector3f;
5698 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5699 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5700 rsurface.tvector3f = rsurface.modeltvector3f;
5701 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5702 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5703 rsurface.normal3f = rsurface.modelnormal3f;
5704 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5705 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5706 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5709 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5711 dp_model_t *model = ent->model;
5712 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5714 rsurface.entity = (entity_render_t *)ent;
5715 if (rsurface.array_size < model->surfmesh.num_vertices)
5716 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5717 rsurface.matrix = ent->matrix;
5718 rsurface.inversematrix = ent->inversematrix;
5719 R_Mesh_Matrix(&rsurface.matrix);
5720 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5721 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5722 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5723 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5724 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5725 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5726 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5727 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5728 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5729 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5730 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5731 VectorCopy(ent->glowmod, rsurface.glowmod);
5732 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5733 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5734 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5735 if (ent->model->brush.submodel)
5737 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5738 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5740 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5742 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5744 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5745 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5746 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5747 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5749 else if (wanttangents)
5751 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5752 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5753 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5754 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5755 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5757 else if (wantnormals)
5759 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5760 rsurface.modelsvector3f = NULL;
5761 rsurface.modeltvector3f = NULL;
5762 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5763 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5767 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5768 rsurface.modelsvector3f = NULL;
5769 rsurface.modeltvector3f = NULL;
5770 rsurface.modelnormal3f = NULL;
5771 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5773 rsurface.modelvertex3f_bufferobject = 0;
5774 rsurface.modelvertex3f_bufferoffset = 0;
5775 rsurface.modelsvector3f_bufferobject = 0;
5776 rsurface.modelsvector3f_bufferoffset = 0;
5777 rsurface.modeltvector3f_bufferobject = 0;
5778 rsurface.modeltvector3f_bufferoffset = 0;
5779 rsurface.modelnormal3f_bufferobject = 0;
5780 rsurface.modelnormal3f_bufferoffset = 0;
5781 rsurface.generatedvertex = true;
5785 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5786 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5787 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5788 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5789 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5790 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5791 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5792 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5793 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5794 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5795 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5796 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5797 rsurface.generatedvertex = false;
5799 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5800 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5801 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5802 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5803 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5804 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5805 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5806 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5807 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5808 rsurface.modelelement3i = model->surfmesh.data_element3i;
5809 rsurface.modelelement3s = model->surfmesh.data_element3s;
5810 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5811 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5812 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5813 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5814 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5815 rsurface.modelsurfaces = model->data_surfaces;
5816 rsurface.vertex3f = rsurface.modelvertex3f;
5817 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5818 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5819 rsurface.svector3f = rsurface.modelsvector3f;
5820 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5821 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5822 rsurface.tvector3f = rsurface.modeltvector3f;
5823 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5824 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5825 rsurface.normal3f = rsurface.modelnormal3f;
5826 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5827 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5828 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5831 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5832 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5835 int texturesurfaceindex;
5840 const float *v1, *in_tc;
5842 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5844 q3shaderinfo_deform_t *deform;
5845 // 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
5846 if (rsurface.generatedvertex)
5848 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5849 generatenormals = true;
5850 for (i = 0;i < Q3MAXDEFORMS;i++)
5852 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5854 generatetangents = true;
5855 generatenormals = true;
5857 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5858 generatenormals = true;
5860 if (generatenormals && !rsurface.modelnormal3f)
5862 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5863 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5864 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5865 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5867 if (generatetangents && !rsurface.modelsvector3f)
5869 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5870 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5871 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5872 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5873 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5874 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5875 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);
5878 rsurface.vertex3f = rsurface.modelvertex3f;
5879 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5880 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5881 rsurface.svector3f = rsurface.modelsvector3f;
5882 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5883 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5884 rsurface.tvector3f = rsurface.modeltvector3f;
5885 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5886 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5887 rsurface.normal3f = rsurface.modelnormal3f;
5888 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5889 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5890 // if vertices are deformed (sprite flares and things in maps, possibly
5891 // water waves, bulges and other deformations), generate them into
5892 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5893 // (may be static model data or generated data for an animated model, or
5894 // the previous deform pass)
5895 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5897 switch (deform->deform)
5900 case Q3DEFORM_PROJECTIONSHADOW:
5901 case Q3DEFORM_TEXT0:
5902 case Q3DEFORM_TEXT1:
5903 case Q3DEFORM_TEXT2:
5904 case Q3DEFORM_TEXT3:
5905 case Q3DEFORM_TEXT4:
5906 case Q3DEFORM_TEXT5:
5907 case Q3DEFORM_TEXT6:
5908 case Q3DEFORM_TEXT7:
5911 case Q3DEFORM_AUTOSPRITE:
5912 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5913 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5914 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5915 VectorNormalize(newforward);
5916 VectorNormalize(newright);
5917 VectorNormalize(newup);
5918 // make deformed versions of only the model vertices used by the specified surfaces
5919 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5921 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5922 // a single autosprite surface can contain multiple sprites...
5923 for (j = 0;j < surface->num_vertices - 3;j += 4)
5925 VectorClear(center);
5926 for (i = 0;i < 4;i++)
5927 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5928 VectorScale(center, 0.25f, center);
5929 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5930 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5931 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5932 for (i = 0;i < 4;i++)
5934 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5935 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5938 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);
5939 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);
5941 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5942 rsurface.vertex3f_bufferobject = 0;
5943 rsurface.vertex3f_bufferoffset = 0;
5944 rsurface.svector3f = rsurface.array_deformedsvector3f;
5945 rsurface.svector3f_bufferobject = 0;
5946 rsurface.svector3f_bufferoffset = 0;
5947 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5948 rsurface.tvector3f_bufferobject = 0;
5949 rsurface.tvector3f_bufferoffset = 0;
5950 rsurface.normal3f = rsurface.array_deformednormal3f;
5951 rsurface.normal3f_bufferobject = 0;
5952 rsurface.normal3f_bufferoffset = 0;
5954 case Q3DEFORM_AUTOSPRITE2:
5955 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5956 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5957 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5958 VectorNormalize(newforward);
5959 VectorNormalize(newright);
5960 VectorNormalize(newup);
5961 // make deformed versions of only the model vertices used by the specified surfaces
5962 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5964 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5965 const float *v1, *v2;
5975 memset(shortest, 0, sizeof(shortest));
5976 // a single autosprite surface can contain multiple sprites...
5977 for (j = 0;j < surface->num_vertices - 3;j += 4)
5979 VectorClear(center);
5980 for (i = 0;i < 4;i++)
5981 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5982 VectorScale(center, 0.25f, center);
5983 // find the two shortest edges, then use them to define the
5984 // axis vectors for rotating around the central axis
5985 for (i = 0;i < 6;i++)
5987 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5988 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5990 Debug_PolygonBegin(NULL, 0);
5991 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5992 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);
5993 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5996 l = VectorDistance2(v1, v2);
5997 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5999 l += (1.0f / 1024.0f);
6000 if (shortest[0].length2 > l || i == 0)
6002 shortest[1] = shortest[0];
6003 shortest[0].length2 = l;
6004 shortest[0].v1 = v1;
6005 shortest[0].v2 = v2;
6007 else if (shortest[1].length2 > l || i == 1)
6009 shortest[1].length2 = l;
6010 shortest[1].v1 = v1;
6011 shortest[1].v2 = v2;
6014 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6015 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6017 Debug_PolygonBegin(NULL, 0);
6018 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6019 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);
6020 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6023 // this calculates the right vector from the shortest edge
6024 // and the up vector from the edge midpoints
6025 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6026 VectorNormalize(right);
6027 VectorSubtract(end, start, up);
6028 VectorNormalize(up);
6029 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6030 VectorSubtract(rsurface.modelorg, center, forward);
6031 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6032 VectorNegate(forward, forward);
6033 VectorReflect(forward, 0, up, forward);
6034 VectorNormalize(forward);
6035 CrossProduct(up, forward, newright);
6036 VectorNormalize(newright);
6038 Debug_PolygonBegin(NULL, 0);
6039 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);
6040 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6041 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6045 Debug_PolygonBegin(NULL, 0);
6046 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6047 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6048 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6051 // rotate the quad around the up axis vector, this is made
6052 // especially easy by the fact we know the quad is flat,
6053 // so we only have to subtract the center position and
6054 // measure distance along the right vector, and then
6055 // multiply that by the newright vector and add back the
6057 // we also need to subtract the old position to undo the
6058 // displacement from the center, which we do with a
6059 // DotProduct, the subtraction/addition of center is also
6060 // optimized into DotProducts here
6061 l = DotProduct(right, center);
6062 for (i = 0;i < 4;i++)
6064 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6065 f = DotProduct(right, v1) - l;
6066 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6069 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);
6070 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);
6072 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6073 rsurface.vertex3f_bufferobject = 0;
6074 rsurface.vertex3f_bufferoffset = 0;
6075 rsurface.svector3f = rsurface.array_deformedsvector3f;
6076 rsurface.svector3f_bufferobject = 0;
6077 rsurface.svector3f_bufferoffset = 0;
6078 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6079 rsurface.tvector3f_bufferobject = 0;
6080 rsurface.tvector3f_bufferoffset = 0;
6081 rsurface.normal3f = rsurface.array_deformednormal3f;
6082 rsurface.normal3f_bufferobject = 0;
6083 rsurface.normal3f_bufferoffset = 0;
6085 case Q3DEFORM_NORMAL:
6086 // deform the normals to make reflections wavey
6087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6090 for (j = 0;j < surface->num_vertices;j++)
6093 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6094 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6095 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6096 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6097 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6098 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6099 VectorNormalize(normal);
6101 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);
6103 rsurface.svector3f = rsurface.array_deformedsvector3f;
6104 rsurface.svector3f_bufferobject = 0;
6105 rsurface.svector3f_bufferoffset = 0;
6106 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6107 rsurface.tvector3f_bufferobject = 0;
6108 rsurface.tvector3f_bufferoffset = 0;
6109 rsurface.normal3f = rsurface.array_deformednormal3f;
6110 rsurface.normal3f_bufferobject = 0;
6111 rsurface.normal3f_bufferoffset = 0;
6114 // deform vertex array to make wavey water and flags and such
6115 waveparms[0] = deform->waveparms[0];
6116 waveparms[1] = deform->waveparms[1];
6117 waveparms[2] = deform->waveparms[2];
6118 waveparms[3] = deform->waveparms[3];
6119 // this is how a divisor of vertex influence on deformation
6120 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6121 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6122 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6124 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6125 for (j = 0;j < surface->num_vertices;j++)
6127 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6128 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6129 // if the wavefunc depends on time, evaluate it per-vertex
6132 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6133 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6135 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6138 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6139 rsurface.vertex3f_bufferobject = 0;
6140 rsurface.vertex3f_bufferoffset = 0;
6142 case Q3DEFORM_BULGE:
6143 // deform vertex array to make the surface have moving bulges
6144 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6146 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6147 for (j = 0;j < surface->num_vertices;j++)
6149 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6150 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6153 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6154 rsurface.vertex3f_bufferobject = 0;
6155 rsurface.vertex3f_bufferoffset = 0;
6158 // deform vertex array
6159 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6160 VectorScale(deform->parms, scale, waveparms);
6161 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6163 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6164 for (j = 0;j < surface->num_vertices;j++)
6165 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6167 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6168 rsurface.vertex3f_bufferobject = 0;
6169 rsurface.vertex3f_bufferoffset = 0;
6173 // generate texcoords based on the chosen texcoord source
6174 switch(rsurface.texture->tcgen.tcgen)
6177 case Q3TCGEN_TEXTURE:
6178 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6179 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6180 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6182 case Q3TCGEN_LIGHTMAP:
6183 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6184 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6185 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6187 case Q3TCGEN_VECTOR:
6188 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6190 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6191 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)
6193 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6194 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6197 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6198 rsurface.texcoordtexture2f_bufferobject = 0;
6199 rsurface.texcoordtexture2f_bufferoffset = 0;
6201 case Q3TCGEN_ENVIRONMENT:
6202 // make environment reflections using a spheremap
6203 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6205 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6206 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6207 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6208 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6209 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6211 // identical to Q3A's method, but executed in worldspace so
6212 // carried models can be shiny too
6214 float viewer[3], d, reflected[3], worldreflected[3];
6216 VectorSubtract(rsurface.modelorg, vertex, viewer);
6217 // VectorNormalize(viewer);
6219 d = DotProduct(normal, viewer);
6221 reflected[0] = normal[0]*2*d - viewer[0];
6222 reflected[1] = normal[1]*2*d - viewer[1];
6223 reflected[2] = normal[2]*2*d - viewer[2];
6224 // note: this is proportinal to viewer, so we can normalize later
6226 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6227 VectorNormalize(worldreflected);
6229 // note: this sphere map only uses world x and z!
6230 // so positive and negative y will LOOK THE SAME.
6231 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6232 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6235 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6236 rsurface.texcoordtexture2f_bufferobject = 0;
6237 rsurface.texcoordtexture2f_bufferoffset = 0;
6240 // the only tcmod that needs software vertex processing is turbulent, so
6241 // check for it here and apply the changes if needed
6242 // and we only support that as the first one
6243 // (handling a mixture of turbulent and other tcmods would be problematic
6244 // without punting it entirely to a software path)
6245 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6247 amplitude = rsurface.texture->tcmods[0].parms[1];
6248 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6252 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)
6254 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6255 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6258 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6259 rsurface.texcoordtexture2f_bufferobject = 0;
6260 rsurface.texcoordtexture2f_bufferoffset = 0;
6262 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6263 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6264 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6265 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6268 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6271 const msurface_t *surface = texturesurfacelist[0];
6272 const msurface_t *surface2;
6277 // TODO: lock all array ranges before render, rather than on each surface
6278 if (texturenumsurfaces == 1)
6280 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6281 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);
6283 else if (r_batchmode.integer == 2)
6285 #define MAXBATCHTRIANGLES 4096
6286 int batchtriangles = 0;
6287 int batchelements[MAXBATCHTRIANGLES*3];
6288 for (i = 0;i < texturenumsurfaces;i = j)
6290 surface = texturesurfacelist[i];
6292 if (surface->num_triangles > MAXBATCHTRIANGLES)
6294 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);
6297 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6298 batchtriangles = surface->num_triangles;
6299 firstvertex = surface->num_firstvertex;
6300 endvertex = surface->num_firstvertex + surface->num_vertices;
6301 for (;j < texturenumsurfaces;j++)
6303 surface2 = texturesurfacelist[j];
6304 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6306 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6307 batchtriangles += surface2->num_triangles;
6308 firstvertex = min(firstvertex, surface2->num_firstvertex);
6309 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6311 surface2 = texturesurfacelist[j-1];
6312 numvertices = endvertex - firstvertex;
6313 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6316 else if (r_batchmode.integer == 1)
6318 for (i = 0;i < texturenumsurfaces;i = j)
6320 surface = texturesurfacelist[i];
6321 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6322 if (texturesurfacelist[j] != surface2)
6324 surface2 = texturesurfacelist[j-1];
6325 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6326 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6327 GL_LockArrays(surface->num_firstvertex, numvertices);
6328 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6333 for (i = 0;i < texturenumsurfaces;i++)
6335 surface = texturesurfacelist[i];
6336 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6337 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);
6342 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6344 int i, planeindex, vertexindex;
6348 r_waterstate_waterplane_t *p, *bestp;
6349 msurface_t *surface;
6350 if (r_waterstate.renderingscene)
6352 for (i = 0;i < texturenumsurfaces;i++)
6354 surface = texturesurfacelist[i];
6355 if (lightmaptexunit >= 0)
6356 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6357 if (deluxemaptexunit >= 0)
6358 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6359 // pick the closest matching water plane
6362 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6365 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6367 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6368 d += fabs(PlaneDiff(vert, &p->plane));
6370 if (bestd > d || !bestp)
6378 if (refractiontexunit >= 0)
6379 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6380 if (reflectiontexunit >= 0)
6381 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6385 if (refractiontexunit >= 0)
6386 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6387 if (reflectiontexunit >= 0)
6388 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6390 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6391 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);
6395 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6399 const msurface_t *surface = texturesurfacelist[0];
6400 const msurface_t *surface2;
6405 // TODO: lock all array ranges before render, rather than on each surface
6406 if (texturenumsurfaces == 1)
6408 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6409 if (deluxemaptexunit >= 0)
6410 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6411 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6412 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);
6414 else if (r_batchmode.integer == 2)
6416 #define MAXBATCHTRIANGLES 4096
6417 int batchtriangles = 0;
6418 int batchelements[MAXBATCHTRIANGLES*3];
6419 for (i = 0;i < texturenumsurfaces;i = j)
6421 surface = texturesurfacelist[i];
6422 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6423 if (deluxemaptexunit >= 0)
6424 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6426 if (surface->num_triangles > MAXBATCHTRIANGLES)
6428 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);
6431 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6432 batchtriangles = surface->num_triangles;
6433 firstvertex = surface->num_firstvertex;
6434 endvertex = surface->num_firstvertex + surface->num_vertices;
6435 for (;j < texturenumsurfaces;j++)
6437 surface2 = texturesurfacelist[j];
6438 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6440 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6441 batchtriangles += surface2->num_triangles;
6442 firstvertex = min(firstvertex, surface2->num_firstvertex);
6443 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6445 surface2 = texturesurfacelist[j-1];
6446 numvertices = endvertex - firstvertex;
6447 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6450 else if (r_batchmode.integer == 1)
6453 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6454 for (i = 0;i < texturenumsurfaces;i = j)
6456 surface = texturesurfacelist[i];
6457 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6458 if (texturesurfacelist[j] != surface2)
6460 Con_Printf(" %i", j - i);
6463 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6465 for (i = 0;i < texturenumsurfaces;i = j)
6467 surface = texturesurfacelist[i];
6468 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6469 if (deluxemaptexunit >= 0)
6470 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6471 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6472 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6475 Con_Printf(" %i", j - i);
6477 surface2 = texturesurfacelist[j-1];
6478 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6479 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6480 GL_LockArrays(surface->num_firstvertex, numvertices);
6481 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6489 for (i = 0;i < texturenumsurfaces;i++)
6491 surface = texturesurfacelist[i];
6492 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6493 if (deluxemaptexunit >= 0)
6494 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6495 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6496 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);
6501 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6504 int texturesurfaceindex;
6505 if (r_showsurfaces.integer == 2)
6507 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6509 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6510 for (j = 0;j < surface->num_triangles;j++)
6512 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6513 GL_Color(f, f, f, 1);
6514 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6520 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6522 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6523 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6524 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);
6525 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6526 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);
6531 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6533 int texturesurfaceindex;
6536 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6538 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6539 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)
6547 rsurface.lightmapcolor4f = rsurface.array_color4f;
6548 rsurface.lightmapcolor4f_bufferobject = 0;
6549 rsurface.lightmapcolor4f_bufferoffset = 0;
6552 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6554 int texturesurfaceindex;
6558 if (rsurface.lightmapcolor4f)
6560 // generate color arrays for the surfaces in this list
6561 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6563 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6564 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)
6566 f = FogPoint_Model(v);
6576 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6578 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6579 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)
6581 f = FogPoint_Model(v);
6589 rsurface.lightmapcolor4f = rsurface.array_color4f;
6590 rsurface.lightmapcolor4f_bufferobject = 0;
6591 rsurface.lightmapcolor4f_bufferoffset = 0;
6594 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6596 int texturesurfaceindex;
6600 if (!rsurface.lightmapcolor4f)
6602 // generate color arrays for the surfaces in this list
6603 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6605 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6606 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)
6608 f = FogPoint_Model(v);
6609 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6610 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6611 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6615 rsurface.lightmapcolor4f = rsurface.array_color4f;
6616 rsurface.lightmapcolor4f_bufferobject = 0;
6617 rsurface.lightmapcolor4f_bufferoffset = 0;
6620 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6622 int texturesurfaceindex;
6625 if (!rsurface.lightmapcolor4f)
6627 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6629 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6630 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)
6638 rsurface.lightmapcolor4f = rsurface.array_color4f;
6639 rsurface.lightmapcolor4f_bufferobject = 0;
6640 rsurface.lightmapcolor4f_bufferoffset = 0;
6643 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6645 int texturesurfaceindex;
6648 if (!rsurface.lightmapcolor4f)
6650 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6652 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6653 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)
6655 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6656 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6657 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6661 rsurface.lightmapcolor4f = rsurface.array_color4f;
6662 rsurface.lightmapcolor4f_bufferobject = 0;
6663 rsurface.lightmapcolor4f_bufferoffset = 0;
6666 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6669 rsurface.lightmapcolor4f = NULL;
6670 rsurface.lightmapcolor4f_bufferobject = 0;
6671 rsurface.lightmapcolor4f_bufferoffset = 0;
6672 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6673 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6674 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6675 GL_Color(r, g, b, a);
6676 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6679 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6681 // TODO: optimize applyfog && applycolor case
6682 // just apply fog if necessary, and tint the fog color array if necessary
6683 rsurface.lightmapcolor4f = NULL;
6684 rsurface.lightmapcolor4f_bufferobject = 0;
6685 rsurface.lightmapcolor4f_bufferoffset = 0;
6686 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6687 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6688 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6689 GL_Color(r, g, b, a);
6690 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6693 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6695 int texturesurfaceindex;
6699 if (texturesurfacelist[0]->lightmapinfo)
6701 // generate color arrays for the surfaces in this list
6702 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6704 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6705 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6707 if (surface->lightmapinfo->samples)
6709 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6710 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6711 VectorScale(lm, scale, c);
6712 if (surface->lightmapinfo->styles[1] != 255)
6714 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6716 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6717 VectorMA(c, scale, lm, c);
6718 if (surface->lightmapinfo->styles[2] != 255)
6721 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6722 VectorMA(c, scale, lm, c);
6723 if (surface->lightmapinfo->styles[3] != 255)
6726 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6727 VectorMA(c, scale, lm, c);
6737 rsurface.lightmapcolor4f = rsurface.array_color4f;
6738 rsurface.lightmapcolor4f_bufferobject = 0;
6739 rsurface.lightmapcolor4f_bufferoffset = 0;
6743 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6744 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6745 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6747 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6748 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6749 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6750 GL_Color(r, g, b, a);
6751 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6754 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6756 int texturesurfaceindex;
6759 float *v, *c, *c2, alpha;
6760 vec3_t ambientcolor;
6761 vec3_t diffusecolor;
6765 VectorCopy(rsurface.modellight_lightdir, lightdir);
6766 f = 0.5f * r_refdef.lightmapintensity;
6767 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6768 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6769 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6770 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6771 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6772 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6774 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6776 // generate color arrays for the surfaces in this list
6777 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6779 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6780 int numverts = surface->num_vertices;
6781 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6782 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6783 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6784 // q3-style directional shading
6785 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6787 if ((f = DotProduct(c2, lightdir)) > 0)
6788 VectorMA(ambientcolor, f, diffusecolor, c);
6790 VectorCopy(ambientcolor, c);
6798 rsurface.lightmapcolor4f = rsurface.array_color4f;
6799 rsurface.lightmapcolor4f_bufferobject = 0;
6800 rsurface.lightmapcolor4f_bufferoffset = 0;
6801 *applycolor = false;
6805 *r = ambientcolor[0];
6806 *g = ambientcolor[1];
6807 *b = ambientcolor[2];
6808 rsurface.lightmapcolor4f = NULL;
6809 rsurface.lightmapcolor4f_bufferobject = 0;
6810 rsurface.lightmapcolor4f_bufferoffset = 0;
6814 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6816 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6817 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6818 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6819 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6820 GL_Color(r, g, b, a);
6821 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6824 void RSurf_SetupDepthAndCulling(void)
6826 // submodels are biased to avoid z-fighting with world surfaces that they
6827 // may be exactly overlapping (avoids z-fighting artifacts on certain
6828 // doors and things in Quake maps)
6829 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6830 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6831 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6832 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6835 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6837 // transparent sky would be ridiculous
6838 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6840 R_SetupGenericShader(false);
6843 skyrendernow = false;
6844 // we have to force off the water clipping plane while rendering sky
6848 // restore entity matrix
6849 R_Mesh_Matrix(&rsurface.matrix);
6851 RSurf_SetupDepthAndCulling();
6853 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6854 // skymasking on them, and Quake3 never did sky masking (unlike
6855 // software Quake and software Quake2), so disable the sky masking
6856 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6857 // and skymasking also looks very bad when noclipping outside the
6858 // level, so don't use it then either.
6859 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6861 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6862 R_Mesh_ColorPointer(NULL, 0, 0);
6863 R_Mesh_ResetTextureState();
6864 if (skyrendermasked)
6866 R_SetupDepthOrShadowShader();
6867 // depth-only (masking)
6868 GL_ColorMask(0,0,0,0);
6869 // just to make sure that braindead drivers don't draw
6870 // anything despite that colormask...
6871 GL_BlendFunc(GL_ZERO, GL_ONE);
6875 R_SetupGenericShader(false);
6877 GL_BlendFunc(GL_ONE, GL_ZERO);
6879 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6880 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6881 if (skyrendermasked)
6882 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6884 R_Mesh_ResetTextureState();
6885 GL_Color(1, 1, 1, 1);
6888 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6890 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6893 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6894 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6895 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6896 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6897 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6898 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6899 if (rsurface.texture->backgroundcurrentskinframe)
6901 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6902 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6903 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6904 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6906 if(rsurface.texture->colormapping)
6908 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6909 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6911 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6912 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6913 R_Mesh_ColorPointer(NULL, 0, 0);
6915 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6917 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6919 // render background
6920 GL_BlendFunc(GL_ONE, GL_ZERO);
6922 GL_AlphaTest(false);
6924 GL_Color(1, 1, 1, 1);
6925 R_Mesh_ColorPointer(NULL, 0, 0);
6927 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6928 if (r_glsl_permutation)
6930 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6931 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6932 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6933 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6934 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6935 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6936 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);
6938 GL_LockArrays(0, 0);
6940 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6941 GL_DepthMask(false);
6942 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6943 R_Mesh_ColorPointer(NULL, 0, 0);
6945 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6946 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6947 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6950 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6951 if (!r_glsl_permutation)
6954 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6955 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6956 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6957 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6958 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6959 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6961 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6963 GL_BlendFunc(GL_ONE, GL_ZERO);
6965 GL_AlphaTest(false);
6969 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6970 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6971 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6974 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6976 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6977 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);
6979 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6983 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6984 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);
6986 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6988 GL_LockArrays(0, 0);
6991 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6993 // OpenGL 1.3 path - anything not completely ancient
6994 int texturesurfaceindex;
6995 qboolean applycolor;
6999 const texturelayer_t *layer;
7000 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7002 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7005 int layertexrgbscale;
7006 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7008 if (layerindex == 0)
7012 GL_AlphaTest(false);
7013 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7016 GL_DepthMask(layer->depthmask && writedepth);
7017 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7018 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7020 layertexrgbscale = 4;
7021 VectorScale(layer->color, 0.25f, layercolor);
7023 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7025 layertexrgbscale = 2;
7026 VectorScale(layer->color, 0.5f, layercolor);
7030 layertexrgbscale = 1;
7031 VectorScale(layer->color, 1.0f, layercolor);
7033 layercolor[3] = layer->color[3];
7034 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7035 R_Mesh_ColorPointer(NULL, 0, 0);
7036 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7037 switch (layer->type)
7039 case TEXTURELAYERTYPE_LITTEXTURE:
7040 memset(&m, 0, sizeof(m));
7041 m.tex[0] = R_GetTexture(r_texture_white);
7042 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7043 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7044 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7045 m.tex[1] = R_GetTexture(layer->texture);
7046 m.texmatrix[1] = layer->texmatrix;
7047 m.texrgbscale[1] = layertexrgbscale;
7048 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7049 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7050 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7051 R_Mesh_TextureState(&m);
7052 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7053 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7054 else if (rsurface.uselightmaptexture)
7055 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7057 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7059 case TEXTURELAYERTYPE_TEXTURE:
7060 memset(&m, 0, sizeof(m));
7061 m.tex[0] = R_GetTexture(layer->texture);
7062 m.texmatrix[0] = layer->texmatrix;
7063 m.texrgbscale[0] = layertexrgbscale;
7064 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7065 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7066 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7067 R_Mesh_TextureState(&m);
7068 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7070 case TEXTURELAYERTYPE_FOG:
7071 memset(&m, 0, sizeof(m));
7072 m.texrgbscale[0] = layertexrgbscale;
7075 m.tex[0] = R_GetTexture(layer->texture);
7076 m.texmatrix[0] = layer->texmatrix;
7077 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7078 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7079 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7081 R_Mesh_TextureState(&m);
7082 // generate a color array for the fog pass
7083 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7084 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7088 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7089 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)
7091 f = 1 - FogPoint_Model(v);
7092 c[0] = layercolor[0];
7093 c[1] = layercolor[1];
7094 c[2] = layercolor[2];
7095 c[3] = f * layercolor[3];
7098 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7101 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7103 GL_LockArrays(0, 0);
7106 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7108 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7109 GL_AlphaTest(false);
7113 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7115 // OpenGL 1.1 - crusty old voodoo path
7116 int texturesurfaceindex;
7120 const texturelayer_t *layer;
7121 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7123 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7125 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7127 if (layerindex == 0)
7131 GL_AlphaTest(false);
7132 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7135 GL_DepthMask(layer->depthmask && writedepth);
7136 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7137 R_Mesh_ColorPointer(NULL, 0, 0);
7138 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7139 switch (layer->type)
7141 case TEXTURELAYERTYPE_LITTEXTURE:
7142 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7144 // two-pass lit texture with 2x rgbscale
7145 // first the lightmap pass
7146 memset(&m, 0, sizeof(m));
7147 m.tex[0] = R_GetTexture(r_texture_white);
7148 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7149 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7150 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7151 R_Mesh_TextureState(&m);
7152 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7153 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7154 else if (rsurface.uselightmaptexture)
7155 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7157 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7158 GL_LockArrays(0, 0);
7159 // then apply the texture to it
7160 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7161 memset(&m, 0, sizeof(m));
7162 m.tex[0] = R_GetTexture(layer->texture);
7163 m.texmatrix[0] = layer->texmatrix;
7164 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7165 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7166 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7167 R_Mesh_TextureState(&m);
7168 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);
7172 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7173 memset(&m, 0, sizeof(m));
7174 m.tex[0] = R_GetTexture(layer->texture);
7175 m.texmatrix[0] = layer->texmatrix;
7176 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7177 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7178 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7179 R_Mesh_TextureState(&m);
7180 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7181 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);
7183 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);
7186 case TEXTURELAYERTYPE_TEXTURE:
7187 // singletexture unlit texture with transparency support
7188 memset(&m, 0, sizeof(m));
7189 m.tex[0] = R_GetTexture(layer->texture);
7190 m.texmatrix[0] = layer->texmatrix;
7191 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7192 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7193 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7194 R_Mesh_TextureState(&m);
7195 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);
7197 case TEXTURELAYERTYPE_FOG:
7198 // singletexture fogging
7199 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7202 memset(&m, 0, sizeof(m));
7203 m.tex[0] = R_GetTexture(layer->texture);
7204 m.texmatrix[0] = layer->texmatrix;
7205 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7206 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7207 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7208 R_Mesh_TextureState(&m);
7211 R_Mesh_ResetTextureState();
7212 // generate a color array for the fog pass
7213 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7217 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7218 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)
7220 f = 1 - FogPoint_Model(v);
7221 c[0] = layer->color[0];
7222 c[1] = layer->color[1];
7223 c[2] = layer->color[2];
7224 c[3] = f * layer->color[3];
7227 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7230 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7232 GL_LockArrays(0, 0);
7235 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7237 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7238 GL_AlphaTest(false);
7242 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7246 GL_AlphaTest(false);
7247 R_Mesh_ColorPointer(NULL, 0, 0);
7248 R_Mesh_ResetTextureState();
7249 R_SetupGenericShader(false);
7251 if(rsurface.texture && rsurface.texture->currentskinframe)
7253 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7254 c[3] *= rsurface.texture->currentalpha;
7264 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7266 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7267 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7268 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7271 // brighten it up (as texture value 127 means "unlit")
7272 c[0] *= 2 * r_refdef.view.colorscale;
7273 c[1] *= 2 * r_refdef.view.colorscale;
7274 c[2] *= 2 * r_refdef.view.colorscale;
7276 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7277 c[3] *= r_wateralpha.value;
7279 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7281 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7282 GL_DepthMask(false);
7284 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7286 GL_BlendFunc(GL_ONE, GL_ONE);
7287 GL_DepthMask(false);
7289 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7291 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7292 GL_DepthMask(false);
7294 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7296 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7297 GL_DepthMask(false);
7301 GL_BlendFunc(GL_ONE, GL_ZERO);
7302 GL_DepthMask(writedepth);
7305 rsurface.lightmapcolor4f = NULL;
7307 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7309 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7311 rsurface.lightmapcolor4f = NULL;
7312 rsurface.lightmapcolor4f_bufferobject = 0;
7313 rsurface.lightmapcolor4f_bufferoffset = 0;
7315 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7317 qboolean applycolor = true;
7320 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7322 r_refdef.lightmapintensity = 1;
7323 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7324 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7328 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7330 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7331 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7332 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7335 if(!rsurface.lightmapcolor4f)
7336 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7338 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7339 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7340 if(r_refdef.fogenabled)
7341 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7343 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7344 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7347 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7350 RSurf_SetupDepthAndCulling();
7351 if (r_showsurfaces.integer == 3)
7352 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7353 else if (r_glsl.integer && gl_support_fragment_shader)
7354 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7355 else if (gl_combine.integer && r_textureunits.integer >= 2)
7356 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7358 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7362 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7365 RSurf_SetupDepthAndCulling();
7366 if (r_showsurfaces.integer == 3)
7367 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7368 else if (r_glsl.integer && gl_support_fragment_shader)
7369 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7370 else if (gl_combine.integer && r_textureunits.integer >= 2)
7371 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7373 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7377 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7380 int texturenumsurfaces, endsurface;
7382 msurface_t *surface;
7383 msurface_t *texturesurfacelist[1024];
7385 // if the model is static it doesn't matter what value we give for
7386 // wantnormals and wanttangents, so this logic uses only rules applicable
7387 // to a model, knowing that they are meaningless otherwise
7388 if (ent == r_refdef.scene.worldentity)
7389 RSurf_ActiveWorldEntity();
7390 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7391 RSurf_ActiveModelEntity(ent, false, false);
7393 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7395 for (i = 0;i < numsurfaces;i = j)
7398 surface = rsurface.modelsurfaces + surfacelist[i];
7399 texture = surface->texture;
7400 rsurface.texture = R_GetCurrentTexture(texture);
7401 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7402 // scan ahead until we find a different texture
7403 endsurface = min(i + 1024, numsurfaces);
7404 texturenumsurfaces = 0;
7405 texturesurfacelist[texturenumsurfaces++] = surface;
7406 for (;j < endsurface;j++)
7408 surface = rsurface.modelsurfaces + surfacelist[j];
7409 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7411 texturesurfacelist[texturenumsurfaces++] = surface;
7413 // render the range of surfaces
7414 if (ent == r_refdef.scene.worldentity)
7415 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7417 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7419 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7420 GL_AlphaTest(false);
7423 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7425 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7429 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7431 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7433 RSurf_SetupDepthAndCulling();
7434 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7435 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7437 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7439 RSurf_SetupDepthAndCulling();
7440 GL_AlphaTest(false);
7441 R_Mesh_ColorPointer(NULL, 0, 0);
7442 R_Mesh_ResetTextureState();
7443 R_SetupGenericShader(false);
7444 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7446 GL_BlendFunc(GL_ONE, GL_ZERO);
7447 GL_Color(0, 0, 0, 1);
7448 GL_DepthTest(writedepth);
7449 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7451 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7453 RSurf_SetupDepthAndCulling();
7454 GL_AlphaTest(false);
7455 R_Mesh_ColorPointer(NULL, 0, 0);
7456 R_Mesh_ResetTextureState();
7457 R_SetupGenericShader(false);
7458 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7460 GL_BlendFunc(GL_ONE, GL_ZERO);
7462 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7464 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7465 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7466 else if (!rsurface.texture->currentnumlayers)
7468 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7470 // transparent surfaces get pushed off into the transparent queue
7471 int surfacelistindex;
7472 const msurface_t *surface;
7473 vec3_t tempcenter, center;
7474 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7476 surface = texturesurfacelist[surfacelistindex];
7477 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7478 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7479 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7480 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7481 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7486 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7487 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7492 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7496 // break the surface list down into batches by texture and use of lightmapping
7497 for (i = 0;i < numsurfaces;i = j)
7500 // texture is the base texture pointer, rsurface.texture is the
7501 // current frame/skin the texture is directing us to use (for example
7502 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7503 // use skin 1 instead)
7504 texture = surfacelist[i]->texture;
7505 rsurface.texture = R_GetCurrentTexture(texture);
7506 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7507 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7509 // if this texture is not the kind we want, skip ahead to the next one
7510 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7514 // simply scan ahead until we find a different texture or lightmap state
7515 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7517 // render the range of surfaces
7518 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7522 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7527 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7529 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7531 RSurf_SetupDepthAndCulling();
7532 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7533 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7535 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7537 RSurf_SetupDepthAndCulling();
7538 GL_AlphaTest(false);
7539 R_Mesh_ColorPointer(NULL, 0, 0);
7540 R_Mesh_ResetTextureState();
7541 R_SetupGenericShader(false);
7542 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7544 GL_BlendFunc(GL_ONE, GL_ZERO);
7545 GL_Color(0, 0, 0, 1);
7546 GL_DepthTest(writedepth);
7547 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7549 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7551 RSurf_SetupDepthAndCulling();
7552 GL_AlphaTest(false);
7553 R_Mesh_ColorPointer(NULL, 0, 0);
7554 R_Mesh_ResetTextureState();
7555 R_SetupGenericShader(false);
7556 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7558 GL_BlendFunc(GL_ONE, GL_ZERO);
7560 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7562 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7563 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7564 else if (!rsurface.texture->currentnumlayers)
7566 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7568 // transparent surfaces get pushed off into the transparent queue
7569 int surfacelistindex;
7570 const msurface_t *surface;
7571 vec3_t tempcenter, center;
7572 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7574 surface = texturesurfacelist[surfacelistindex];
7575 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7576 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7577 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7578 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7579 if (queueentity->transparent_offset) // transparent offset
7581 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7582 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7583 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7585 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7590 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7591 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7596 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7600 // break the surface list down into batches by texture and use of lightmapping
7601 for (i = 0;i < numsurfaces;i = j)
7604 // texture is the base texture pointer, rsurface.texture is the
7605 // current frame/skin the texture is directing us to use (for example
7606 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7607 // use skin 1 instead)
7608 texture = surfacelist[i]->texture;
7609 rsurface.texture = R_GetCurrentTexture(texture);
7610 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7611 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7613 // if this texture is not the kind we want, skip ahead to the next one
7614 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7618 // simply scan ahead until we find a different texture or lightmap state
7619 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7621 // render the range of surfaces
7622 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7626 float locboxvertex3f[6*4*3] =
7628 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7629 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7630 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7631 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7632 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7633 1,0,0, 0,0,0, 0,1,0, 1,1,0
7636 unsigned short locboxelements[6*2*3] =
7646 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7649 cl_locnode_t *loc = (cl_locnode_t *)ent;
7651 float vertex3f[6*4*3];
7653 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7654 GL_DepthMask(false);
7655 GL_DepthRange(0, 1);
7656 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7658 GL_CullFace(GL_NONE);
7659 R_Mesh_Matrix(&identitymatrix);
7661 R_Mesh_VertexPointer(vertex3f, 0, 0);
7662 R_Mesh_ColorPointer(NULL, 0, 0);
7663 R_Mesh_ResetTextureState();
7664 R_SetupGenericShader(false);
7667 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7668 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7669 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7670 surfacelist[0] < 0 ? 0.5f : 0.125f);
7672 if (VectorCompare(loc->mins, loc->maxs))
7674 VectorSet(size, 2, 2, 2);
7675 VectorMA(loc->mins, -0.5f, size, mins);
7679 VectorCopy(loc->mins, mins);
7680 VectorSubtract(loc->maxs, loc->mins, size);
7683 for (i = 0;i < 6*4*3;)
7684 for (j = 0;j < 3;j++, i++)
7685 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7687 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7690 void R_DrawLocs(void)
7693 cl_locnode_t *loc, *nearestloc;
7695 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7696 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7698 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7699 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7703 void R_DrawDebugModel(entity_render_t *ent)
7705 int i, j, k, l, flagsmask;
7706 const int *elements;
7708 msurface_t *surface;
7709 dp_model_t *model = ent->model;
7712 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7714 R_Mesh_ColorPointer(NULL, 0, 0);
7715 R_Mesh_ResetTextureState();
7716 R_SetupGenericShader(false);
7717 GL_DepthRange(0, 1);
7718 GL_DepthTest(!r_showdisabledepthtest.integer);
7719 GL_DepthMask(false);
7720 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7722 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7724 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7725 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7727 if (brush->colbrushf && brush->colbrushf->numtriangles)
7729 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7730 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);
7731 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7734 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7736 if (surface->num_collisiontriangles)
7738 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7739 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);
7740 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7745 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7747 if (r_showtris.integer || r_shownormals.integer)
7749 if (r_showdisabledepthtest.integer)
7751 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7752 GL_DepthMask(false);
7756 GL_BlendFunc(GL_ONE, GL_ZERO);
7759 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7761 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7763 rsurface.texture = R_GetCurrentTexture(surface->texture);
7764 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7766 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7767 if (r_showtris.value > 0)
7769 if (!rsurface.texture->currentlayers->depthmask)
7770 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7771 else if (ent == r_refdef.scene.worldentity)
7772 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7774 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7775 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7776 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7777 R_Mesh_ColorPointer(NULL, 0, 0);
7778 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7779 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7780 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7781 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);
7782 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7785 if (r_shownormals.value < 0)
7788 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7790 VectorCopy(rsurface.vertex3f + l * 3, v);
7791 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7792 qglVertex3f(v[0], v[1], v[2]);
7793 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7794 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7795 qglVertex3f(v[0], v[1], v[2]);
7800 if (r_shownormals.value > 0)
7803 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7805 VectorCopy(rsurface.vertex3f + l * 3, v);
7806 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7807 qglVertex3f(v[0], v[1], v[2]);
7808 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7809 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7810 qglVertex3f(v[0], v[1], v[2]);
7815 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7817 VectorCopy(rsurface.vertex3f + l * 3, v);
7818 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7819 qglVertex3f(v[0], v[1], v[2]);
7820 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7821 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7822 qglVertex3f(v[0], v[1], v[2]);
7827 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7829 VectorCopy(rsurface.vertex3f + l * 3, v);
7830 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7831 qglVertex3f(v[0], v[1], v[2]);
7832 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7833 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7834 qglVertex3f(v[0], v[1], v[2]);
7841 rsurface.texture = NULL;
7845 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7846 int r_maxsurfacelist = 0;
7847 msurface_t **r_surfacelist = NULL;
7848 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7850 int i, j, endj, f, flagsmask;
7852 dp_model_t *model = r_refdef.scene.worldmodel;
7853 msurface_t *surfaces;
7854 unsigned char *update;
7855 int numsurfacelist = 0;
7859 if (r_maxsurfacelist < model->num_surfaces)
7861 r_maxsurfacelist = model->num_surfaces;
7863 Mem_Free(r_surfacelist);
7864 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7867 RSurf_ActiveWorldEntity();
7869 surfaces = model->data_surfaces;
7870 update = model->brushq1.lightmapupdateflags;
7872 // update light styles on this submodel
7873 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7875 model_brush_lightstyleinfo_t *style;
7876 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7878 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7880 int *list = style->surfacelist;
7881 style->value = r_refdef.scene.lightstylevalue[style->style];
7882 for (j = 0;j < style->numsurfaces;j++)
7883 update[list[j]] = true;
7888 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7892 R_DrawDebugModel(r_refdef.scene.worldentity);
7893 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7899 rsurface.uselightmaptexture = false;
7900 rsurface.texture = NULL;
7901 rsurface.rtlight = NULL;
7903 // add visible surfaces to draw list
7904 for (i = 0;i < model->nummodelsurfaces;i++)
7906 j = model->sortedmodelsurfaces[i];
7907 if (r_refdef.viewcache.world_surfacevisible[j])
7908 r_surfacelist[numsurfacelist++] = surfaces + j;
7910 // update lightmaps if needed
7912 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7913 if (r_refdef.viewcache.world_surfacevisible[j])
7915 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7916 // don't do anything if there were no surfaces
7917 if (!numsurfacelist)
7919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7922 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7923 GL_AlphaTest(false);
7925 // add to stats if desired
7926 if (r_speeds.integer && !skysurfaces && !depthonly)
7928 r_refdef.stats.world_surfaces += numsurfacelist;
7929 for (j = 0;j < numsurfacelist;j++)
7930 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7932 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7935 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7937 int i, j, endj, f, flagsmask;
7939 dp_model_t *model = ent->model;
7940 msurface_t *surfaces;
7941 unsigned char *update;
7942 int numsurfacelist = 0;
7946 if (r_maxsurfacelist < model->num_surfaces)
7948 r_maxsurfacelist = model->num_surfaces;
7950 Mem_Free(r_surfacelist);
7951 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7954 // if the model is static it doesn't matter what value we give for
7955 // wantnormals and wanttangents, so this logic uses only rules applicable
7956 // to a model, knowing that they are meaningless otherwise
7957 if (ent == r_refdef.scene.worldentity)
7958 RSurf_ActiveWorldEntity();
7959 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7960 RSurf_ActiveModelEntity(ent, false, false);
7962 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7964 surfaces = model->data_surfaces;
7965 update = model->brushq1.lightmapupdateflags;
7967 // update light styles
7968 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7970 model_brush_lightstyleinfo_t *style;
7971 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7973 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7975 int *list = style->surfacelist;
7976 style->value = r_refdef.scene.lightstylevalue[style->style];
7977 for (j = 0;j < style->numsurfaces;j++)
7978 update[list[j]] = true;
7983 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7987 R_DrawDebugModel(ent);
7988 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7994 rsurface.uselightmaptexture = false;
7995 rsurface.texture = NULL;
7996 rsurface.rtlight = NULL;
7998 // add visible surfaces to draw list
7999 for (i = 0;i < model->nummodelsurfaces;i++)
8000 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8001 // don't do anything if there were no surfaces
8002 if (!numsurfacelist)
8004 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8007 // update lightmaps if needed
8009 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8011 R_BuildLightMap(ent, surfaces + j);
8012 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8013 GL_AlphaTest(false);
8015 // add to stats if desired
8016 if (r_speeds.integer && !skysurfaces && !depthonly)
8018 r_refdef.stats.entities_surfaces += numsurfacelist;
8019 for (j = 0;j < numsurfacelist;j++)
8020 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8022 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity